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Monsternomicon - The Lost Pages

The document is a comprehensive guide titled 'Monsternomicon: The Lost Pages' for the Iron Kingdoms: Requiem RPG, detailing various creatures and entities found in the game world. It includes contributions from multiple writers and playtesters, and acknowledges the support of backers who funded the project. The guide features a variety of monsters, including archons and trolls, along with their characteristics and lore, aimed at enhancing gameplay experiences.

Uploaded by

Jose Cruz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (5 votes)
1K views165 pages

Monsternomicon - The Lost Pages

The document is a comprehensive guide titled 'Monsternomicon: The Lost Pages' for the Iron Kingdoms: Requiem RPG, detailing various creatures and entities found in the game world. It includes contributions from multiple writers and playtesters, and acknowledges the support of backers who funded the project. The guide features a variety of monsters, including archons and trolls, along with their characteristics and lore, aimed at enhancing gameplay experiences.

Uploaded by

Jose Cruz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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®

Beware: here be monsters! A tome of creatures to challenge players


for Iron Kingdoms: Requiem
Creator of the Iron Kingdoms Writer Playtesters
Matthew D. Wilson Matt Goetz Tony Crawford, Daniel Dainwood,
William Guyaux, Antonio Gabriel
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First printing: October 2023. Printed in China.

Monsternomicon: The Lost Pages .... ISBN: 978-1-943693-90-0 ....... PIP 508

MONSTERNOMICON
2
TABLE OF CONTENTS

Introduction............................................. 4 Swamp Gobber Fumigator.............. 56 Forsaken...............................................109


Pendrake’s Lost Pages Swamp Gobber Plunderer................ 57 Grotseques............................................110
by Lynus Wesselbaum Swamp Horror....................................... 58 Grotesque Assassin.........................111
Archons..................................................... 6 Swamp Spirit.......................................... 59 Grotesque Banshee..........................112
Death Archon...................................... 6 Tatzylwurms.......................................... 60 Hellion...................................................113
Defiled Archon.................................... 8 Coral Tatzylwurm............................. 60 Hellmouth.............................................114
Argus Moonhound................................ 10 Feathered Tatzylwurm..................... 61 Incubus..................................................116
Blackhide................................................ 12 Trolls....................................................... 62 Striders..................................................118
Bog Constrictor..................................... 13 Deepborn Dire Troll......................... 62 Strider Blightblade..........................118
Bog Gulper............................................. 14 Earthborn Dire Troll........................ 64 Strider Deathstalker........................120
Bog Trogs............................................... 16 Glacier King....................................... 66 Strider Scout....................................122
Bog Trog Big Fish............................. 16 Mountain King.................................. 68 Succubus...............................................123
Bog Trog Dartfisher.......................... 17 Northern Dire Troll.......................... 70 Virtues..................................................124
Bog Trog Guard................................ 18 Painted Troll...................................... 72 Virtue Champion............................125
Bone Shaker........................................... 19 Reef Troll........................................... 73
Cane Leech............................................. 20 Sea King.............................................. 74 DRAGONSPAWN............................126
Cavewort................................................ 21 Tunnel Terror....................................... 76 Afflictor.................................................128
Croaks..................................................... 22 Urthek..................................................... 78 Angelius................................................130
Croak Raider...................................... 22 Void Leech............................................. 79 Archangel.............................................132
Croak Trapper................................... 23 Warpborn Skinwalker.......................... 80 Blightbringer........................................134
Croak Underchief.............................. 24 Warborn Skinwalker Alpha................ 81 Blight Wasp.........................................136
Disembodied.......................................... 27 Woldstalker............................................ 82 Carnivean.............................................138
Dragon Fish............................................ 28 Woldwrath............................................. 84 Harrier..................................................139
Farrow.................................................... 30 Wyldgeist............................................... 86 Khymaeric Dragonspawn...................140
Farrow Battle Boar............................ 32 Hydrix...............................................141
Farrow Warlock................................ 33 SHARDS OF EVERBLIGHT............. 87 Vypex................................................142
Farrow Road Hog.............................. 34 Blighted Archon.................................... 89 Naga Nightlurker.................................143
Farrow Splatter Boar........................ 36 Blighted Nyss Abbot............................. 90 Nephilim...............................................144
Farrow War Hog............................... 37 Blighted Nyss Champion...................... 91 Nephilim Bloodseer........................144
Gallows Tree.......................................... 38 Blighted Nyss Hex Hunter.................... 92 Nephilim Bolt Thrower..................145
Gatorfolk................................................ 39 Blighted Nyss Ice Witch....................... 93 Nephilim Protector.........................146
Gatorfolk Spirit Eater....................... 39 Blighted Nyss Legionnaire................... 94 Nephilim Soldier.............................147
Gatorfolk Trophy Hunter................ 40 Blighted Nyss Spell Martyr................... 95 Neraph..................................................148
Gatorfolk Vault Protector................ 41 Blighted Nyss Raptor............................ 96 Raek.......................................................149
Goral....................................................... 42 Blighted Nyss Ulk.................................. 96 Ravagore...............................................150
Goral Alpha............................................ 42 Blighted Nyss Shepherd........................ 98 Scythean................................................151
Ikoskit..................................................... 44 Blighted Nyss Soldier............................ 99 Seraph...................................................152
Ironback.................................................. 45 Blighted Nyss Warlock.......................100 Shredder................................................153
Lemax...................................................... 46 Blighted Nyss Warlord.......................101 Stinger...................................................154
Letheans.................................................. 47 Blighted Ogrun....................................102 Teraph...................................................155
Lethean............................................... 48 Blighted Ogrun Throne of Everblight..........................156
Lethean Chieftain.............................. 48 Chosen of Everblight..................102
Lethean Mystic.................................. 49 Blighted Ogrun Warmonger.........103 APPENDIXES
Pureblood Warpwolf............................ 50 Blighted Ogrun Monsters by Name..............................158
Screecher................................................ 52 Warmonger War Chief.............105 Monsters by Challenge Rating..........160
Shagmar.................................................. 53 Blighted Ogrun Warspear..............106 Creatures by Environment.................162
Snapper................................................... 54 Blighted Ogrun Everblight Resonance.........................164
Swamp Gobbers..................................... 55 Warspear Chieftain....................107
Swamp Gobber Chieftain................. 55 Blighted Rotwing................................108

MONSTERNOMICON
3
Pendrake’s Lost Pages

records, I have turned to


to my current station as prevented him from fully annotating these
Twenty-one years ago, I started on the path my associates and other talented hunters,
guid es, and educators in
at the Royal Academy ’s gathered data.
Senior Professor of Extraordinary Zoology order to provide additional insights into
Pend rake
and terrifying, yet it was
of Caspia. The journey was often perilous
always tremendously informative. dia of the strange and
These “lost pages” amount to an “encyclope
them here, I can help
ntal to my career; this unusual,” as it were. I hope that by sharing
Viktor Pendrake’s mentorship was instrume some of the more curious minds among us
unco ver a few more of
me for more than a
is no secret to anyone who has spoken with western Immoren’s mysteries.
or of the Department
few moments. The esteemed High Chancell
he foremost authority in
of Extraordinary Zoology was—and is—t Adding to the archive of Pendrake’s lost page
s, my associate
surably increased our
the field. Throughout his career, he has mea Edrea Lloryrr and I sought to expand on
some lesser-understood
zoology while serving Rathlok (a longtime
collective understanding of extraordinary entities. Working with the Northkin fell
calle r
y as a whole.
both the kingdom of Cygnar and humanit associate of both the High Chancellor and
mys elf), Edrea set out
onic spaw n and
many tasks. From to provide a comprehensive study of the drac
As Pendrake’s assistant, my duties involved blighted remnants of the dragon Everbligh
t’s once -vas t legions. At
him record information rvision of
cataloging anatomical samples to helping the same time, my assistant Kinik and I,
unde r the supe
tless opportunities to in order to
in the field, I have been blessed with coun the mercenary Rorsh, visited the city-state
Carv ersbu rg
t its dizzying variety of
explore western Immoren and learn abou consult with the farrow Targ. Our primary
goal was to exam ine
ns of mac hine and beas t:
natural life. the legacy of Doctor Egan Arkadius’ fusio
rnfa ll Allia nce.
explorer, veteran, the strange, augmented farrow of the Tho
Pendrake is many things: an experienced
however, is particularly the standards of the High
educator, and naturalist. What he is not, It is my hope that our contributions rise to
of the various records
concerned with organizing and keeping track Chancellor’s previous publications. As he
appr oaches his seventh
years.
of the knowledge he has acquired over the decade, we can only hope that he is willi ng to pass the torch of
I doub t something as
beasts and entities he has discovery to a new generation . . . although
This volume contains his notes on various simple as old age would prevent him from
adve ntur ing.
e their way into his now-

—Lynus Wesselbaum
encountered, which somehow did not mak
to the university have
legendary Monsternomicon. As his duties

The Lost Page


s is an invalu
looking to ex able resource
plore the wil for anyone
provides deta ds of western
iled informat Immoren. It
and entities ion on variou
, including s creatures
and bloodbor the blighted
n offspring servants
Immoren’s m of Everbligh
ost cunning an t, western
book also co d duplicitous
ntains a wea dragon. The
many dangero lt h of knowledge
us creatures about the
as gatormen lurking in th
, trolls, and e wilds, such
a host of ot
her monster
s.

MONSTERNOMICON
4
MONSTERNOMICON
5
ARCHONS
Even those who live in the deepest wilds of western
Immoren are familiar with archons. From the
ravager of living stone known as the primal archon
to the soothing, motherly presence of the Dhunian
archon, these creatures are the embodiment of
divine will. Over the course of the many years since
the Claiming, new archons have been spotted in
the wilds, even stranger and more enigmatic than
those that came before them.

more on
ti m es relies much
ary zoolog y a t tities of
Extraordin . W h en studying en
than the la
tt er to abandon
the former w e m u st be ready d rely only
m et a p h y si cal worl d ,
g sh o u ld function, an ly be
the a thin icular, can
on
s about how ons, in part
assumption rv e. A rc h sp ec ulation.
e can obse el se is pure
—VP
w h a t w y th in g
on on; an
d reported
observed an

Death Archon
As the war between the infernals and the archon-backed Death Archon
mortals of the Iron Kingdoms waged on, strange entities Large celestial (archon), neutral
appeared across western Immoren: death archons. Borne
aloft on wings of bone, these massive hooded creatures Armor Class 17 (natural armor)
Hit Points 285 (30d10 + 120)
swoop across the world as grim shadows, reaping countless Speed 30 ft., fly 60 ft.
numbers of the living and unliving alike with enormous
scythes made of dark iron. STR DEX CON INT WIS CHA
Uncertain Origins. Theologians have struggled to answer 21 (+5) 17 (+3) 19 (+4) 14 (+2) 16 (+3) 18 (+4)
the question of where these grisly figures come from and
Saving Throws Int +8, Wis +9, Cha +10
whom (if anyone) they answer to. Some scholars believe that
Skills Insight +9, Perception +9
death archons are manifestations of the void—the howling Damage Resistances bludgeoning, piercing, and slashing from
metaphysical plane between Caen and Urcaen that gives rise nonmagical attacks
to the tormented undead warriors known as banes. Others Damage Immunities necrotic
believe them to be a kind of “fallen archon” that has broken Condition Immunities blinded, charmed, exhaustion,
away from the control of the gods. These silent figures offer frightened, poisoned, prone
Senses truesight 120 ft., passive Perception 19
no answers, and the strange timing of their appearances on Languages all, telepathy 120 ft.
Caen only raises further questions. Challenge 18 (20,000 XP)
Fear the Reaper. Death archons are deadly opponents under
any circumstances but seem to have a particular animosity Bring Out Your Dead. When a creature other than a construct
for other types of archons and will attack them with an or an undead drops to 0 hit points while within 60 feet of the
unbridled ferocity. archon, the archon gains 1 point of death energy. The archon can
have up to 3 points of death energy at any time.
Magic Resistance. The archon has advantage on saving throws
against spells and other magical effects.
Reaper’s Weapons. The archon’s weapon attacks are magical.
When the archon hits with any weapon, the weapon deals an
extra 38 (7d10) necrotic damage (included in the attack).
Soul Ward. Hostile creatures within 60 feet of the archon can’t
collect souls from allies of the archon.

MONSTERNOMICON
6
Actions
3. Spectral Flicker. Once per turn, when the archon hits a
Archon Slayer. The archon has advantage on melee weapon creature with a melee attack, it can cast misty step, requiring
attack rolls against archons. no spell slots or components.
Multiattack. The archon makes two iron reaper attacks.
Iron Reaper. Melee Weapon Attack: +11 to hit, reach 10 ft., one Legendary Actions
creature. Hit: 16 (2d10 + 5) slashing damage plus 38 (7d10) necrotic The archon can take 3 legendary actions, choosing from the
damage, and the target’s hit point maximum is reduced by the options below. Only one legendary action option can be used at
amount of necrotic damage taken. This reduction lasts until the a time and only at the end of another creature’s turn. The archon
target finishes a long rest. The target dies if this effect reduces its regains spent legendary actions at the start of its turn.
hit point maximum to 0. Death Chill. The archon points a finger at a creature it can see
Carnage Incarnate. As a bonus action, the archon can spend 1 or within 30 feet of it that is not a construct or an undead. The
more points of death energy to gain one of the following benefits creature must make a DC 19 Wisdom saving throw. On a failed save,
for each point spent: the creature takes 22 (4d10) necrotic damage and is paralyzed for
1. Divine Inspiration. The archon gains advantage on its next 1 minute. On a successful save, it takes half as much damage and
attack roll. If the attack hits, the archon deals an extra 17 isn’t paralyzed. A creature can repeat the saving throw at the end
(5d6) slashing damage. of each of its turns, ending the effect on itself on a success.
2. Mortal Fear. Each non-undead creature within 60 feet of Iron Reaper Attack. The archon makes one iron reaper attack.
the archon that can see it must succeed on a DC 19 Wisdom Blood Reaper (Costs 2 Actions). The archon swings its iron
saving throw or be frightened for 1 minute. If the save fails reapers in a wide arc. Each creature within 10 feet of the archon
by 5 or more, the target also ages 1d4 × 10 years. A frightened must make a DC 19 Dexterity saving throw. On a failed saving
target can repeat the saving throw at the end of each of its throw, a creature takes 16 (2d10 + 5) slashing damage plus 38
turns, ending the frightened condition on itself on a success. (7d10) necrotic damage. On a successful save, it takes half as much
If a target’s saving throw is successful or the effect ends for damage. In either case, the target’s hit point maximum is reduced
it, the target is immune to this effect for the next 24 hours. by the amount of necrotic damage taken. This reduction lasts until
The aging effect can be reversed with a greater restoration the target finishes a long rest. The target dies if this effect reduces
spell, but only within 24 hours of it occurring. its hit point maximum to 0.

MONSTERNOMICON
7
Defiled Archon
Grymkin despise Menoth and his creations above all else,
so it was no surprise that these bizarre, malicious creatures
viewed Menite archons with equal measures of contempt
and sadistic curiosity. As the Lawgiver’s forces battled the
infernals for the souls of the faithful, the grymkin managed to
capture a few of these archons and drag them down into their
nightmarish reality. Thus were the defiled archons born.
Because time passes differently on the other side, no one
can be sure how long these Menite archons truly suffered. All
that’s known is what emerged afterward: twisted mockeries
clad in blasphemous armor and set loose among the living
to wreak havoc and punish the wicked. These once-holy
beings now soar through the air on wings of screaming
flesh, each fallen archon armed with a spear and a heretical
version of the Canon of the True Law.The defiled archon,
once a symbol of purity and justice, now represents the very
antithesis of its original purpose. Driven by a desire to sow
discord and chaos, these celestials are a haunting reminder
of the darkness lurking within even the most divine beings.
Their fall from grace has left them in a perpetual state of fury,
eager to exact vengeance upon those they deem deserving
of punishment.
Despite their corrupt nature, defiled archons retain a
twisted sense of honor, seeking out the most wicked and
powerful adversaries to engage in battle. Some believe that
the spark of a defiled archon’s former self remains deep
within its tormented soul, driving it to punish evildoers in an
effort to reclaim a sense of purpose.
Breaking the Law. Each grymkin-defiled archon carries a
spear with a copy of the Canon of the True Law affixed to it.
The pages of these holy tomes are desecrated with profane
script, containing refutations of the Lawbringer’s words
to his creations. The desecration infuses these “lawbreaker
spears” with the power to shred the minds of those who feel
their touch.

Defiled Archon
Large celestial (archon), chaotic neutral

Armor Class 17 (natural armor) Defiled Weapons. The archon’s weapon attacks are magical.
Hit Points 285 (30d10 + 120) When the archon hits with any weapon, the weapon deals an extra
Speed 30 ft., fly 60 ft. 38 (7d10) psychic damage (included in the attack).
Innate Spellcasting. The archon’s innate spellcasting ability
STR DEX CON INT WIS CHA is Charisma (spell save DC 18, +10 to hit with spell attacks).
21 (+5) 17 (+3) 19 (+4) 14 (+2) 16 (+3) 18 (+4) The archon can innately cast the following spells, requiring no
material components:
Saving Throws Int +8, Wis +9, Cha +10 At will: fire bolt, misty step, sacred flame, true strike,
Skills Insight +9, Perception +9 vicious mockery
Damage Resistances bludgeoning, piercing, and slashing from 3/day each: flame blade, hellish rebuke, scorching ray
nonmagical attacks 1/day each: dominate person
Damage Immunities psychic Magic Resistance. The archon has advantage on saving throws
Condition Immunities blinded, charmed, exhaustion, against spells and other magical effects.
frightened, poisoned, prone Twist the Eternal. Each hostile creature within 60 feet of the
Senses truesight 120 ft., passive Perception 19 archon that collects a soul immediately takes 11 (2d10) fire damage.
Languages all, telepathy 120 ft. Unleash the Arcane. After the archon casts a spell, it can cast a
Challenge 18 (20,000 XP) cantrip as a bonus action, ignoring the cantrip’s casting time.

MONSTERNOMICON
8
Actions Reactions
Multiattack. The archon makes two attacks with its Gate Walker. Once per round, after the archon casts a spell, it can
lawbreaker spear. use its reaction to cast misty step, requiring no components and
Lawbreaker Spear. Melee Weapon Attack: +11 to hit, reach ignoring the spell’s casting time.
10 ft., one creature. Hit: 16 (2d10 + 5) slashing damage plus 38 Legendary Actions
(7d10) fire damage.
Torrent of Blasphemy. The archon casts a spell with a casting The archon can take 3 legendary actions, choosing from the options
time of 1 action. If the spell damages a creature, until the below. Only one legendary action option can be used at a time
end of the archon’s next turn, the range of any spell with a and only at the end of another creature’s turn. The archon regains
range of 5 feet or greater is doubled when that creature is the spent legendary actions at the start of its turn.
spell’s target. Move. The archon moves up to its speed.
Spear Attack. The archon makes one attack with its
lawbreaker spear.
Cast a Spell (Costs 2 Actions). The archon casts a spell.

MONSTERNOMICON
9
Argus Moonhound Argus Moonhound
Medium beast, unaligned
The argus moonhound is the product of generations of
stewardship by the druids of the Circle Orboros. For their Armor Class 14 (natural armor)
Hit Points 22 (4d8 + 4)
labors, the blackclads were rewarded with a fierce nocturnal
Speed 40 ft.
creature. Despite shaping the moonhound, they did not tame
it. The hounds were kept wild to preserve their ferocity, and STR DEX CON INT WIS CHA
their chilling howls echo across the wilderness at moonrise 14 (+2) 14 (+2) 13 (+1) 3 (−4) 12 (+1) 10 (+0)
when they emerge from their lairs to hunt.
Pack Hunters. Moonhounds roam the nighttime forests Skills Perception +5, Stealth +4, Survival +5
Senses darkvision 120 ft., passive Perception 15
of Cygnar and Ord, hunting in packs as large as twenty.
Languages —
They are spectacular trackers. Not only is their eyesight Challenge 2 (450 XP)
better than that of other argus breeds, but also they possess a
peerless sense of smell. The faintest scent on the wind allows Keen Tracker. The argus has advantage on Wisdom (Survival)
moonhounds to pinpoint prey hundreds of yards away. They checks made to track prey.
are known to follow a prey’s scent over running water or in Lunar Affinity. When two or more of Caen’s moons are
three-quarters full or fuller, the argus’ bite attack deals an
the harshest rainstorms. Even alchemical methods of masking extra 5 (2d4) damage when the argus hits with it. When two
scent do little to deter them. or more of Caen’s moons are dark or less than a quarter full,
Bark at the Moon. Moonhounds have an affinity for the the argus has advantage on Dexterity (Stealth) and Wisdom
three moons of Caen, and the shifting phases of these celestial (Perception) checks.
bodies have a direct effect on the hounds’ behavior. When Two Heads. The argus has advantage on Wisdom (Perception)
checks and on saving throws against being blinded, charmed,
the moons are dark, argus are slower, more cautious, and
deafened, frightened, stunned, or knocked unconscious.
more methodical. Under full moonlight, however, they attack
with rabid frenzy, throwing themselves against creatures Actions
many times their size and fighting with little regard for Multiattack. The argus makes two bite attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
their own safety.
Hit: 7 (2d4 + 2) piercing damage. If the target is a Medium or
Territorial Creatures. Argus moonhounds are fiercely smaller creature, it is grappled (escape DC 12). Until this grapple
territorial and will defend their hunting grounds against any ends, the target is restrained, and the argus can’t use this bite
intruders. When a moonhound pack senses a potential threat, on another target. The argus has two bites, each of which can
their eerie howls reverberate through the woods, alerting grapple one target.
other packs and creating an auditory web of communication.
Their nocturnal prowess has earned them a place in local
folklore, with tales of their chilling howls striking fear
into the hearts of travelers who dare to venture into the
dark forests.

WAXING, WANING, IGNORING


If you don’t want to worry about tracking lunar phases, that’s
completely okay! It’s your game, and you have the freedom to
Ah, the moonhou
include or exclude whatever elements you wish. You can use nd. I would have
whichever Lunar Affinity effect you prefer in an encounter with dog, if I weren’t one as a huntin
worried it wou g
a moonhound if you aren’t interested in managing that detail the first time th ld kill me in m
e moons were fu y sleep
in your game. track prey thro ll. I have seen th
ugh the most in em
pinpointing qu hospitable cond
arry through th itions,
fog in the dead e thickest Olgun
of night. holt

—VP

MONSTERNOMICON
10
MONSTERNOMICON
11
Blackhide Blackhide
Large beast, unaligned
Blackhides are giant bipedal crocodilians physically similar
to the much smaller snappers and gatorfolk. They are most Armor Class 15 (natural armor)
Hit Points 102 (12d10 + 36)
commonly found in the Black River and in larger bodies of Speed 30 ft., swim 50 ft.
water, such as Blindwater Lake. They favor areas of deep
water with isolated patches of dry land, where they make STR DEX CON INT WIS CHA
their nests out of cattails and marsh reeds. Blackhides grow 23 (+6) 11 (+0) 17 (+3) 2 (−4) 10 (+0) 7 (−2)
to a considerable size, with adults reaching upward of sixteen
feet long. Even juvenile blackhides are quite large, standing as Saving Throws Str +9, Dex +6
Skills Perception +3, Stealth +6
tall as six feet just a few months after hatching. Condition Immunities frightened
Teeth and Tails. The blackhide walks upright on land, its Senses darkvision 60 ft., passive Perception 13
stooped posture balanced by its long, broad tail; in water, Languages —
the creature swims swiftly, propelling itself with lateral Challenge 8 (3,900 XP)
movements of its tail. Its snout is long, broad, and filled
Aggressive. As a bonus action, the blackhide can move up to its
with long, interlocking teeth designed to grip prey and hold
speed toward a hostile creature that it can see.
it in place. Hold Breath. The blackhide can hold its breath for 30 minutes.
Regeneration. A blackhide that suffers damage regenerates Keen Smell. The blackhide has advantage on Wisdom
rapidly. Smaller injuries close in a matter of moments, and (Perception) checks that rely on smell.
even severe wounds heal in a few hours, but this regeneration Regeneration. The blackhide regains 10 hit points at the start
taxes the blackhide’s system and forces it to eat a substantial of its turn. If the blackhide takes acid or fire damage, this trait
doesn't function at the start of the blackhide's next turn. The
amount to recover. blackhide dies only if it starts its turn with 0 hit points and
Stealthy Killers. A blackhide is drawn to the sound of doesn't regenerate.
movement in its territorial water and can smell blood from
Actions
exceptional distances. It glides just beneath the surface toward
Multiattack. The blackhide makes three attacks: one with its
a potential meal, exploding from below to snatch the prey in bite and two with its claws.
its enormous jaws. Once it bites its prey, the blackhide grasps Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
its quarry with its claws and wraps its thick tail around the Hit: 33 (5d10 + 6) piercing damage. If the target is a creature
body, dragging its victim into the water and rolling rapidly. other than a construct or undead, the blackhide regains 5
This death roll disorients the prey and often drowns it, hit points.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
allowing the blackhide to eat the kill at its leisure.
Hit: 19 (3d8 + 6) slashing damage, and the target is grappled
(escape DC 17). The blackhide has two claws, each of which can
grapple only one target.
Death Roll. The blackhide constricts a Large or smaller
creature grappled by it. The blackhide and its target are knocked
prone, the target is restrained, and it must succeed on a DC 17
Constitution saving throw at the start of each of the blackhide’s
turns or take 15 (2d8 + 6) bludgeoning damage. When the
blackhide moves, the constricted creature moves with it. The
blackhide can have only one creature constricted at a time.

MONSTERNOMICON
12
B og Constrictor avoid human contact whenever possible. Even so, these
reptiles occasionally attack humans, especially if they feel
threatened or if they are protecting their nest.
Bog constrictors, also known as water pythons, are a type Squeeze, Swallow, Survive. Bog constrictors are known for
of semiaquatic snake found in wetlands and swamps across their powerful muscles and flexible bodies, which allow them
western Immoren, but especially in Widower’s Wood. to swim through the water with ease and to squeeze their
These reptiles are known for their muddy green-brown prey with deadly force. They feast on a variety of animals,
coloring, which helps them blend in seamlessly with their including fish, birds, and small mammals. In addition to being
surroundings, such as muck and twisted trees. In fact, their impressive hunters, bog constrictors are efficient survivors
camouflage is so effective that they can be difficult to spot that can slow down their systems, conserve their energy, and
even when they are in plain sight. go for long periods of time without eating.
Fierce but Fleeting. Despite their tough, scaly appearance,
bog constrictors are generally nonaggressive and tend to

Bog Constrictor
Medium beast, unaligned

Armor Class 12
Hit Points 13 (2d8 + 4)
Speed 30 ft., climb 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 14 (+2) 1 (−5) 10 (+0) 3 (−4)

Skills Perception +2, Stealth +4


Senses blindsight 10 ft., passive Perception 12
Languages —
Challenge 1/4 (50 XP)

Hold Breath. The constrictor can hold its breath for


30 minutes.
Swamp Camouflage. The constrictor has advantage on
Dexterity (Stealth) checks made to hide in swampy terrain.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 6 (1d6 + 3) piercing damage.
Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Medium or smaller creature. Hit: 7 (1d8 + 3) bludgeoning
damage, and the target is grappled (escape DC 14). Until this
grapple ends, the creature is restrained, and the constrictor
can’t constrict another target.

ctive
ca m o u fl a ge is so effe ht
nstrictor’s en when rig
The bog co o st invisible, ev
that it can
b e a lm my case.
—or eye, in
in front of
y o u r ey es
—VP

MONSTERNOMICON
13
Bog Gulper
is mature, the appendage has taken on the appearance of
an adult human struggling to free itself from the bog. The
bog gulper uses this feature as a lure to draw its preferred
Bog gulpers are massive, squat ranine creatures found deep in food: humans. More than one altruistic traveler has spotted
swamps. Despite their reputation as slow-witted beasts, bog this lure—draped in swamp weeds, covered in muck, and
gulpers are best known for their unusual hunting methods thrashing about—and mistaken it for a fellow human
and favored prey. in distress.
Gulper Bait. An odd, fleshy appendage grows on the bog The ruse does not need to be preserved for long. Once the
gulper’s dorsal surface. This protuberance is much like a bog gulper detects motion in the swamp, it explodes out of
tumor when the gulper is young, but it increases in size and the water, hoping to stuff a fully grown human into its gullet
complexity as the creature grows. By the time the gulper to digest in the safety of its underwater lair.

MONSTERNOMICON
14
Bog Gulper
Huge monstrosity, unaligned
t always
a pe rs on in di str ess is noble, but no
Armor Class 15 (natural armor)
A desire to help a bog gulper’s lure
deceptive nature of Hit Points 92 (8d12 + 40)
well advised. The t its talent for mimick
ing human
Speed 10 ft., swim 25 ft.
se ttlin g, bu make a
can be quite un un su sp ecting travelers to
s ca n lea d
cries of distres
—VP
STR DEX CON INT WIS CHA
fatal mistake. 20 (+5) 12 (+1) 20 (+5) 2 (−4) 10 (+0) 10 (+0)

Skills Deception +6, Stealth +4


Senses blindsight 20 ft., passive Perception 10
Languages —
Challenge 5 (1,800 XP)

Ambusher. In the first round of a combat, the bog gulper has


advantage on attack rolls against any creature it has surprised.
Amphibious. The bog gulper can breathe air and water.
False Appearance. While the bog gulper remains motionless
and hidden beneath the water, it is indistinguishable from a
drowning humanoid.
Mimicry. The bog gulper can mimic any sounds it has heard,
including voices. A creature that hears the sounds can tell they
are imitations with a successful DC 14 Wisdom (Insight) check.
Actions
Multiattack. The bog gulper makes two attacks: one with its
bite and one with its claws. It can replace one of those attacks
with a swallow attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 16 (2d10 + 5) piercing damage, and if the target is a Huge or
smaller creature, it is grappled (escape DC 15). Until this grapple
ends, the target is restrained, and the bog gulper can’t bite
another target.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage.
Swallow. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Medium or smaller creature grappled by the bog gulper. Hit:
16 (2d10 + 5) piercing damage. The creature is also swallowed,
and the grapple ends. The swallowed creature is blinded and
restrained, it has total cover against attacks and other effects
outside the bog gulper, and it takes 10 (3d6) acid damage at the
start of each of the bog gulper’s turns.
The bog gulper can have only one creature swallowed at a time.
While the bog gulper isn’t incapacitated, it can regurgitate the
creature at any time (no action required) in a space within 5 feet
of it. The creature exits prone. If the bog gulper dies, it likewise
regurgitates a swallowed creature.

MONSTERNOMICON
15
BOG TROGS
Bog trogs are found across western Immoren’s Bog Trog Big Fish
Large humanoid (bog trog), any alignment
swamps and marshes. Some are affiliated with
the Blindwater Congregation, but many are Armor Class 15 (natural armor)
members of independent tribes. Hit Points 30 (4d10 + 8)
Speed 30 ft., swim 50 ft.

STR DEX CON INT WIS CHA

Bog Trog Big Fish 16 (+3) 14 (+2)

Skills Stealth +4
14 (+2) 6 (−2) 10 (+0) 10 (+0)

Senses darkvision 60 ft., passive Perception 10


A “Big Fish” is a surprisingly large member of the bog trog
Languages Quor-Og
species. These dim-witted brutes stand head and shoulders Challenge 1 (200 XP)
above most of their kin, and they relish the opportunity to
inflict suffering and pain upon others. Amphibious. The bog trog can breathe air and water.
A Big Fish has mottled green skin, webbed hands and feet, Brute. A melee weapon deals one extra die of its damage when
and a mouth filled with sharp teeth. Its large, bulging eyes the bog trog hits with it (included in the attack).
Chameleon Camouflage. The bog trog has advantage on
allow it to see in the murky waters of its home. Dexterity (Stealth) checks made to hide.
Despite its lack of intelligence, a Big Fish is a formidable
opponent in combat. It attacks with its powerful bite and ACTIONS
bone axe, using its brute strength to hew through flesh with Multiattack. The bog trog makes two attacks: one with its bite
and one with its bone axe.
each hit. It is also an agile swimmer capable of using its speed Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
and maneuverability to outflank its foes. 6 (1d6 + 3) piercing damage.
Big Fish are often found in small groups. They are fiercely Bone Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
territorial and will defend their homes against intruders, target. Hit: 14 (2d10 + 3) slashing damage.
but their lack of intellect means they are easily led by more
intelligent creatures, many of whom will happily leverage
these bog trogs’ cruel nature to their own ends. Big Fish
are known to hunt and eat fish and other aquatic creatures
but will eagerly supplement their diet with whatever
they can catch.

Big Fish may


be dim-witted
strength mak , but their sh
e them q uite eer
means they w dangerous, an size and
on’t hesitate to d their cruelty
attack withou
t provocation
.
—VP

MONSTERNOMICON
16
Bog Trog Dartfisher Bog Trog Dartfisher
Medium humanoid (bog trog), any alignment
Using simple blowguns and darts coated with toxic
compounds extracted from the depths of the swamps in Armor Class 15 (natural armor)
Hit Points 9 (2d8)
which they dwell, dartfishers traditionally serve as hunters
Speed 30 ft., swim 50 ft.
for bog trog tribes. Their weapons can easily paralyze large
pikes, birds, and other animals, making them easy to collect. STR DEX CON INT WIS CHA
The poisons they use do not affect bog trogs, and some 12 (+1) 14 (+2) 11 (+0) 9 (−1) 8 (−1) 10 (+0)
dartfishers even claim that these toxins enhance the flavor of
the meat they gather. Skills Stealth +4
Senses darkvision 60 ft., passive Perception 9
Languages Quor-Og
Challenge 1/4 (50 XP)

Amphibious. The bog trog can breathe air and water.


Chameleon Camouflage. The bog trog has advantage on
Dexterity (Stealth) checks made to hide.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
4 (1d4 + 2) piercing damage.
Blowgun. Ranged Weapon Attack: +4 to hit, range 10/30 ft., one
target. Hit: 4 (1d4 + 2) piercing damage, and the creature must
succeed on a DC 11 Constitution saving throw or take 7 (2d6)
poison damage. If the poison damage reduces the target to 0 hit
points, the target is stable but poisoned for 1 hour, even after
regaining hit points, and is paralyzed while poisoned in this way.

ith
t h e i r craft. W
ters of , they
h e r s a re mas a few darts amp
tfis an d e sw
h u m ble dar n a blowgun idable as th us meal!
The tha s form or a delicio
g more prey a
nothin take down say, makes f
en
can ev which, dare
I —VP
r o r —
hor

MONSTERNOMICON
17
Bog Trog Guard Bog Trog Guard
Medium humanoid (bog trog), any alignment
As the faithful guardians of bog trog settlements, guards are a
highly respected and revered group within each tribe. Drawn Armor Class 15 (natural armor)
Hit Points 9 (2d8)
from the ranks of the tribe’s most loyal and courageous
Speed 30 ft., swim 50 ft.
members, these wardens are charged with the sacred duty of
protecting the village’s perimeter from any threats. STR DEX CON INT WIS CHA
Ready Defenders. With their fierce devotion to their tribe, 12 (+1) 14 (+2) 11 (+0) 9 (−1) 8 (−1) 10 (+0)
guards are always on alert, ready to defend their home at a
moment’s notice. Whether braving the treacherous swamps Skills Stealth +4
Senses darkvision 60 ft., passive Perception 9
on patrols or standing watch at the gates, these stalwart
Languages Quor-Og
protectors are the first line of defense against any dangers Challenge 1/4 (50 XP)
that lurk beyond the village walls.
Steady and Stalwart. Despite the perils they face each Amphibious. The bog trog can breathe air and water.
day, guards are unwavering in their duty, driven by their Chameleon Camouflage. The bog trog has advantage on
unbreakable loyalty to the tribe and their love for their home. Dexterity (Stealth) checks made to hide.
Cold Devotion. The bog trog has advantage on saving throws
For these bog trogs, there is no greater honor than serving as against being charmed or frightened.
the guardians of their people, and they will stop at nothing to
keep their charges safe.
Actions
Multiattack. The bog trog makes two attacks: one with its bite
and one with its spear.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
4 (1d4 + 2) piercing damage.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage,
or 5 (1d8 + 1) piercing damage if used with two hands to make a
melee attack.

their duty
of th e bo g tr og s are fearless in
The guards their home and
eir deep love for
and driven by th e. The courage,
yalty to their trib
an unbreakable lo ey protect their
nor with which th
devotion, and ho atched.
reats is truly unm
village from all th
—VP

MONSTERNOMICON
18
Bone Shaker Bone Shaker
Small undead, unaligned
Bone shakers are simple undead constructs made from the
bones of humanoids and beasts. Animated by necromantic Armor Class 14 (natural armor)
Hit Points 11 (2d6 + 4)
energy, bone shakers move through a swamp like a flow of
Speed 20 ft., swim 20 ft.
muck before rising up in vaguely serpentine shapes to lash
out at their prey. STR DEX CON INT WIS CHA
Necromantic Origins. Bone shakers are similar to the 13 (+1) 10 (+0) 14 (+2) 6 (−2) 10 (+0) 7 (−2)
much larger boneswarms found in the wilds of western
Immoren. Unlike boneswarms, which are naturally occurring Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing from
phenomena, bone shakers are created by the power of a
nonmagical attacks
potent necromancer or bokor. They act as extensions of the Damage Immunities poison
necromancer’s will, attacking their creator’s enemies and Condition Immunities charmed, exhaustion, frightened,
intercepting attacks against their maker. paralyzed, petrified, poisoned, prone, restrained, stunned
Draining Presence. The ambient death energies that Senses passive Perception 10
animate these undead are antithetical to life. Bone shakers Languages —
Challenge 1/4 (50 XP)
leave trails of withered vegetation in their wake, and living
creatures in the vicinity of a bone shaker experience a soul- Dark Shroud. Hostile creatures within 10 feet of the bone
numbing chill as the bone shaker slowly drains their vitality. shaker take a −2 penalty to AC.
Magic Weapons. The bone shaker’s weapon attacks
are magical.
Swarm of Bones. The bone shaker can occupy another
creature’s space and vice versa, and the bone shaker can move
through any opening large enough for a Tiny bone.
Turn Resistance. The bone shaker has advantage on saving
throws against any effect that turns undead.
Actions
Bone Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage.
Reactions
Sacrificial Pawn. When a creature the bone shaker can see
attacks an ally of the bone shaker that is within 5 feet of the
bone shaker but isn’t an undead, the bone shaker can use its
reaction to become the target of the attack instead.

Bone s
ha
wherev kers bring a
er they chill of
all livi g d
ng thin o, and they eath with th
unnatu gs nea sap the em
ra rby ver
necrom l constructs . It is no surp y vigor of
are so
ancers
. popula rise that thes
r amon e
g swam
p

—VP

MONSTERNOMICON
19
Cane Leech
Numerous leech species make their homes amid the marshy
swamps of Cygnar. Each has its own unique traits and
behaviors, but none are as formidable and feared as the
cane leech. This massive amphibious vermin can grow up
to two feet long when fully mature, making it a force to be
reckoned with.
Ambushers. Cane leeches often lurk in shallow water during
daylight hours, hiding among thick clusters of canes and
reeds as they wait patiently for unsuspecting prey to wander
within striking distance. These voracious predators become
even more dangerous at night, when they will venture up to a
hundred feet inland in search of sleeping prey.

with.
m a n is to be trifled
sleepin g when I
st th a t attacks a n s to my dinner
No b ea ring o n io nd the
I a lw ays add sp o d su ck ers can’t sta
It’s w h y
swamp: the
little b lo rtunately.)
e r L y nus, unfo
—VP
v el in th n p o o
tra ther ca
e stuff. (Nei
smell of th

Cane Leech
Small beast, unaligned

Armor Class 12
Hit Points 14 (4d6)
Speed 10 ft., swim 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 15 (+2) 11 (+0) 2 (−4) 12 (+1) 4 (−3)

Skills Perception +3, Stealth +4


Senses blindsight 30 ft., passive Perception 13
Languages —
Challenge 1/4 (50 XP)

Actions
Blood Drain. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 6 (1d8 + 2) piercing damage, and the leech
attaches to the target. While attached, the leech doesn’t attack.
Instead, at the start of each of the leech’s turns, the target loses
6 (1d8 + 2) hit points due to blood loss.
The leech can detach itself by spending 5 feet of its
movement. It does so after it drains 15 hit points of blood from
the target or the target dies. A creature, including the target, can
use its action to detach the leech.
Blood Spray (Recharges after a Blood Drain Hit). Ranged
Weapon Attack: +4 to hit, range 30 ft., one creature. Hit:
6 (1d8 + 2) poison damage, and if the target is Medium or
smaller, it must succeed on a DC 11 Strength saving throw or be
knocked prone.

MONSTERNOMICON
20
Cavewort
Cavewort is a thick, sticky mat of fungus that grows on
the ceiling of caverns and abandoned structures. When
a warm-blooded creature ventures into an area under a
cavewort, it drops clumps of long, sticky tendrils in an
attempt to ensnare its prey. The tendrils are covered with
digestive enzymes and deal acid damage to anything caught
within them. Prey is digested in place, and the bones and
other debris are left behind as a warning to the observant
dungeon explorer.
Caveworts do not move, but are rooted to the ground.
They are usually found in dark, damp environments,
such as underground caves and caverns. Adventurers
who attempt to smoke out a cavewort infestation must be
careful not to harm themselves in the process..

Cavewort
Medium plant, unaligned

Armor Class 12 (natural armor)


Hit Points 6 (1d8+2)
Speed 0 ft.

STR DEX CON INT WIS CHA


14 (+2) 10 (+0) 14 (+2) 2 (-4) 9 (-1) 2 (-4)

Damage Immunities poison


Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned, prone
Senses blindsight 30 ft. (blind beyond this radius)
Languages —
Challenge 1/2 (100 XP)

Digestive Acid. The cavewort deals an extra 2 (1d4) acid


damage to a creature it has grappled at the start of each of
its turns.
Smoke Sensitivity. Like bees, a cavewort is temporarily
made docile by large amounts of smoke. Exposure to heavy
smoke dulls the cavewort’s senses for 2d6 minutes, imposing
disadvantage on Wisdom (Perception) checks.
Actions
Tendril. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 2 (1d4) bludgeoning damage, and if the target is a
Medium or smaller creature, it is grappled (escape DC 12).

Despite surviving
by ambushing and
other small mamm consuming rodents
als, cavewort seem and
of distinguishing sm s strangely incapable
all, easily digestible
creatures such as do prey from larger
gs, gobbers, and gr
aduate students.

—VP

MONSTERNOMICON
21
CROAKS Croak Raider
As croaks have become more familiar with their Medium humanoid (anura), any alignment
new western homeland, they have begun to
develop new methods of warfare, which makes Armor Class 14 (hide armor)
them useful allies. Hit Points 16 (3d8 + 3)
Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 13 (+1) 7 (−2) 14 (+2) 7 (−2)

Croak Raider Skills Athletics +4, Survival +4


Damage Immunities poison
Croak society has produced numerous types of skilled Senses passive Perception 12
Languages Kworak plus one other language (usually Quor-Gar)
warriors. Those known as raiders work in well-coordinated Challenge 1/4 (50 XP)
pairs to execute a powerful two-pronged attack. One raider
lobs hollowed gourds to soak an enemy with a highly Amphibious. The croak can breathe air and water.
flammable liquid, and then another launches a flaming Pack Tactics. The croak has advantage on an attack roll against
projectile from an atlatl to ignite the enemy in a pyre of a creature if at least one of the croak’s allies is within 5 feet of
flame. This devastating combination has allowed croaks the creature and the ally isn’t incapacitated.
Poison Glands. A creature that grapples the croak or otherwise
to overcome technologically advanced foes even when comes into contact with the croak’s skin must succeed on a
outnumbered. DC 12 Constitution saving throw or take 2 (1d4) poison damage
and become poisoned until the end of its next turn.
Standing Leap. The croak’s long jump is up to 25 feet and its
Despite having high jump is up to 15 feet, with or without a running start.
seen their team Wall Crawler. The croak has advantage on Strength (Athletics)
occasions, I neve work in action
r tire of watchin on countless checks made to climb.
work together to g the anura’s be
repel attackers. st warriors Actions
more impressive I still can’t deci
: the sy nergistic de which is
the speed with nature of their Flaming Dart. Melee or Ranged Weapon Attack: +4 to hit,
which their flam collaboration, or reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
es consume thei
r enemies. damage plus 3 (1d6) fire damage.
Oil Gourd. Melee or Ranged Weapon Attack: +4 to hit, reach
—VP 5 ft. or range 20/60 ft., one target. Hit: On a hit, the target is
covered in oil. If the target takes any fire damage before the
oil dries (after 1 minute), the target takes an additional 5 fire
damage from the burning oil. The croak can also pour a flask of
oil on the ground to cover a 5-foot-square area, provided that
the surface is level. If lit, the oil burns for 2 rounds and deals 5
fire damage to any creature that enters the area or ends its turn
in the area. A creature can take this damage only once per turn.

MONSTERNOMICON
22
Croak Trapper Croak Trapper
Medium humanoid (anura), any alignment
Adapting the hunting techniques they once used to secure
food for their tribes, trappers wield nets and daggers to Armor Class 14 (hide armor)
Hit Points 16 (3d8 + 3)
bring down a new sort of prey. Prowling through streams
Speed 30 ft., swim 40 ft.
and rivers to surprise their quarry, trappers hurl their nets
to ensnare a victim before descending on it with a flurry of STR DEX CON INT WIS CHA
dagger blows. 14 (+2) 14 (+2) 13 (+1) 7 (−2) 14 (+2) 7 (−2)

Skills Athletics+4, Perception+4, Stealth +4


streams Damage Immunities poison
li n g si le n tly through r an Senses passive Perception 14
w
trappers pro d, waiting patiently fo
I have seen in han find Languages Kworak plus one other language (usually Quor-Gar)
and rivers
with n et s
n w a ry . Those who Challenge 1/4 (50 XP)
th e u d fail to
opportunity
to ensnare a n u ra territory an
an k in e mercy
on a riverb end up at th Amphibious. The croak can breathe air and water.
themselves to
—VP
r th a n n o t
rt are likelie Poison Glands. A creature that grapples the croak or otherwise
remain ale d e. comes into contact with the croak’s skin must succeed on a
’s b la
of a trapper DC 12 Constitution saving throw or take 2 (1d4) poison damage
and become poisoned until the end of its next turn.
Standing Leap. The croak’s long jump is up to 25 feet and its
high jump is up to 15 feet, with or without a running start.
Swamp Camouflage. The croak has advantage on Dexterity
(Stealth) checks made to hide in swampy terrain.
Wall Crawler. The croak has advantage on Strength (Athletics)
checks made to climb.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Net. Ranged Weapon Attack: +4 to hit, range 5/15 ft., one Large
or smaller creature. Hit: The target is restrained. A creature can
use its action to make a DC 10 Strength check to free itself or
another creature in a net, ending the effect on a success. Dealing
5 slashing damage to the net (AC 10) frees the target without
harming it and destroys the net.

MONSTERNOMICON
23
Croak Underchief
Diplomatic Duties. An underchief often serves as a tribe’s
key diplomat, engaging in negotiations and forging alliances
with other creatures such as bog trogs and gatorfolk. These
The role of underchief within a croak tribe is complex alliances are crucial to the tribe’s survival and success, as they
and multifaceted, and it requires a great deal of skill and provide access to valuable resources, support in times of war,
knowledge to fulfill. Each tribe’s underchief is a member of and a means to expand the tribe’s influence.
its chieftain’s immediate family and therefore next in line to Warbeast Companions. An underchief is typically
lead the tribe should anything happen to the chief. As such, accompanied by a Swamp resonance warbeast with a
an underchief is often given a great deal of responsibility challenge rating of 8 or lower.
and authority.
Many Feathered Hats. Among the primary duties of an
underchief are assisting the chieftain in matters of battle and
fulfilling the tribe’s debts to allied groups such as bog trogs hout first mastering a wide
No underchief succeeds wit
and gatorfolk. These responsibilities can involve anything They must be selfless and
variety of skills and abilities.
from leading troops into battle to negotiating alliances and er leading troops into battle
dedicated at all times, wheth
trade agreements. g with potential allies at
in the swamps or negotiatin
Steadfast Leaders. Regardless of their specific talents and their dedication to their
a ceremonial dinner. As for
abilities, all underchiefs are expected to serve their tribe with alty” quite like working
people? Well, nothing says “loy
the utmost dedication and loyalty, and each works tirelessly tirelessly without complaint
!
to ensure the tribe’s prosperity and safety.
—VP

Croak Underchief
Medium humanoid (anura), any alignment In addition, the croak can force a bonded warbeast under its
control and in its control range to use any of these options, in which
Armor Class 14 (hide armor) case the warbeast gains the number of fury points and the benefits
Hit Points 55 (10d8 + 10) described above.
Speed 30 ft., swim 40 ft. Amphibious. The croak can breathe air and water.
Poison Glands. A creature that grapples the croak or otherwise
STR DEX CON INT WIS CHA comes into contact with the croak’s skin must succeed on a DC 12
16 (+3) 14 (+2) 13 (+1) 7 (−2) 14 (+2) 7 (−2) Constitution saving throw or take 2 (1d4) poison damage and
become poisoned until the end of its next turn.
Skills Insight +4, Persuasion +4, Stealth +4 Spellcasting. The croak is a 4th-level spellcaster. Its spellcasting
Damage Immunities poison ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).
Senses passive Perception 12 Casting a spell requires the croak to expend a number of fury points
Languages Kworak plus one other language (usually Quor-Gar) equal to the spell’s level. It knows the following warlock spells:
Challenge 2 (450 XP) At will: dancing lights, thaumaturgy
2nd level: pestilent wind, rapport
Attuned Spirit (Recharges after a Short or Long Rest). The Standing Leap. The croak’s long jump is up to 25 feet and its high
croak can cast the animus of one of its bonded warbeasts in its jump is up to 15 feet, with or without a running start.
control range without expending fury points. Wall Crawler. A croak has advantage on Strength (Athletics)
Fury Manipulation. The croak is a warlock with 4 fury points checks made to climb.
and a control range of 40 feet. It regains all expended fury points
after it finishes a long rest. During its turn, the croak can expend Actions
fury points on the following options: Multiattack. The croak makes two melee attacks: one with its bite
1. Attack Bonus (1 Fury Point). The croak gains advantage on and one with its spear.
its next attack roll. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5
2. Damage Bonus (1 or More Fury Points). For each fury point (1d4 + 3) piercing damage.
expended, the croak deals an extra 1d8 weapon damage on Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.
its next weapon damage roll. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage,
3. Shake It Off (1 Fury Point). The croak gains advantage on or 7 (1d8 + 3) piercing damage if used with two hands to make a
its next saving throw. melee attack.

MONSTERNOMICON
24
MONSTERNOMICON
25
MONSTERNOMICON
26
Disembodied Unnatural Hatred. The disembodied’s hatred toward the
living is fueled by their own desperate attempt to cling to
existence. This bitterness stems from their inability to face
Many people across western Immoren live a lie, displaying their crimes and move on to the afterlife. Their insistence on
an outward appearance of goodness and light that masks a defying the natural order of things has made them a scourge
terrible darkness beneath. Despite their calling, priests are upon the living world.
no exception to this rule. The worst among them, having Parasitic Existence.To maintain its unnatural existence, a
committed unspeakable acts kept hidden from their flocks disembodied must drain the life force of intelligent creatures.
and knowing that their spirits would face punishment for This parasitic behavior further highlights the depths of
their crimes, resist crossing over after death and remain tied the spirit’s corruption and desperation. Unfortunately for
to their corporeal form in order to escape retribution. These the disembodied, consuming the vitality of others merely
shades, known as the disembodied, develop a terrible hatred prolongs its own suffering and further distances itself from
for the living, and their only means of sustaining their power any hope of redemption.
and delaying their judgment lies in consuming the vitality of Unusual Nature. A disembodied doesn't require air, food,
intelligent creatures. drink, or sleep. It must remain within 100 feet of its corpse.
Fortunately for the living, these specters cannot move
more than about a hundred feet from their corpse without
being destroyed and forced to face their fate. Removing a
disembodied’s corpse will only cause its spirit to follow, so the
which
only way to truly defeat one of these foul defilers is to burn
e d b y th e lengths to Why
surpris isdeeds.
the corpse, immerse it in acid or holy water, or find some I am rarely l go to hide their m
w il
other means of destroying it. the living ad be any different?
sho u ld th e de
—VP

Disembodied other creatures and objects as if they were difficult terrain. It


Medium undead, neutral evil takes 5 (1d10) force damage if it ends its turn inside an object.
Rejuvenation. If the disembodied is destroyed, it regains all its hit
Armor Class 11 points in 1 hour unless holy water is sprinkled on its remains, its
Hit Points 45 (10d8) remains are destroyed, or a dispel magic or remove curse spell is
Speed 0 ft., fly 40 ft. cast on them.
Spellcasting. The disembodied is a 6th-level spellcaster. Its
STR DEX CON INT WIS CHA spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell
7 (−2) 13 (+1) 10 (+0) 12 (+1) 17 (+3) 17 (+3) attacks). The disembodied has the following cleric spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
Damage Resistances acid, fire, lightning, thunder; bludgeoning, 1st level (4 slots): bane, command, inflict wounds
piercing, and slashing from nonmagical attacks 2nd level (3 slots): blindness/deafness, hold person
Damage Immunities cold, necrotic, poison 3rd level (3 slots): bestow curse, dispel magic
Condition Immunities charmed, exhaustion, frightened, Shroud of Blasphemy. The disembodied radiates a blasphemous
grappled, paralyzed, petrified, poisoned, prone, restrained aura in a 30-foot radius. The disembodied and any undead in
Senses darkvision 60 ft., passive Perception 13 the aura have advantage on saving throws against effects that
Languages the languages it knew in life turn undead.
Challenge 6 (2,300 XP)
Actions
Ghastly. The disembodied can take a bonus action to appear Energy Drain. Melee Spell Attack: +6 to hit, reach 5 ft., one
dreadful until the start of its next turn. Each creature that isn’t a creature. Hit: 10 (3d6) necrotic damage. The target’s hit point
construct or an undead and that starts its turn within 10 feet of maximum is reduced by an amount equal to the necrotic damage
the disembodied must succeed on a DC 14 Wisdom saving throw taken, and the disembodied regains hit points equal to that
or be frightened until the start of the creature’s next turn. amount. The reduction lasts until the target finishes a long rest.
Incorporeal Movement. The disembodied can move through The target dies if this effect reduces its hit point maximum to 0.

MONSTERNOMICON
27
Dragon Fish
Dragon fish are deadly aquatic predators with extremely
sharp teeth and an endless appetite. They are typically found
in fresh waters, particularly along the Dragon’s Tongue River
east of Widower’s Wood.
Blood in the Water. An individual dragon fish is little more
than a nuisance capable of nipping a chunk of exposed flesh
from an unlucky swimmer. Unfortunately for those who
encounter them, dragon fish always attack in numbers, and
a sufficiently large school can quickly swarm any submerged
prey. The real danger comes when a school of these predators
draws blood and begins to frenzy. Dragon fish frenzy only
when there’s blood in the water, but once they do, they’ll
attack and eat just about anything.
A Delicacy in Demand. Dragon fish are considered a delicacy
in Five Fingers and the surrounding areas, and restaurant
patrons will pay exorbitant prices for them. In addition, their
teeth are highly prized as needles, as their extreme sharpness
and unique flexibility are particularly handy in many crafts.
Long in the Tooth. The mouth of a dragon fish is tightly
packed with multiple rows of sharp, interlocking teeth. Most
of these teeth are broadly conical and slender, and the fine
serration on their anterior face makes them especially useful
for rapidly puncturing and shearing prey. The shape and
number of teeth differ slightly from one species of dragon
fish to another, with western breeds having shorter, stouter
teeth than their eastern counterparts.

Dragon Fish
Tiny beast, unaligned

Armor Class 13
Hit Points 2 (1d4)
Speed 0 ft., swim 40 ft.

STR DEX CON INT WIS CHA


2 (−4) 16 (+3) 10 (+0) 1 (−5) 7 (−2) 2 (−4)

Senses darkvision 60 ft., passive Perception 8


Languages —
Challenge 1/8 (25 XP)

Keen Smell. The dragon fish has advantage on Wisdom


(Perception) checks that rely on smell.
Mindless Frenzy. At the start of its turn, if the dragon fish fty needle,
ngerous delicacy or a cra
detects any blood in the water, it gains advantage on all melee If you’re looking for a da e you don’t
weapon attack rolls during that turn, but attack rolls against it dragon fish. Just make sur
have advantage until the start of its next turn.
look no further than the

—VP
Water Breathing. The dragon fish can breathe only underwater. look too close.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
5 (1d4 + 3) piercing damage.

MONSTERNOMICON
28
Swarm of Dragon Fish Keen Senses. The swarm has advantage on Wisdom (Perception)
Medium swarm of Tiny beasts, unaligned checks that rely on smell.
Mindless Frenzy. At the start of its turn, if the swarm detects any
Armor Class 13 blood in the water, it gains advantage on all melee weapon attack
Hit Points 36 (8d8) rolls during that turn, but attack rolls against it have advantage
Speed 0 ft., swim 40 ft. until the start of its next turn.
Swarm. The swarm can occupy another creature’s space and vice
STR DEX CON INT WIS CHA versa, and the swarm can move through any opening large enough
13 (+1) 16 (+3) 10 (+0) 1 (−5) 7 (−2) 2 (−4) for a Tiny dragon fish. The swarm can’t regain hit points or gain
temporary hit points.
Damage Resistances bludgeoning, piercing, slashing Water Breathing. The swarm can breathe only underwater.
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned Actions
Senses darkvision 60 ft., passive Perception 8 Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature
Languages — in the swarm’s space. Hit: 21 (6d6) piercing damage, or 10 (3d6)
Challenge 2 (450 XP) piercing damage if the swarm has half of its hit points or fewer.

MONSTERNOMICON
29
Pendrake,
My dear Professor
FARROW w ho m e of th e Th ornfall Alliance wa
s mercifully
y to carry
My trip to the ne jo in ed me on my journe
Farrow, particularly those under the banner of t. Ki ni k
without much in cid en weapons. At the
the Thornfall Alliance, have grown increasingly — an d, m or e importantly, her
my research lib ra ry r guide: the
bold across many regions of western Immoren, “C ar ve rs bu rg,” we met with ou
edge of the rum or ed of our prior
including the Bloodstone Marches, the Wyrmwall n as Ro rs h. I reminded him
conniving farrow
kn ow this time, having
Mountains, and even the interior of Cygnar and fo rm ed hi m th at we were prepared
meeting and in beastly companion
.
Ord. Tribes that follow Lord Carver, as well as
ou gh t a sa cr ifi cia l horse to feed his
br
those that are allied with him, go to battle with e remainder
great beasts fused with scrap mechanika. r gu id e an d ou r chaperone for th
Rorsh was both ou ed age, the
t sa y th at despite his advanc
of our time ther e. I m us as ever, though
di us re m ai ns as sharp-witted
infamous Docto r Ar ka the physical labor
as sis ta nt se em s to be handling all
his malformed warbeasts.
g their fascinating
involved in creatin
rded during our
ar e sk etc he s an d observations reco
What follows
ow nation.
visit to the new farr
friend,
nion and perpetual
Your former compa
Lynus Wesselbaum

MONSTERNOMICON
30
Dr. Egan Arkadius is one of the most unorthodox and with mechanikal prosthetics, alchemical enhancements, and
brilliant scientific minds in western Immoren, particularly steam power. Simple mechanikal devices interface directly
outside the chapters of the Order of the Golden Crucible. with the farrow’s body, while alchemical treatments soothe
An innovator in the fields of anatomy and physiology, Dr. the raw flesh and trick the farrow’s brain into believing
Arkadius has for many years provided Lord Carver and that the devices are part of the creature’s natural form.
his Thornfall Alliance with enhanced warbeasts built on a These creations have not only fueled the dominance of
platform of the largest strains of farrow. By combining his the Thornfall Alliance over other farrow tribes, but also
brilliant insights into physical anatomy with the farrow’s played a large part in Lord Carver’s ability to found his own
native resilience and a fundamental understanding of fledgling nation.
mechanikal concepts, Dr. Arkadius has spearheaded the
development of fierce porcine warbeasts fused

MONSTERNOMICON
31
Farrow Battle Boar
With the proper application of alchemical and electrical
impulses, Dr. Arkadius has transformed the boars of the
Thornfall Alliance into powerful living weapons. His battle
boars have been trained to activate pumps connected to tanks
of stored adrenaline that enhances their strength as they
batter opponents to pieces.

Farrow Battle Boar


Large humanoid (farrow), neutral

Armor Class 12 (natural armor)


Hit Points 59 (7d10 + 21)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 16 (+3) 5 (−3) 10 (+0) 7 (−2)

Skills Perception +2
Senses passive Perception 12
Languages Grun
Challenge 2 (450 XP)

Adrenalize (2/Day). As a bonus action, the battle boar can


move up to its speed straight toward a creature it can see and
make one claw attack against that creature. If it does so, it takes
7 (2d6) fire damage at the end of its turn.
Charge. If the battle boar moves at least 20 feet straight toward
a target and then hits it with its tusks on the same turn, the
target takes an extra 7 (2d6) piercing damage. If the target is a
creature, it must succeed on a DC 13 Strength saving throw or be
knocked prone.
Keen Smell. The battle boar has advantage on Wisdom
(Perception) checks that rely on smell.
Actions
Multiattack. The battle boar makes two melee attacks: one with
its claws and one with its tusks.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Tusks. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage.

that
creations, it became clear
As I watched the doctor’s His
n pigs into weapons.
he had found a way to tur
apt metaphor for turning
invention seemed like an
n in war!
lemons into lemonade—eve
—LW

MONSTERNOMICON
32
Farrow Warlock Farrow Warlock
Medium humanoid (farrow), chaotic neutral
Among the farrow gifted with magic, a select few develop a
powerful, intuitive bond with porcine beasts. These warlocks Armor Class 15 (studded leather armor)
invariably rise to prominence within their tribe, using their Hit Points 19 (3d8 + 6)
Speed 30 ft.
powers and their beasts both to usurp their tribe’s leadership
and to mount ambitious campaigns against neighboring STR DEX CON INT WIS CHA
rivals. Such warlocks can simply take what they desire 14 (+2) 14 (+2) 14 (+2) 10 (+0) 13 (+1) 10 (+0)
from weaker farrow. The majority of the mightiest farrow
warlords are warlocks, each having forced obedience from Skills Perception +3, Stealth +4
numerous lesser chiefs in their territories. Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 13
Thornfall Warlocks. The Thornfall Alliance has many lesser Languages Grun
warlocks subordinate to the great powers of Carversburg— Challenge 1/2 (100 XP)
leaders such as Carver, Helga, and Midas. These lesser
warlocks are quick to lead their warbeasts into battle in Fury Manipulation. The farrow is a warlock with 2 fury points
defense of their fledgling nation. and a control range of 20 feet. It regains all expended fury
points after it finishes a long rest. During its turn, the farrow can
Warbeast Companions. A farrow warlock is typically
expend fury points on the following options:
accompanied by a Farrow resonance warbeast with a 1. Attack Bonus (1 Fury Point). The farrow gains advantage on
challenge rating of 2 or lower. its next attack roll.
2. Damage Bonus (1 or More Fury Points). For each fury point
expended, the farrow deals an extra 1d8 weapon damage
Though many lesse on its next weapon damage roll.
r warlocks seek to 3. Shake It Off (1 Fury Point). The farrow gains advantage on
leaders of the Thor emulate the legenda
nfall Alliance, they ry its next saving throw.
that their ambitions must still take heed
do not exceed their In addition, the farrow can force a bonded warbeast under its
have seen firsthan strength. As I
d, it is easy enough control and in its control range to use any of these options, in
warlocks to take wh for powerful farrow which case the warbeast gains the number of fury points and the
at they desire from
weaker ones. benefits described above.
Keen Senses. The farrow has advantage on Wisdom
—LW (Perception) checks related to smell.
Spellcasting. The farrow is a 1st-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 11, +3 to hit with spell attacks).
Casting a spell requires the farrow to expend a number of fury
points equal to the spell’s level. The farrow can cast the animus
of a bonded warbeast in its control range. It knows the following
warlock spells:
At will: thaumaturgy
1st level: warpath
Actions
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6 + 2) bludgeoning damage.
Scattergun. Ranged Weapon Attack: +4 to hit, range 30/90 ft.,
one target. Hit: 11 (2d8 + 2) piercing damage.

MONSTERNOMICON
33
Farrow Road Hog Because of their swiftness, road hogs are favored by the
warlocks who patrol the periphery of the Thornfall Alliance’s
territory. These creatures’ ability to rapidly close on targets
Road hogs hurl themselves into the fray with supercharged or engage from afar is ideally suited to the flat expanses of
fury, unleashing gouts of flame and mechanikally enhanced the Bloodstone Marches, and they can withstand far more
brutality upon the enemies of the farrow. Their lower limbs punishment than gun boars and splatter boars. Road hogs
have been replaced by prosthetic legs, and they are capable are such a prized commodity among the Alliance’s warlocks
of surprising swiftness at the cost of agonizing pain to that demand almost always outstrips supply, no matter how
themselves—a small price to pay for the brutal carnage many farrow giants are carved up in the warbeast foundries
these mighty beasts can inflict upon their foes. of Carversburg.
Road hogs can be outfitted with many different weapon
configurations, though most have at least one limb replaced
with the artillery of a warjack. Flamethrowers are a popular
choice, both for the terror they can sow among the enemies
of the Thornfall Alliance and due to the abundance of crude
d came at a
Menoth’s Fury in the territory surrounding Lord Carver’s if t, their spee
is road hog
s w er e sw selves and
growing city-state, but any weapon that packs a sufficient Although h fo r th e cr eatures them .
agony, both ss their path
punch will work. cost paid in ough to cro
—LW
rt u n a te en
unfo
for anyone

Farrow Road Hog


Large humanoid (farrow), neutral
Steam Powered. The road hog requires coal and water to
Armor Class 16 (natural armor) function. When not in combat, it can function for 13 hours with a
Hit Points 105 (10d10 + 50) full fuel load of 100 pounds of coal and fresh water in its boiler.
Speed 30 ft. While in combat, the road hog can function for 2 hours with a full
fuel load. If the road hog’s coal and water are not refilled at the end
STR DEX CON INT WIS CHA of this time, it suffers one level of exhaustion at the end of each
22 (+6) 10 (+0) 20 (+5) 5 (−3) 10 (+0) 6 (−2) minute. Due to the amount of noise its steam engine produces, the
road hog has disadvantage on Dexterity (Stealth) checks.
Skills Perception +3
Senses passive Perception 13 Actions
Languages understands Grun but doesn’t speak it Multiattack. The road hog makes three attacks: two with its
Challenge 5 (1,800 XP) mechano-claw and one with its tusks.
Mechano-Claw. Melee Weapon Attack: +9 to hit, reach 10 ft.,
Charge. If the road hog moves at least 20 feet straight toward one creature. Hit: 15 (2d8 + 6) slashing damage, and if the target
a target and then hits it with its tusks on the same turn, the is a Large or smaller creature, it is grappled (escape DC 15). Until
target takes an extra 7 (2d6) piercing damage. If the target is a the grapple ends, the target is restrained and has disadvantage
creature, it must succeed on a DC 15 Strength saving throw or be on Strength checks and Strength saving throws, and the road hog
knocked prone. can’t use its mechano-claw on another target. A creature takes
Full Boar. As a bonus action, the road hog can increase its 4 (1d8) slashing damage each time it ends its turn grappled by
walking speed by 20 feet until the end of its turn. If it does, it the road hog.
takes 7 (2d6) fire damage at the end of its turn. Tusks. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit:
Keen Smell. The road hog has advantage on Wisdom 15 (2d8 + 6) piercing damage.
(Perception) checks that rely on smell. Flamethrower (Recharge 5–6). The road hog sprays fire in a 30-
Relentless (Recharges after a Short or Long Rest). If the foot cone. Each creature in that area must make a DC 15 Dexterity
road hog takes 36 damage or less that would reduce it to 0 hit saving throw, taking 27 (6d8) fire damage on a failed save, or half as
points, it is reduced to 1 hit point instead. much damage on a successful one.

MONSTERNOMICON
34
MONSTERNOMICON
35
Farrow Splatter Boar
Huddled away in his remote laboratory, Dr. Arkadius
has indulged his scientific and surgical theories to create
frighteningly specialized warbeasts. Fitted with a mortar and
a bandolier of shells containing highly volatile substances,
the masked splatter boar trades accuracy for the ability to
bombard anything and everything with corrosive chemicals
and panic-inducing gases.

Farrow Splatter Boar


Large humanoid (farrow), neutral

Armor Class 12 (natural armor)


Hit Points 59 (7d10 + 21)
Speed 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 10 (+0) 16 (+3) 5 (−3) 10 (+0) 7 (−2)

Skills Perception +2
Senses passive Perception 12
Languages Grun
Challenge 2 (450 XP)

Gas Mask. The splatter boar is immune to inhaled toxins, such


as those produced by the stinking cloud spell.
Keen Smell. The splatter boar has advantage on Wisdom
(Perception) checks that rely on smell.
Actions
Multiattack. The splatter boar makes two melee attacks: one
with its claws and one with its tusks.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.
Tusks. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) piercing damage.
Alchemical Mortar. The splatter boar fires an alchemical shell
up to 120 feet, and the shell explodes in a 20-foot-radius sphere.
Each creature in that area must make a DC 15 Dexterity saving
throw, taking 7 (2d6) piercing damage on a failed save, or half
as much damage on a successful one. Each time the splatter
boar attacks with the alchemical mortar, it chooses one of the
following shell types:
1. Acid Blast. Each creature in the area also takes 10 (3d6)
acid damage on a failed save, or half as much damage on a
successful one.
2. Psychoactive Gas. Each creature in the area that fails the
saving throw is also frightened until the start of the splatter
boar’s next turn.
3. Smoke Shell. Each creature in the area also takes 7 (2d6)
fire damage on a failed save, or half as much damage on
a successful one. In addition, the area is heavily obscured
with smoke for 1 minute. A moderate wind (at least 10 miles
per hour) disperses the smoke after 4 rounds. A strong
wind (20 or more miles per hour) disperses it after 1 round.

When first
witnessing th
help but rem e splatter bo
ark ar, I couldn’t
man of your , “Scatological humor is
skills, my goo beneath a
d doctor.”

—LW
MONSTERNOMICON
36
Farrow War Hog Farrow War Hog
Large humanoid (farrow), neutral
Each war hog is over a ton of muscled, bristling rage strong
Armor Class 16 (natural armor)
enough to rend steel and tear the living flesh from the bones
Hit Points 105 (10d10 + 50)
of enemy warbeasts. Enhanced by alchemical and mechanikal Speed 30 ft.
augmentations, these products of dark experimentation are
easily goaded into a state of frenzied bloodlust. War hogs use STR DEX CON INT WIS CHA
their twin war cleavers and massive tusks to slaughter their 22 (+6) 10 (+0) 20 (+5) 5 (−3) 10 (+0) 6 (−2)
enemies without mercy, and they answer the screams of their
Skills Perception +3
victims with nothing but primitive grunts of delight. Senses passive Perception 13
Languages understands Grun but doesn’t speak it
Challenge 5 (1,800 XP)

Aggression Dial. As a bonus action, the war hog can activate


its aggression dial. If it does, it deals an extra 4 (1d8) weapon
War hog
sm damage with melee weapon attacks until the end of its turn but
their min ay be strong enoug takes 7 (2d6) fire damage at the end of its turn.
ds are as h to rend
I prefer m sim steel, but
y power to ple as that of a far Charge. If the war hog moves at least 20 feet straight toward
though I’d lie in boo row child a target and then hits it with its tusks on the same turn, the
so ks a .
library th oner give up an ho nd knowledge, target takes an extra 7 (2d6) piercing damage. If the target is a
an spend ur in my creature, it must succeed on a DC 15 Strength saving throw or be
a minute favorite
on any ba knocked prone.
ttlefield.
Keen Smell. The war hog has advantage on Wisdom
—LW (Perception) checks that rely on smell.
Relentless (Recharges after a Short or Long Rest). If the
war hog takes 36 damage or less that would reduce it to 0 hit
points, it is reduced to 1 hit point instead.
Steam Powered. The war hog requires coal and water to
function. When not in combat, it can function for 13 hours with a
full fuel load of 100 pounds of coal and fresh water in its boiler.
While in combat, the war hog can function for 2 hours with a
full fuel load. If the war hog’s coal and water are not refilled
at the end of this time, it suffers one level of exhaustion at
the end of each minute. Due to the amount of noise its steam
engine produces, the war hog has disadvantage on Dexterity
(Stealth) checks.
Actions
Multiattack. The war hog makes three melee attacks: two with
its cleavers and one with its tusks.
Cleaver. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 15 (2d8 + 6) slashing damage.
Tusks. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 15 (2d8 + 6) piercing damage.

MONSTERNOMICON
37
Gallows Tree
The people of western Immoren fear the deep forests for
many reasons. These dark places are inhabited by fearful
beasts, but some of the strangest and most disturbing
inhabitants are the gnarled and mysterious trees that
have loomed for centuries. Such trees are believed to be
manifestations of the Devourer Wurm—physical aspects
of its thirst for blood and demand for sacrifice. When
gathered together, they are called “gallows groves” by those
who stumble upon them. Devourer cultists seek out such
places, where they spill copious amounts of blood in acts of
savage worship intended to feed the endless desires of these
revered trees.
Hunt Blood, Will Travel. When sacrifices grow scarce, a
gallows tree will inexplicably vanish, only to reappear in
another part of the forest, its roots drinking deeply from the
carcass of a dead animal. The very presence of one of these
trees saps vitality from the living and causes blood to drip
onto their ever-thirsty roots.
Infused with Power. As a gallows tree grows with age
and soaks up more and more blood, glowing runes appear
upon its trunk. Unwary people journeying in dark forests
have been lured to their doom by the light of these runes.
Devourer worshippers who are possessed of mystical talent
feel a special bond with the trees of a gallows grove. In their
presence, the trees act as conduits for their power.

Gallows Tree
Large plant, unaligned

Armor Class 5
Hit Points 38 (4d10 + 16)
Speed 0 ft.

STR DEX CON INT WIS CHA


1 (−5) 1 (−5) 18 (+4) 1 (−5) 3 (−4) 1 (−5)

Condition Immunities blinded, deafened, frightened,


paralyzed, prone
Senses blindsight 30 ft. (blind beyond this radius), passive
Perception 6
Languages —
Challenge 0 (0 or 10 XP)

Channeler. Members of the Circle Orboros and worshippers of


the Devourer Wurm can channel spells through the tree.
Entropic Force. Hostile creatures within 50 feet of the tree
can’t regain hit points.
False Appearance. While the tree remains motionless, it is
indistinguishable from an ordinary tree.
Actions
Strange Growth. The tree teleports to an open area within 30
feet of it.
Reactions
Water the Roots. When a creature other than a construct or an
undead dies within 50 feet of the tree, the tree regains 11 (2d10)
hit points.

MONSTERNOMICON
38
GATORFOLK
The gatorfolk of western Immoren remain among Gatorfolk Spirit Eater
its deadliest inhabitants and most powerful Medium humanoid (gatorfolk), any alignment
natural warriors.
Armor Class 15 (natural armor)
Hit Points 55 (10d8 + 10)
Speed 30 ft., swim 40 ft.

Gatorfolk Spirit Eater STR


14 (+2)
DEX
14 (+2)
CON
13 (+1)
INT
7 (−2)
WIS
14 (+2)
CHA
7 (−2)

Devoted worshippers of the Lord of Blood, the gatorfolk Skills Stealth +4


known as spirit eaters wield the great beasts of the swamp in Senses passive Perception 12
the name of their voracious god. Their cold-blooded reptilian Languages Quor-Gar plus one other language
spirits are attuned to these predatory creatures and to the Challenge 2 (450 XP)
Lord of Blood himself. Just as the god of the Blindwater
Consume Spirit. If the gatorfolk reduces an undead creature
Congregation feeds on the spirits of the swamp and other within 5 feet of it to 0 hit points, it regains all its expended
gods, spirit eaters devour the restless souls of ghosts and fury points.
specters to nourish their own. Fury Manipulation. The gatorfolk is a warlock with 4 fury
Warbeast Companions. A spirit eater is typically points and a control range of 40 feet. It regains all expended fury
accompanied by a Swamp resonance warbeast with a points after it finishes a long rest. During its turn, the gatorfolk
can expend fury points on the following options:
challenge rating of 8 or lower. 1. Attack Bonus (1 Fury Point). The gatorfolk gains advantage
on its next attack roll.
2. Damage Bonus (1 or More Fury Points). For each fury point
expended, the gatorfolk deals an extra 1d8 weapon damage
on its next weapon damage roll.
3. Shake It Off (1 Fury Point). The gatorfolk gains advantage
on its next saving throw.
In addition, the gatorfolk can force a bonded warbeast under its
control and in its control range to use any of these options, in
which case the warbeast gains the number of fury points and the
benefits described above.
Hold Breath. The gatorfolk can hold its breath for 15 minutes.
Spellcasting. The gatorfolk is a 4th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 12, +4 to hit with
spell attacks). Casting a spell requires the gatorfolk to expend
a number of fury points equal to the spell’s level. It knows the
following warlock spells:
At will: dancing lights, resistance
2nd level: caustic mist, cold blooded
Swamp Camouflage. The gatorfolk has advantage on Dexterity
(Stealth) checks made to hide in swampy terrain.
Actions
Multiattack. The gatorfolk makes two melee attacks: one with
its bite and one with its spear.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6 + 2) piercing damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage,
or 6 (1d8 + 2) piercing damage if used with two hands to make a
melee attack.

,
oted to the Lord of Blood
The spirit eaters are dev ve the m fea st on the
ppy to ha
who seems more than ha se it’s a cas e of “yo u
rs. I suppo
souls of ghosts and specte
our yours.”
scratch my back, I’ll dev
—VP

MONSTERNOMICON
39
Gatorfolk Gatorfolk Trophy Hunter
Trophy Hunter Medium humanoid (gatorfolk), any alignment

Armor Class 15 (natural armor)


Many members of the Blindwater Congregation aim to prove Hit Points 52 (8d8 + 16)
Speed 30 ft., swim 40 ft.
their worth to the Lord of Blood, and those known as trophy
hunters are no exception. Armed with brutal tomahawks, STR DEX CON INT WIS CHA
these fierce warriors, many of whom are young by gatorfolk 15 (+2) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
standards, seek to claim the heads and limbs of auspicious
prey. These grisly trophies are then used in the construction Skills Stealth +4, Survival +2
Senses darkvision 60 ft., passive Perception 10
of bone shrines, as sacrifices to their god’s attendant bone
Languages Quor-Gar
shakers, or in the creation of mystic weapons and tools. Challenge 2 (450 XP)

For the Lord of Blood. Once on each of its turns, when the
gatorfolk misses with a melee attack, it can reroll the die but
must use the second result.
Hold Breath. The gatorfolk can hold its breath for 15 minutes.
Swamp Camouflage. The gatorfolk has advantage on Dexterity
(Stealth) checks made to hide in swampy terrain.
Actions
Multiattack. The gatorfolk makes two attacks: one with its bite
and one with its tomahawk.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 7 (1d10 + 2) piercing damage, and if the target is a Large or
smaller creature, it is grappled (escape DC 12). Until this grapple
ends, the target is restrained, and the gatorfolk can’t bite
another target.
Tomahawk. Melee or Ranged Weapon Attack: +4 to hit, reach 5
ft. or range 20/60 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

To say that tr
ophy hunters
god and win hi are eager to im
s favor unders press their
situation. I on tates the exten
ce saw one of t of the
a warpwolf th these brutes ri
at was gnawin p the jaw off
stop at nothin g on its arm. T
g in pursuit of hey will
it means riskin the perfect trop
g life and limb. hy, even if

—VP

MONSTERNOMICON
40
Gatorfolk Gatorfolk Vault Protector
Vault Protector Medium humanoid (gatorfolk), any alignment

Armor Class 15 (natural armor)


Vault protectors push the Blindwater Congregation’s massive Hit Points 39 (6d8 + 12)
Speed 30 ft., swim 40 ft.
stone sacral vaults across its territory. Selected for their size
and strength, they are also responsible for guarding these STR DEX CON INT WIS CHA
sacral stones from attack. They wield barbed cudgels fitted 15 (+2) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
with jagged stones taken from bone shrines sacred to the
Blindwater Congregation, making each of their kills a minor Skills Athletics +4, Perception +2
demonstration of their devotion to the Lord of Blood. Senses darkvision 60 ft., passive Perception 12
Languages Quor-Gar
Challenge 2 (450 XP)

Brute. A melee weapon deals one extra die of its damage when
have a the gatorfolk hits with it (included in the attack).
te ct o rs w ould seem to Dark Devotion. The gatorfolk has advantage on saving throws
sh, vault p ro pushing
At first blu d co u n tless hours d serve against being charmed or frightened.
n k le ss jo b . They sp en
a cr o ss th e swamp an e Hold Breath. The gatorfolk can hold its breath for 15 minutes.
tha l stones aults com
large sacra ould these v Swamp Camouflage. The gatorfolk has advantage on Dexterity
impossibly f d ef en se sh
perks: from
ary line o without its
(Stealth) checks made to hide in swampy terrain.
as the prim jo b is n o t ent at
. Yet the ntial treatm . if Actions
under attack , they receive prefere d st g . .
ron
what I have
seen
se it p a y s to be big an f death. Multiattack. The gatorfolk makes two attacks: one with its bite
e. I supp o o
feeding tim instrument and one with its spiked cudgel.

—VP
in d b ei n g used as an Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
you don’t m Hit: 13 (2d10 + 2) piercing damage, and if the target is a Large or
smaller creature, it is grappled (escape DC 12). Until this grapple
ends, the target is restrained, and the gatorfolk can’t bite
another target.
Spiked Cudgel. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 13 (2d10 + 2) piercing damage.

MONSTERNOMICON
41
Gorol
Despite its great size, a gorol is a surprisingly agile and
swift creature. Its long forelimbs allow it to knuckle-walk at
great speeds and climb sheer mountain bluffs with ease.
The gorol is an enormous primate found only in the The trollkin of Tolok Fortress have noticed a similarity
interior mountains of Alchiere. Troops of gorols are fiercely between the temperament of the gorol and that of the dire
protective of their territories and are most often led by an troll, although a gorol is much less likely to fly into a frenzy
elder male, who travels throughout the territory on patrol when agitated or hungry.
for intruders. Gorols are social creatures, and they live in family groups
An adult gorol can weigh several tons and has a long reach. of up to ten members. Each family is led by a male and female
Both males and females have prominent upper and lower pair, and each member of the family shares in the duties of
tusks, which are used not only to display dominance, but also raising the young. These family groups work together to
to help the creatures eat. The large, herbivorous gorols use protect territory against other gorols.
these tusks to peel away the thick outer bark of jungle trees so Gorol Alphas. Gorol troops are led by an elder male known
that they can feed on the fibers beneath. as the alpha. As the strongest and most experienced member
of the group, the alpha is responsible for the troop’s well-
being and defense. Alphas must constantly prove their worth
to maintain their position, ensuring the continued strength
and stability of the gorol community.

Gorol
Huge beast, unaligned

Armor Class 12
Hit Points 157 (15d12 + 60)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA


23 (+6) 14 (+2) 18 (+4) 7 (−2) 14 (+2) 7 (−2)
Gorol Alpha
Skills Athletics +9, Perception +5 Gargantuan beast, unaligned
Senses passive Perception 15
Languages — Armor Class 12
Challenge 7 (2,900 XP) Hit Points 174 (12d20 + 48)
Speed 40 ft., climb 40 ft.
Trampling Charge. If the gorol moves at least 20 feet straight
toward a creature and then hits it with a fist attack on the same STR DEX CON INT WIS CHA
turn, that target must succeed on a DC 14 Strength saving throw 27 (+8) 14 (+2) 18 (+4) 7 (−2) 14 (+2) 7 (−2)
or be knocked prone. If the target is prone, the gorol can make
one fist attack against it as a bonus action. Skills Athletics +12, Perception +6
Actions Senses passive Perception 16
Languages —
Multiattack. The gorol makes two attacks with its fists. It can
Challenge 9 (5,000 XP)
replace one of those attacks with a bite attack.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Trampling Charge. If the gorol moves at least 20 feet straight
Hit: 32 (4d12 + 6) piercing damage. If the target is a Medium
toward a creature and then hits it with a fist attack on the same
or smaller creature, it is grappled (escape DC 16). Until this
turn, that target must succeed on a DC 16 Strength saving throw
grapple ends, the target is restrained, and the gorol can’t bite
or be knocked prone. If the target is prone, the gorol can make
another target.
one fist attack against it as a bonus action.
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 22 (3d10 + 6) bludgeoning damage. Actions
Multiattack. The gorol makes two attacks with its fists. It can
replace one of these attacks with a bite attack.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 34 (4d12 + 8) piercing damage. If the target is a Large
or smaller creature, it is grappled (escape DC 16). Until this
st they grapple ends, the target is restrained, and the gorol can’t bite
, b ut at lea r
df i e r c e the othe another target.
a y b e large an dire trolls. On a ll Fist. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Gorols m to a frenzy like the size of a sm Hit: 27 (3d12 + 8) bludgeoning damage.
in to .
don’t fly tusks can grow ot to cross them
—VP
h e ir ll n
hand, t ’d do we
e e tr u n k, so you
tr

MONSTERNOMICON
42
MONSTERNOMICON
43
Ikoskit Ikoskit
Small monstrosity, unaligned
Deep in the heart of the dense jungles of Alchiere lurk small
bloodsucking vermin known as ikoskits.These vaguely Armor Class 13 (natural armor)
Hit Points 36 (8d6 +8)
reptilian creatures resemble a rangy, scaled ape with a long,
Speed 30 ft., climb 30 ft.
agile body and sharp claws, and they prey on the blood of
warm-blooded creatures such as the shaggy pack animals STR DEX CON INT WIS CHA
herded by letheans. Blessed with a tremendous sense of smell, 16 (+3) 15 (+2) 12 (+1) 3 (−4) 12 (+1) 6 (−2)
these ferocious predators can track a potential meal for miles
through the dense jungle. Primarily nocturnal, ikoskits wait Skills Perception +3, Stealth +8
Senses darkvision 120 ft., passive Perception 13
for their victims to bed down before burying their razor- Languages —
sharp teeth into whatever exposed flesh they can find. Challenge 1 (200 XP)
Adult ikoskits are not especially fast or strong, but their
sharp claws and powerful jaws allow them to maintain a tight Keen Smell. The ikoskit has advantage on Wisdom (Perception)
grip on their prey during a feeding frenzy. Their camouflaged checks that rely on smell.
Pounce. If the ikoskit moves at least 30 feet straight toward
skin allows them to blend into the dark rocks and foliage
a Medium or smaller creature and then hits it with a claw
commonly found throughout Alchiere, enabling ambushes attack on the same turn, that target must succeed on a DC 13
that make them dangerous even to larger targets such as Strength saving throw or be knocked prone. If the target is
humans. Spotting an ikoskit before it is almost on top of its prone, the ikoskit can make one blood drain attack against it as a
prey is nearly impossible, and they are a deadly threat to any bonus action.
who dare venture into their territory. Standing Leap. The ikoskit’s long jump is up to 20 feet and its
high jump is up to 10 feet, with or without a running start.
Sunlight Sensitivity. While in sunlight, the ikoskit has
disadvantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.
The ikoskit may
predator that lurk
be small, but it is
a fierce Actions
s in the shadows Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft.,
jungles. Be warne of Alchiere’s
d: these creatures one creature. Hit: 6 (1d6 + 3) piercing damage, and the ikoskit
impossible to spot are nearly
until they’re righ attaches to the target. While attached, the ikoskit doesn’t attack.
and by then, it m t next to you— Instead, at the start of each of the ikoskit’s turns, the target
ight already be to
o late. loses 6 (1d6 + 3) hit points due to blood loss, and the ikoskit

—VP
regains hit points equal to that amount.
The ikoskit can detach itself by spending 5 feet of its movement.
It does so after it drains 20 hit points of blood from the creature
or the target dies. A creature, including the target, can use its
action to detach the ikoskit.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.

MONSTERNOMICON
44
Ironback Ironback
Large beast, unaligned
Ironbacks are enormous chelonian beasts that dwell in the
swamps of western Immoren. These opportunistic carnivores Armor Class 18 (natural armor)
Hit Points 90 (12d10 + 24)
will attack everything they encounter when hungry, making
Speed 20 ft., swim 30 ft.
meals of alligators, fish, and other swamp dwellers. They
prefer to roam on four legs, particularly when they are STR DEX CON INT WIS CHA
looking for smaller prey, but they will stand on their hind 17 (+3) 10 (+0) 15 (+2) 8 (−1) 10 (+0) 10 (+0)
feet and rise to their full height when faced with a significant
threat. The tallest ironbacks stand over twelve feet tall, and Saving Throws Con +4
Damage Resistances piercing damage from nonmagical ranged
their impressive bulk is usually enough to scare off all but the
attacks
most determined predators. Condition Immunities frightened
A Walking Defense Arsenal. The dorsal plates of older Senses passive Perception 10
ironbacks feature pronounced spikes that can grow several Languages —
feet long. Intact ironback shells are invaluable to bog trogs Challenge 4 (1,100 XP)
and swamp gobbers, who hack the creature’s body from its
Dorsal Plates. A creature that touches the ironback or hits
carapace and use the hollowed shell to build their primitive it with a melee attack while within 5 feet of it takes 7 (2d6)
hovels. This shell is strong enough to shield an ironback from piercing damage.
all but the most devastating attacks. The thick carapace can Hold Breath. The ironback can hold its breath for 1 hour.
even repel explosive blasts, as the ironback simply pulls back Shell. On each of its turns, the ironback can take a bonus action
into its shell for protection. to retract into or emerge from its shell. While retracted, the
ironback gains a +4 bonus to AC, has a speed of 0, can’t attack,
Acidic Spew. The ironback’s savage claws and snapping beak
and can’t benefit from bonuses to speed.
are fearsome weapons, but its acidic spit is its most dreaded
attack. If the beast identifies a suitable meal that is beyond Actions
its immediate reach, it spews a massive stream of noxious Multiattack. The ironback makes three attacks: one with its bite
and two with its claws.
gastric acid that turns living flesh into a nutritious sludge the
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
ironback can consume at its leisure. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 7 (1d8 + 3) slashing damage.
Corrosive Spit (Recharge 5–6). The ironback spews a gob of
corrosive venom at a point it can see within 60 feet of it. The
gob explodes in a torrent of bile on impact. Each creature within
15 feet of that point must make a DC 12 Constitution saving
throw, taking 17 (5d6) acid damage on a failed save, or half as
much damage on a successful one.

MONSTERNOMICON
45
Lemax
The lemax—or “lizard monkey,” as it is sometimes known—
is a pest found throughout the humid forests of the Iron
Kingdoms and the jungles of Alchiere. These creatures are
a nuisance at best and outright brigands at worst. Although
individually weak, they are terrifying to face when they
gather in numbers.
The lemax is a grotesque mixture of scaly skin and tufts
of hair. Its main features are an exaggerated facial structure,
a thick black mane, flashing yellow eyes, and a prehensile
tail, and its main weapon is an acidic spittle it emits from a
mucous sack located deep within its throat. Lemax have a
unique but primitive form of communication of hoots,
howls, clicks, and hisses. Because the creatures make
their homes high in the trees, travelers are advised to
camp in clearings if at all possible when passing through
their territory.
Lemax rarely attack head-on, but they excel at harassment,
especially under cover of darkness. They bellow and bawl,
intentionally frighten horses, and even sneak into camps
just to kick out fires. Many travelers who have ventured
through the territory of these pests have woken from a
quiet evening’s rest to find their sacks rummaged through,
the contents scattered.

Lemax
Small monstrosity, unaligned

Armor Class 12
Hit Points 14 (4d6)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


8 (−1) 14 (+2) 10 (+0) 4 (−3) 12 (+1) 6 (−2)

Senses darkvision 60 ft., passive Perception 11


Languages —
Challenge 1/4 (50 XP)

Pack Tactics. The lemax has advantage on an attack roll against


a creature if at least one of the lemax’s allies is within 5 feet of
the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
4 (1d4 + 2) piercing damage.
Spit Acid (Recharge 4–6). Ranged Weapon Attack: +4 to hit,
range 20/40 ft., one target. Hit: 7 (2d4 +2) acid damage, and the
target must succeed on a DC 12 Constitution saving throw or be
poisoned 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.

’t let their size fool you. I’ve


Lemax may be small, but don d
the middle of the night to fin
woken up more than once in
nuisances. And don’t get me
my camp upended by these boots.
ruined my favorite pair of
started about the time they
—VP
MONSTERNOMICON
46
Letheans
Deep in the jungles of Alchiere, the ruins of ancient human a means of ensuring that letheans can consume any of the
civilizations lie hidden beneath the canopy. Pictograms poisonous plants found in their jungle home, thereby giving
inscribed on what remains of their walls tell of a people who the race an alternate food source in times of desperation or
turned from their creator to worship the powers of sky and scarce hunting.
earth. These lost souls sacrificed to the dark beasts of the Perhaps the most remarkable practice among letheans is
forest and, in turn, became like beasts themselves and forgot an unusual form of ritual endocannibalism. Letheans believe
the ways of man. they can transfer the soul of a tribe member into a newborn
Not all of them fell to this primal decay, however. Those by feeding its flesh to a pregnant female. During each yearly
who remained true to the old ways watched from their birthing cycle, the tribal elders lead pregnant members of
temples to Menoth and paid tribute to their creator. In a the tribe to a secluded place, where they consume prized
mighty ritual, these faithful few cursed the beast-men so elders and powerful warriors the tribe wishes to preserve for
that their souls would never know rest, and they prophesied subsequent generations. Letheans consider it auspicious if
that true men would return to rain fire and justice upon those eaten are still alive at the outset of this ceremony, and
the degenerate apostates. If these pictograms are true, then they believe the longer the consumed endure, the greater the
they tell of a tragic and terrible fate for the letheans, the fortunes of those born after. These cannibalistic rituals last
inhabitants of Alchiere. for days at a time and are horrifying to behold—a violent and
Letheans rarely venture out in daylight except in the bloody cycle of death and rebirth.
darkest parts of the jungle, where they use the cover of the Mystic Managed. The letheans’ cannibalistic ritual of rebirth
forest while brachiating to surround their prey. Unintelligent is overseen by shamanistic spiritual guides known as mystics.
prey is quickly dispatched, but letheans use their surprisingly These important leaders not only choose which letheans will
strong grip to grapple intelligent prey into submission so that be reborn, but also decide which female will give birth to
they can sacrifice the unfortunate victims to their idols. which individual.
Letheans subsist on a primarily carnivorous diet, but In addition to carrying out this critical duty, mystics
from a young age they regularly consume a fermented oversee the sacrificial rites of their tribes. Although they
cocktail of poisonous jungle fruits and vine sap. This blend are quite discriminating when it comes to determining who
is known to contain elements from most major families of would make an ideal sacrifice to their idols, their criteria
poison. Young letheans are given the drink at progressively are unfathomable, especially to outsiders. Even letheans
stronger dilutions as they grow, allowing them to build up find these decisions mysterious, and it is not uncommon for
complete immunity to it—and, through it, the vast majority each tribe to have its own standards for selecting sacrifices,
of other poisons. The practice seems to have originated as depending on the peculiarities of the tribe’s mystic.
In return for their sacrifices, mystics are blessed with
primal magic. Those who have observed their magic
UR-CASPIAN and rituals have witnessed a blend of both Dhunian and
Not all letheans speak a comprehensible language, but those Devourer practices.
who do speak a limited form of the dead language of the
first human civilizations. The few individuals who have been Letheans believe th
lucky enough to encounter letheans and live to recount the at by consuming th
elders, they can pa e flesh of their
experience have described a strange pidgin of comprehensible ss on strength and
Caspian and other, more animalistic sounds. This language, generations. Give w isdom to future
n that their civiliza
known today by scholars as Ur-Caspian, lends credence to the stalled for centurie tion has been
s, one wonders why
theories about the origins of this strange race. in the efficacy of they still believe
this gruesome prac
tice.
—VP
MONSTERNOMICON
47
Lethean Chieftain
Medium humanoid (lethean), any chaotic alignment

Armor Class 17 (natural armor, shield)


Hit Points 22 (4d8 + 4)
Speed 30 ft., climb 30 ft.

Lethean STR DEX CON INT WIS CHA


Medium humanoid (lethean), any chaotic alignment 16 (+3) 14 (+2) 12 (+1) 6 (−2) 10 (+0) 10 (+0)

Armor Class 15 (natural armor) Skills Athletics +7, Perception +2, Survival +4
Hit Points 11 (2d8 + 2) Damage Immunities poison
Speed 30 ft., climb 30 ft. Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
STR DEX CON INT WIS CHA Languages Ur-Caspian
15 (+2) 15 (+2) 12 (+1) 6 (−2) 9 (–1) 8 (−1) Challenge 1/2 (100 XP)

Skills Athletics +6, Perception +1, Survival +3 Brachiation. The lethean can move through tree branches
Damage Immunities poison and climb difficult surfaces, including upside down on ceilings,
Condition Immunities poisoned without needing to make an ability check.
Senses darkvision 60 ft., passive Perception 11 Inspiring Presence. At the start of its turn, the lethean can
Languages Ur-Caspian choose one ally within 30 feet of it to gain temporary hit points
Challenge 1/4 (50 XP) equal to the lethean’s Wisdom modifier (minimum of 1).
Iron Grip. Creatures have disadvantage on ability checks made
Brachiation. The lethean can move through tree branches to escape the lethean’s grapple.
and climb difficult surfaces, including upside down on ceilings, Pyrophobic. The lethean has disadvantage on saving throws
without needing to make an ability check. made to avoid being frightened while within 60 feet of a fire
Iron Grip. Creatures have disadvantage on ability checks made source it can see.
to escape the lethean’s grapple.
Pyrophobic. The lethean has disadvantage on saving throws Actions
made to avoid being frightened while within 60 feet of a fire Multiattack. The lethean makes two attacks: one with its fist
source it can see. and one with its spear.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
Actions 5 (1d4 + 3) bludgeoning damage. If the target is a Large or smaller
Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. creature, it must succeed on a DC 13 Strength saving throw
Hit: 4 (1d4 + 2) bludgeoning damage. If the target is a Large or or take an extra 2 (1d4) bludgeoning damage and be grappled
smaller creature, it must succeed on a DC 12 Strength saving (escape DC 13). The lethean can have only one creature grappled
throw or take an extra 2 (1d4) bludgeoning damage and be in this way at a time.
grappled (escape DC 12). The lethean can have only one creature Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.
grappled in this way at a time. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage,
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 7 (1d8 + 3) piercing damage if used with two hands to make a
or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, melee attack.
or 6 (1d8 + 2) piercing damage if used with two hands to make a Battle Cry (1/Day). The lethean lets out a fierce cry. Each ally
melee attack. within 30 feet of the lethean that can hear it gains advantage on
attack rolls until the end of its next turn.

MONSTERNOMICON
48
ermining
v e a u n iq u e way of det ed. It’s
stics ha sacrific
Lethean my enough to be reborn or hing
h o is w o rt hy n g ly su sp ect it’s somet
w stro
rocess, but I
—VP
ke.”
an arcane p of “whoever they feel li
li n es
along the

Lethean Mystic is Charisma (spell save DC 12, +4 to hit with spell attacks). The
lethean can innately cast the following spells, requiring no
Medium humanoid (lethean), any chaotic alignment material components:
Cantrips (at will): poison spray
Armor Class 15 (natural armor) 1/day each: entangle, fear
Hit Points 11 (2d8 + 2) Iron Grip. Creatures have disadvantage on ability checks made to
Speed 30 ft., climb 30 ft. escape the lethean’s grapple.
Pyrophobic. The lethean has disadvantage on saving throws made
STR DEX CON INT WIS CHA to avoid being frightened while within 60 feet of a fire source
15 (+2) 15 (+2) 12 (+1) 6 (−2) 9 (–1) 14 (+2) it can see.
Skills Athletics +6, Perception +1, Survival +3 Actions
Damage Immunities poison Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
Condition Immunities poisoned 4 (1d4 + 2) bludgeoning damage. If the target is a Large or smaller
Senses darkvision 60 ft., passive Perception 11 creature, it must succeed on a DC 12 Strength saving throw or take
Languages Ur-Caspian an extra 2 (1d4) bludgeoning damage and be grappled (escape
Challenge 1/2 (100 XP) DC 12). The lethean can have only one creature grappled in this way
at a time.
Brachiation. The lethean can move through tree branches Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
and climb difficult surfaces, including upside down on ceilings, or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage,
without needing to make an ability check. or 6 (1d8 + 2) piercing damage if used with two hands to make a
Innate Spellcasting. The lethean’s innate spellcasting ability melee attack.

MONSTERNOMICON
49
Pureblood Warpwolf Pureblood Warpwolf
Large monstrosity, chaotic evil
Generations of breeding among those born as warpwolves
have produced the great beasts known as pureblood Armor Class 16 (natural armor)
Hit Points 187 (22d10 + 66)
warpwolves. These creatures are not born as humans and are Speed 40 ft.
always found in their “natural” state—the form their parents
adopt only at the bidding of the moons. STR DEX CON INT WIS CHA
A Breed Apart. Purebloods harbor no affinity for humanity 19 (+4) 14 (+2) 17 (+3) 11 (+0) 15 (+2) 10 (+0)
and are proudly pure to be free of its taint. They are incapable
of assuming human form, and they dislike interacting with Saving Throws Dex +6
Skills Athletics +8, Perception +6, Survival +6
warpwolves who are in human guise. Purebloods can speak Senses darkvision 30 ft., passive Perception 16
by warping the structure of their throats, but they prefer not Languages Any one language
to talk for long. Familiarity with a pureblood’s kind can help a Challenge 9 (5,000 XP)
listener understand its clipped speech.
Children of the Wurm. Purebloods are easily distinguished Controlled Warping. At the start of each of the warpwolf’s
turns, it gains one of the following benefits of its choice:
by their fur, which is as white as the light of the moon Calder.
1. Ghostly. Until the start of its next turn, the warpwolf can
Their connection with the will of the Devourer grants them move through other creatures and objects as if they were
great mystical power, and their control over their form is difficult terrain. It takes 5 (1d10) force damage if it ends its
so complete that they can provoke sympathetic warping in turn inside an object.
others of their kind. The only indication of their human 2. Spell Ward. The warpwolf has advantage on saving throws
ancestry is their intelligence. Their minds are as keen as that against spells and other magical effects until the start of its
next turn.
of any human, but their view of the world and their place in 3. Warp Strength. Until the start of its next turn, the
it is utterly inhuman. warpwolf has advantage on Strength checks and saving
A Warped Existence. Like their lesser kin, purebloods can throws and rolls one additional damage die on its melee
warp their bodies, but these beasts are born to their shape weapon attacks.
and entirely at ease with their preternatural state. They can Keen Hearing and Smell. The warpwolf has advantage on
call upon the supernatural essence of their blood to become as Wisdom (Perception) checks that rely on hearing or smell.
Regeneration. The warpwolf regains 10 hit points at the start of
insubstantial as fog, and they can unleash their primal power its turn. If the warpwolf takes acid or fire damage, it regains only
in a discordant howl that rends flesh and shatters stone. An 5 hit points at the start of its next turn. The warpwolf dies only
enemy struck by this terrifying force finds itself enveloped if it is hit by an attack that deals 10 or more acid or fire damage
in warping energy and howling in unspeakable agony as its while the warpwolf has 0 hit points.
flesh stretches, its bones deform, and its skin splits wide. The Actions
sight of these horrific spasms is unbearable to most witnesses, Multiattack. The warpwolf makes four melee attacks: two with
and the reactions of disbelief and terror they prompt can its bite and two with its claws.
overwhelm all rational thought. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Leaders of the Pack. Purebloods strike swiftly with claw Hit: 13 (2d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
and fang before inciting subordinate warpwolves to join in Hit: 11 (2d6 + 4) slashing damage.
a frenzy of bloodshed. The howl of a pureblood pierces the Death Howl (Recharge 5–6). The warpwolf unleashes a
night for miles and prompts an irresistible longing among deathly howl tinged with lunar magic in a 60-foot cone. Each
lesser warpwolves to abandon reason, unleash their predatory creature in that area must make a DC 15 Constitution saving
rage, and join the pureblood’s hunt. throw, taking 22 (4d10) psychic damage on a failed save, or half
as much damage on a successful one.
Reaction
Reactive Warping. After taking damage from an enemy attack
or effect, the warpwolf can use its reaction to choose a different
Do not b Controlled Warping effect.
ed
the mind eceived by its ou
of a pure twardly
These cr b animal a
eatures r lood warpwolf is ppe
one freed etain an
in as keen a arance, for
of telligenc s its claw
beyond th the restraints o eu s.
at of any f conscie niq uely their ow
the greate simple b nce yet s n —
st bestial eas till cu
warriors t. They are coun nning
of the bla ted amon
ckclads. g
—VP

MONSTERNOMICON
50
MONSTERNOMICON
51
Screecher Screecher
Small monstrosity, unaligned
The screecher is a small carnivorous biped that inhabits the
Armor Class 14 (natural armor)
forests of Cygnar and Khador. It is easily recognized by its
Hit Points 33 (6d6 + 12)
flattish, wedge-shaped head, its widely spaced eyes, its two- Speed 30 ft.
clawed feet, and its short, stumpy tail, and there isn’t a more
irritating beastie to be found in the wilds. STR DEX CON INT WIS CHA
Sound the Alarm. Screechers spend their day tracking larger 6 (−2) 14 (+2) 14 (+2) 2 (−4) 12 (+1) 5 (−3)
animals—not to mention unsuspecting explorers innocently
Skills Perception +3, Stealth +4
going about their business—through the bush. The nasty Senses darkvision 60 ft., passive Perception 13
vermin are as silent as the grave as they creep about behind Languages —
their prey. The vicious little monsters will wait until a victim Challenge 2 (450 XP)
stops for a quiet moment, whether to sleep or graze, and
then, having crept close to their prey, emit a furious shriek Actions
that can stun even much larger animals. Once their prey has Multiattack. The screecher makes two attacks: one with its bite
been assaulted in this fashion, the screechers attack in a pack and one with its claws. It can replace one of those attacks with
and attempt to tear it to bits with their claws and fangs. Sonic Shriek.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
ers
e s e s i le nt stalk e Hit: 7 (2d4 + 2) slashing damage.
ut t h ntur Sonic Shriek (Recharges after a Short or Long Rest). The
a y b e small, b ho dares to ve screecher releases a shriek that is loud enough to harm nearby
rs m ler w
Screeche e of any trave plitting
e b a n i t h an ear-s n the most creatures and leave them stunned. Each creature within 20 feet
are th r y . W eve of the screecher that can hear it must make a DC 12 Constitution
ir territo n make nts.
into the tiny terrors ca fresh pair of pa
—VP
saving throw. On a failed save, a creature takes 10 (3d6) thunder
the a
shriek, s explorer need damage and is stunned for 1 minute. On a successful save, the
a g e o u creature takes half as much damage and isn’t stunned. A stunned
cour
creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

MONSTERNOMICON
52
Shagmar Shagmar
Huge beast, unaligned
The dense jungles of Alchiere are home to mighty animals
known as shagmar—remarkably formidable creatures covered Armor Class 12 (natural armor)
Hit Points 105 (10d12 + 40)
with shaggy fur and powerful muscles. Lethean tribes use
Speed 40 ft.
them both as pack animals and as a source of food, and
lethean hunting parties ride the beasts as they move through STR DEX CON INT WIS CHA
the dense underbrush. Letheans hold shagmar in high regard 22 (+6) 7 (−2) 19 (+4) 3 (−4) 11 (+0) 6 (−2)
and see them as the embodiment of the primal forces of
nature. They believe that riding one of these beasts allows Senses passive Perception 10
Languages —
them to tap into the essence of the jungle itself. Challenge 4 (1,100 XP)

Beast of Burden. The shagmar is considered to be a


Gargantuan animal for the purpose of determining its
Many people consid carrying capacity.
er riding a shagmar
awe-inspiring expe an Siege Monster. The shagmar deals double damage to objects
rience, but I prefer
my feet firmly on to keep and structures.
the ground. After al Trampling Charge. If the shagmar moves at least 20 feet
risk being trampled l, why
by such a powerful straight toward a creature and then hits it with a gore attack on
when you can just beast
admire it from afar the same turn, that target must succeed on a DC 17 Strength
? saving throw or be knocked prone. If the target is prone, the
—VP shagmar can make one stomp attack against it as a bonus action.
Actions
Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 19 (3d8 + 6) piercing damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone
creature. Hit: 22 (3d10 + 6) bludgeoning damage.

MONSTERNOMICON
53
Snapper Snapper
Large beast, unaligned
Named for their fast and powerful bite, snappers are
large carnivorous reptiles native to Widower’s Wood Armor Class 12 (natural armor)
Hit Points 30 (4d10 + 8)
and Bloodsmeath regions. Despite being ruthless hunters,
Speed 20 ft., swim 30 ft.
snappers are incredibly lazy. They typically remain
motionless until they sense danger or a meal—and if the latter STR DEX CON INT WIS CHA
escapes too quickly, they quickly become torpid and wait for 17 (+3) 10 (+0) 14 (+2) 2 (−4) 10 (+0) 5 (−3)
less wary prey.
Armored and Swift. Due to its massive finned tail and Skills Stealth +2
Condition Immunities frightened
webbed feet, the snapper is faster in water than it is on land. Senses passive Perception 10
An adult snapper’s armored dorsal fin protects its back from Challenge 3 (700 XP)
swamp predators. The fin’s spiny ridge is as sharp and hard as
the animal’s talons. Snappers put their armored fins to good Ambusher. In the first round of a combat, the snapper has
use, turning their points into an oncoming bite to discourage advantage on attack rolls against any creature it has surprised.
a would-be attacker. Bloodthirst. As a bonus action, the snapper can move up to its
speed toward a hostile creature that it can see, provided that the
Protective Parents. Snappers take extraordinary care of their creature is not a construct or an undead.
young. After laying as many as a dozen eggs, a cow snapper Dorsal Plates. A creature that touches the snapper or hits
leaves the nest to regain her strength. She does so under the it with a melee attack while within 5 feet of it takes 7 (2d6)
watchful eye of a bull snapper, who guards the nest against piercing damage.
any intrusion and warns off trespassers with a low, guttural Hold Breath. The snapper can hold its breath for 15 minutes.
growl. Any creature that persists in approaching the nest is Actions
met with violence. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Egg Teeth. Young snappers have an egg tooth that they Hit: 8 (1d10 + 3) piercing damage, and if the target is a Large
use to break through their shell when they hatch. Most or smaller creature, it is grappled (escape DC 13). Until this
grapple ends, the target is restrained, and the snapper can’t bite
snappers lose their egg tooth in their first month of life. another target.
These rare teeth are valuable finds to swamp divers and
marsh scouts, and some Morridane villagers consider them
good-luck tokens.

MONSTERNOMICON
54
SWAMP GOBBERS
Although swamp gobbers are the same species Swamp Gobber Chieftain
as the gobbers commonly found in cities across Small humanoid (gobber), any alignment
western Immoren, they have a distinct culture and Armor Class 14 (studded leather armor)
have not integrated as well with humans as their Hit Points 36 (8d6 + 8)
urban kinfolk have. Speed 25 ft.

STR DEX CON INT WIS CHA


11 (+0) 14 (+2) 12 (+1) 12 (+1) 12 (+1) 14 (+2)

Swamp Gobber Skills Perception +5, Stealth +6, Survival +3


Senses darkvision 120 ft., passive Perception 15

Cheiftain Languages Gobberish


Challenge 1 (200 XP)

Each swamp gobber tribe is led by a chieftain—a respected Chieftain’s Order. As a bonus action, the gobber targets one
and influential leader responsible for guiding the tribe’s allied swamp gobber it can see within 30 feet of it. If the target
can see or hear the gobber, the target can use its reaction to
members through the challenges and dangers that they face make one melee attack or to take the Hide action.
on a daily basis. Nimbleness. The gobber can move through the space of any
First among Raiders. An adventurous spirit sets chieftains Medium or larger creature.
apart from other swamp gobbers, but it often leads them to Surprise Attack. If the gobber surprises a creature and hits it
be actively involved in all of their tribe’s raids. There are a with an attack during the first round of combat, the target takes
few reasons why a chieftain might choose to participate in an extra 7 (2d6) damage from the attack.
Swamp Camouflage. The gobber has advantage on Dexterity
these raids. One reason is to instill confidence in the rest of (Stealth) checks made to hide in swampy terrain.
the tribe by showing them that their leader is willing to take
on the same risks and challenges that they are. This kind
Actions
Multiattack. The gobber makes two shortsword attacks.
of leadership can help unite a tribe and rally its members
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
to victory, but there’s also a more practical reason why a target. Hit: 5 (1d6 + 2) piercing damage.
chieftain might choose to participate in a raid: to lay claim to Rusty Pistol. Ranged Weapon Attack: +4 to hit, range 60/180 ft.,
the best loot before anyone else can. Swamp gobber tribes are one target. Hit: 6 (1d8 + 2) piercing damage.
known for their love of treasure and valuables, and rivalries
commonly break out over the distribution of loot after a
successful raid. By having a direct hand in a raid, a chieftain
can claim the first share of the spoils and thereby help
prevent disputes from arising within the tribe.

Swamp gobber chieftain


s live by one rule: when
it comes to loot, the best
way to get first pick is
to be there to claim it for
yourself.

—VP

MONSTERNOMICON
55
Swamp Gobber Swamp Gobber Fumigator
Fumigator
Small humanoid (gobber), any alignment

Armor Class 13 (leather armor)


Hit Points 13 (3d6 + 3)
All gobbers seem to have an intuitive knack for alchemy. Speed 25 ft.
Most swamp gobbers and even some bogrin demonstrate skill
with primitive alchemy and are noted for creating excellent STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 8 (−1)
flammable concoctions, as well as some ingenious poisonous
gases. Swamp gobbers who deploy these toxic gases in their Skills Perception +5, Stealth +6, Survival +3
bellows are known as “fumigators.” Whereas swamp gobbers Damage Resistances poison
typically use these bellows to create dense clouds of obscuring Senses darkvision 120 ft., passive Perception 15
fog, fumigators have learned how to mix potent swamp Languages Gobberish
herbs, animal venoms, and other compounds to produce Challenge 1/4 (50 XP)
choking clouds of deadly smog.
Fumigator’s Haze. The gobber is wreathed in a haze of toxic
smoke leaking from its bellows. Each creature that starts its turn
within 10 feet of the gobber and isn’t a construct or an undead
hemists
amp gobbers are the alc must succeed on a DC 11 Constitution saving throw or take 7
I guess you could say sw mi ga tor s” instead. (2d6) poison damage and be poisoned until the start of the
call them “fu
of the bog, but I prefer to g. creature’s next turn. On a successful saving throw, the creature
less flatterin
It’s more accurate and far is immune to any gobber’s Fumigator’s Haze for 1 hour.
—VP Swamp Camouflage. The gobber has advantage on Dexterity
(Stealth) checks made to hide in swampy terrain.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Fumigate (Recharge 5–6). The gobber uses its bellows to
produce poisonous fog in a 20-foot-sphere centered on itself.
Each creature in that area other than a construct or an undead
must make a DC 13 Constitution saving throw, taking 11 (2d10)
poison damage on a failed save, or half as much damage on a
successful one.

MONSTERNOMICON
56
Swamp Gobber Swamp Gobber Plunderer
Plunderer
Small humanoid (gobber), any alignment

Armor Class 13 (leather armor)


Hit Points 27 (6d6 + 6)
The swamp gobbers of Widower’s Wood trade with several Speed 25 ft.
other societies near the Black River but are just as likely to
get what they need by robbing and raiding. Small bands of STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 8 (−1)
these ambushers lie in wait for caravans they can bushwhack,
and more than one traveler has learned the hard way that Skills Perception +5, Stealth +6, Survival +3
these creatures should not be underestimated despite their Senses darkvision 120 ft., passive Perception 15
diminutive size. Languages Gobberish
Challenge 1 (200 XP)

Cunning Action. On each of its turns, the gobber can use a


bonus action to take the Dash, Disengage, or Hide action.
Nimbleness. The gobber can move through the space of any
Medium or larger creature.
Sneak Attack (1/Turn). The gobber 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 of the gobber that isn’t incapacitated and the gobber
doesn’t have disadvantage on the attack roll.
Swamp Camouflage. The gobber has advantage on Dexterity
(Stealth) checks made to hide in swampy terrain.
Actions
Multiattack. The gobber makes two attacks with its dagger.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Rusty Pistol. Ranged Weapon Attack: +4 to hit, range 60/180 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage.

It is best to avoid jo
urneying through
Widower’s Wood
if you’re looking fo
travel, but if you ca r safe
n’t avoid passing th
that accursed forest, rough
always keep a deco
purse at hand. You y coin
don’t want to meet
swamp gobbers em any
pty-handed.

—VP

MONSTERNOMICON
57
Swamp Horror flurry of tentacles and seizing entire hunting parties in their
slimy grip. Once ensnared, a swamp horror’s victims can
only struggle futilely as they are pulled into the creature’s
Few men have survived an encounter with the swamp bone-crushing maw. Only the strongest gatorfolk bokors and
horrors that lurk in the marshlands of western Immoren. shamans can hope to control these primal beasts, and taming
Survivors speak of great beasts rising from the swamp in a one is viewed as a show of great power.

Swamp Horror Amphibious. The swamp horror can breathe air and water.
Siege Monster. The swamp horror deals double damage to
Huge monstrosity, unaligned
objects and structures.
Spider Climb. The swamp horror can climb difficult surfaces,
Armor Class 17 (natural armor)
including upside down on ceilings, without needing to make an
Hit Points 172 (15d12 + 75)
ability check.
Speed 20 ft., swim 40 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The swamp horror makes four tentacle attacks. It
25 (+7) 11 (+0) 20 (+5) 1 (−5) 15 (+2) 4 (−3) can replace one of those attacks with a bite attack.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit:
Saving Throws Str +11, Con +9 16 (2d8 + 7) piercing damage, or 25 (4d8 + 7) piercing damage if
Damage Resistances bludgeoning, piercing, and slashing from the target is grappled.
nonmagical attacks Tentacle. Melee Weapon Attack: +11 to hit, reach 20 ft., one
Condition Immunities frightened, prone creature. Hit: 14 (2d6 + 7) bludgeoning damage, and if the target
Senses darkvision 60 ft., passive Perception 12 is a Huge or smaller creature, it is grappled (escape DC 16) and
Languages — pulled to an unoccupied space within 5 feet of the swamp horror.
Challenge 10 (5,900 XP) Until this grapple ends, the target is restrained. The swamp
horror has eight tentacles, each of which can grapple one target.

MONSTERNOMICON
58
Swamp Spirit
d
a place of mystery an
The swamp may be isa n—
home to the hok-sh
beauty, but it’s also hs .
at lurk in its dept
malevolent spirits th es
There are places in the deepest swamps of western Immoren chill that accompani
The bone-numbing pa rture.
where the air itself is leaden with unnatural malignancy. long after their de
these entities lingers
Those who are sensitive to the spirit world can see flickers of
nebulous forms rising from the dark waters near these sites
—VP
of death and decay—sinuous, serpentine forms that move and
flow in ways difficult to behold. To gatorfolk tribes, however,
these malevolent spirits are known as the great hok-shisan.
These ghostly apparitions are lured by death, and where
they move, the air becomes foul and difficult to breathe, as if
cold mud and water seeps in with every breath. The swamp
itself responds to the presence of a hok-shisan: mud becomes
colder and more unrelenting in its grip, as if it seeks to
swallow whole the creatures who move through it so that it
can add their rotting corpses to its putrescence.

Swamp Spirit
Large undead, chaotic evil

Armor Class 17 (natural armor)


Hit Points 130 (20d10 + 20)
Speed 30 ft.

STR DEX CON INT WIS CHA


1 (−5) 17 (+3) 13 (+1) 8 (−1) 9 (−1) 16 (+3)

Skills Perception +3
Damage Resistances acid, fire, lightning, thunder; bludgeoning,
piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 13
Languages —
Challenge 11 (7,200 XP)

Cull the Herd. The spirit has advantage on attack rolls against
frightened creatures.
Incorporeal Movement. The spirit 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.
Innate Spellcasting. The spirit’s innate spellcasting ability
is Charisma (spell save DC 15, +7 to hit with spell attacks).
The spirit can innately cast the following spells, requiring no
material components:
At will: chill touch, poison spray
1/day each: bestow curse, chain lightning, finger of death
Magic Resistance. The swamp spirit has advantage on saving
throws against spells and other magical effects.
Strength from Death. When a creature within 30 feet of the
spirit dies, the spirit immediately regains 11 (2d10) hit points.
Actions
Multiattack. The spirit makes two Spectral Bite attacks.
Spectral Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 19 (3d10 + 3) psychic damage, and the target must
succeed on a DC 15 Wisdom saving throw or be frightened for
1 minute. The target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.

MONSTERNOMICON
59
TATZYLWURMS
Tatzylwurms are found across the entirety of Coral Tatzylwurm
Immoren, and each species is adapted to its local Large beast, unaligned
environment. Fortunately for those who live in Armor Class 16 (natural armor)
western Immoren, coral and feathered tatzylwurms Hit Points 190 (20d10 + 80)
are found exclusively within the jungles of the Speed 30 ft., burrow 15 ft.
Alchiere subcontinent.
STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 4 (−3) 14 (+2) 4 (−3)

Coral Tatzylwurm
Skills Athletics +9, Stealth +6, Survival +6
Damage Immunities poison
Condition Immunities frightened, poisoned, stunned
Senses tremorsense 60 ft., passive Perception 12
The coral tatzylwurm is a reclusive creature that spends Languages —
much of its time belowground. It is a natural burrower, but Challenge 9 (5,000 XP)
its corrosive breath helps it move more quickly as it bores
tunnels through soil and stone. Ambusher. In the first round of a combat, the tatzylwurm has
advantage on attack rolls against any creature it has surprised.
Heightened Senses. Unlike many other tatzylwurms, which
Keen Smell. The tatzylwurm has advantage on Wisdom
have acute vision, the coral tatzylwurm is almost blind, but it (Perception) checks based on smell.
makes up for its poor eyesight with an acute sense of smell. In Sunlight Sensitivity. While in sunlight, the tatzylwurm has
addition, a cluster of tentacle-like sensory organs on its head disadvantage on attack rolls, as well as on Wisdom (Perception)
allows it to sense minor vibrations and track any potential checks that rely on sight.
prey that moves over its lair. Tunneler. The tatzylwurm can burrow through solid rock at
half its burrowing speed and leaves a 10-foot-diameter tunnel
Ambush Attacker. When a coral tatzylwurm detects in its wake.
a potential meal, it erupts from the soil in a lightning-
swift attempt to subdue its prey. A single bite from a Actions
coral tatzylwurm is enough to deliver a potent dose of Multiattack. The tatzylwurm makes two bite attacks.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.
paralytic venom that can render most creatures immobile Hit: 14 (2d8 + 5) bludgeoning damage, and if the target is a Large
within moments. Those who succumb to this paralysis are or smaller creature, it is grappled (escape DC 17). Until this
quickly constricted and dragged back to the tatzylwurm’s grapple ends, the creature is restrained, and the tatzylwurm
underground lair to be devoured. can’t constrict another target.
Constrict. Melee Weapon Attack: +9 to hit, reach 5 ft., one
creature. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is
grappled (escape DC 17). Until this grapple ends, the creature is
restrained, and the tatzylwurm can’t constrict another target.
Acid Breath (Recharge 5–6). The tatzylwurm exhales acid
in a 60-foot line that is 5 feet wide. Each creature in that line
must make a DC 17 Dexterity saving throw, taking 55 (10d10)
acid damage on a failed save, or half as much damage on a
successful one.

With just
one
creatures h bite, this fossorial v
elpless in m ipe
back to its oments befo r can render most
lair. At lea re draggin
the trouble st the tatzy g them
of digging lwurm sav
a grave. es anyone

—VP

MONSTERNOMICON
60
Feathered Tatzylwurm Feathered Tatzylwurm
Medium beast, unaligned
The feathered tatzylwurm is native to Alchiere, where it
spends much of its time among the dense jungle canopy. Armor Class 15 (natural armor)
Hit Points 76 (9d8 + 36)
Subsisting on a diet of jungle primates, birds, and overlarge
Speed 30 ft., climb 20 ft.
rodents, it is one of the smaller tatzylwurm breeds.
Hallucinatory Venom. The feathered tatzylwurm’s venom STR DEX CON INT WIS CHA
is a potent psychoactive that can induce extreme effects in 17 (+3) 15 (+2) 18 (+4) 4 (−3) 14 (+2) 4 (−3)
those exposed to it. The creature uses this venom primarily as
a defensive measure, particularly when protecting a clutch of Skills Athletics +6, Stealth +5, Survival +5
Damage Immunities poison
eggs in one of the nests that the serpents build in the trees. Condition Immunities frightened, poisoned
Graceful Gliders. The feathered tatzylwurm’s most Senses darkvision 60 ft., passive Perception 12
distinctive feature is its outsized, colorful, featherlike scales. Languages —
These thin plates are brilliantly colored among males of the Challenge 5 (1,800 XP)
species, whereas those of females tend to be muted shades
Glide. If it isn’t incapacitated, the tatzylwurm can extend its
of green, brown, and black. These specialized scales allow
feathers to move up to 5 feet horizontally for every 1 foot it
tatzylwurms to glide short distances, and they use this descends in the air.
ability to cross rivers, gorges, and other gaps between trees Standing Leap. The tatzylwurm’s long jump is up to 30 feet and
in the jungle. its high jump is up to 15 feet, with or without a running start.
Feather Finders. Letheans are immune to the feathered Actions
tatzylwurm’s venom and have no special fear of these jungle Multiattack. The tatzylwurm makes two bite attacks. It can
serpents, which they call kukul. Many of these Alchiere replace one of those attacks with Spit Poison.
natives decorate their clothing, weapons, and homes with Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
“feathers” taken from tatzylwurms they have hunted. Hit: 10 (2d6 + 3) piercing damage, and the target must make a DC
15 Constitution saving throw. On a failed save, it takes 10 (3d6)
poison damage and is poisoned for 1 minute. On a successful
save, the creature takes half as much damage and isn’t poisoned.
ated the forest, While poisoned, the target is charmed as if by a charm person
ve already domin
Tatzylwurms ha ey’ve added the
spell. The creature can repeat the saving throw at the end of each
the sand. Now th of its turns, ending the effect on itself on a success.
the swamp, and g them truly
conq uests, makin Spit Poison. Ranged Weapon Attack: +5 to hit, range 30/60 ft.,
sky to their list of n, that is.
ss you’re a lethea one creature. Hit: 14 (4d6) poison damage, and the target must
terrifying—unle
—VP succeed on a DC 15 Constitution saving throw or be poisoned for
1 minute. While poisoned, the target is charmed as if by a charm
person spell. The creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success.

MONSTERNOMICON
61
TROLLS
Full-blooded trolls are blessed with an adaptability
second to none across Immoren. There is no
ecological niche they cannot fill, and even when
introduced to an unfamiliar one, they rapidly adapt
to thrive—and eat.

Deepborn Dire Troll


As dire trolls are to mountain kings, so deepborn trolls
are to sea kings. Adapted for the cold, crushing pressure
and lightless environments of deep water, these aquatic
monstrosities dwell in the waters beyond Immoren’s
continental shelf. Although they can breathe both air and
water, they can spend only a limited amount of time out
of the water.
These titanic underwater creatures have natural armor of
thick chitin and grasping claws whose grip rivals that of a
giant squid. Deepborn trolls frequently make meals of whales
and sea drakes and will not hesitate to challenge a cove
dracodile for a meal.
Although these dire trolls can be found in countless
locations across the ocean floor, they are more common
in the southwestern waters of Immoren, with a large
concentration living near underwater volcanic vents off the
coast of Alchiere.

Deepborn Dire Troll Snacking. The troll regains 10 hit points at the start of its turn if
it has a swallowed creature in its stomach.
Large giant, neutral Trampling Charge. If the troll moves at least 20 feet straight
toward a creature and hits it with a melee attack on the same
Armor Class 16 (natural armor) turn, that target must succeed on a DC 17 Strength saving throw
Hit Points 225 (18d10 + 126) or be knocked prone. If the target is prone, the troll can make
Speed 30 ft., swim 30 ft. one melee attack against it as a bonus action.

STR DEX CON INT WIS CHA Actions


25 (+7) 11 (+0) 24 (+7) 5 (−3) 12 (+1) 6 (−2) Multiattack. The troll makes three attacks: one with its bite and
two with its fists.
Saving Throws Str +11, Con +11 Armored Fist. Melee Weapon Attack: +11 to hit, reach 10 ft., one
Skills Perception +5, Survival +5 target. Hit: 20 (3d8 + 7) bludgeoning damage.
Senses darkvision 120 ft., passive Perception 15 Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit:
Languages understands Molgur-Trul but can’t speak it 23 (3d10 + 7) piercing damage, and the target is swallowed if it
Challenge 12 (8,400 XP) is a Medium or smaller creature. While swallowed, the creature
is blinded and restrained, it has total cover against attacks and
Deep Dweller. The troll is acclimated to the deep ocean and other effects outside the troll, and it takes 10 (3d6) acid damage
depths up to 20,000 feet. at the start of each of the troll’s turns.
Grappler. The troll has advantage on attack rolls against any The troll’s stomach can hold one creature at a time. If the troll
creature grappled by it. takes 20 damage or more on a single turn from a creature inside
Limited Amphibiousness. The troll can breathe air and it, the troll must succeed on a DC 20 Constitution saving throw at
water, but it needs to be submerged once every 24 hours to the end of that turn or regurgitate the swallowed creature, which
avoid suffocating. falls prone in a space within 10 feet of the troll. If the troll dies, a
Regeneration. The troll regains 10 hit points at the start of swallowed creature is no longer restrained by it and can escape
its turn. If the troll takes necrotic damage, this trait doesn’t from the corpse using 10 feet of movement, exiting prone.
function at the start of the troll’s next turn. The troll dies only if Fist. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
it starts its turn with 0 hit points and doesn’t regenerate. Hit: 20 (3d8 + 7) bludgeoning damage.

MONSTERNOMICON
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MONSTERNOMICON
63
Earthborn Dire Troll
Believed by some trollkin to be among the first trolls created Earthborn Dire Troll
Large giant, neutral
by Dhunia after the mountain kings, glacier kings, and sea
kings, the earthborn dire troll is a remarkable breed that can Armor Class 16 (natural armor)
draw from the natural world around it to become stronger, Hit Points 225 (18d10 + 126)
faster, and more durable. With each step, the earthborn’s Speed 30 ft.
body changes. When it passes near boulders and rocks, its
skin hardens and deforms like chiseled stone; by contrast, STR DEX CON INT WIS CHA
25 (+7) 11 (+0) 24 (+7) 5 (−3) 12 (+1) 6 (−2)
moving through water gives it speed and fluid grace.
Most terrifying of all, these trolls have a resonance with Saving Throws Str +11, Con +11
the creatures they hunt and battle. An earthborn’s claws will Skills Perception +5, Survival +5
twist and reshape into dracodile talons or the sickle-shaped Senses darkvision 60 ft., passive Perception 15
claws of a spine ripper, depending on the enemy. Even Languages understands Molgur-Trul but can’t speak it
Challenge 12 (8,400 XP)
unnatural opponents such as wolds and steamjacks give the
earthborn power, allowing it to bash its enemies with fists of Adaptive Nature. If the troll takes acid, cold, fire, lightning, or
granite or steel. thunder damage, it gains resistance to that damage type until
Rare Beasts. Earthborns are the rarest of all troll breeds, and the end of its next turn.
only a few hundred exist throughout western Immoren. They Elemental Communion. If the troll is in contact with one of
were much more common in the time of the Molgur, and for the following at the start of its turn, it gains the corresponding
benefit until the start of its next turn. The troll can be affected
many generations the people of western Immoren believed by only one of these benefits at a time. If the troll could gain
them to be mythical beasts. They roamed atop unreachable more than one benefit, it must choose which benefit it gains.
mountains and hunted in the distant peaks, far from the 1. Metal. The troll gains 22 (4d10) temporary hit points.
sight of men and trollkin alike. They kept their dens at the 2. Nonmagical Difficult Terrain. The troll’s walking speed
convergence of natural features, such as where mountain increases by 10 feet.
streams cut through the rock and among the tough foliage at 3. Plants. The troll regenerates 15 hit points at the start of its
turn instead of 10.
the tree line, where they could move from one natural feature 4. Stone. The troll gains a +2 bonus to AC.
to the next. 5. Water. The troll gains a swimming speed equal to its
Inexplicable Mutations. Many theories have attempted to walking speed.
explain the transmutative capabilities of the earthborn dire Regeneration. The troll regains 10 hit points at the start of
troll. The prevailing theory is that the earthborn’s ability to its turn. If the troll takes necrotic damage, this trait doesn’t
function at the start of the troll’s next turn. The troll dies only if
alter itself is connected to its regenerative power. Rather
it starts its turn with 0 hit points and doesn’t regenerate.
than just knitting the earthborn’s flesh, the creature’s power Snacking. The troll regains 10 hit points at the start of its turn if
allows it to rapidly alter the very structure of its body to it has a swallowed creature in its stomach.
suit any need. Other theories suggest that the breed was Actions
simply blessed by Dhunia with a special link to her and Multiattack. The troll makes three attacks: two with its adaptive
the wilderness. Whatever the source of its unique trait, fists and one with its bite.
the earthborn dire troll is a ferocious throwback to an Adaptive Fist. Melee Weapon Attack: +11 to hit, reach 10 ft.,
ancient time. one target. Hit: 20 (3d8 + 7) bludgeoning damage. The troll can
choose to change the damage type of this attack to slashing,
piercing, or a damage type it currently has resistance to.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit:
23 (3d10 + 7) piercing damage, and the target is swallowed if it
n be a is a Medium or smaller creature. While swallowed, the creature
br ee d of dire trolls ca ith is blinded and restrained, it has total cover against attacks and
rthbo rn iar w
co n fr on ted by the ea la rl y to th ose unfamil other effects outside the troll, and it takes 10 (3d6) acid damage
Bei n g partic u istics
ce rt in g experience, n g th fr om the character at the start of each of the troll’s turns. A troll can have only one
dis co n draw st re creature swallowed at a time.
al ability to
their unusu ly uniform If the troll takes 20 damage or more on a single turn from
r su rr ounding s.
e p a tc h of relative
of th ei nd a la rg only one the swallowed creature, the troll must succeed on a DC 20
a d vi ce w ould be to fi e th e ea rthborn has Constitution saving throw at the end of that turn or regurgitate
M y nd, w h er diverse
a in to m ake your sta w ; ru n n in g through a the creature, which falls prone in a space within 10 feet of
te rr h to d ra st you.
en t from whic l to wield again the troll. If the troll dies, a swallowed creature is no longer
—VP
en vi ro n m ater a rs en a
gives it a gre restrained by it and can escape from the corpse using 10 feet of
region only movement, exiting prone.

MONSTERNOMICON
64
MONSTERNOMICON
65
Glacier King
generations. Now the glacier kings walk the world again,
unearthed by Hoarluk Doomshaper after years of research
and many lengthy expeditions, and the harsh realities of the
The awakening of the mountain kings chained beneath the creatures’ wild tempers outstrip any tale.
Wyrmwall Mountains reminded the world of the eternal While their insatiable appetites gnawed at these
hunger that once roved the land. The north, too, has its kings gargantuan trolls in their cold, dark prisons, the lust for battle
of the peaks, and their appetite for destruction is no less also filled their restless dreams. Thousands of years of anger
insatiable than that of their southern cousins. Gifted by the carries them forward now in an avalanche of ice and fang.
hand of Dhunia with an affinity for the elements that envelop Massive fists sunder mountainsides and flatten villages while
them, glacier kings are the embodiment of winter and the the perpetual snowfall surrounding them obscures any forms
frozen north. Localized storms laden with ice and snow alongside them. Howling gales whirl about their shoulders
swirl about their towering forms, streams and lakes ice over and chill with the might of the northern winds. The moisture
at their passing, and nearby tree trunks explode in a hail of in the air crackles as it freezes, and the exposed hands and
splinters under the pressure of sap rapidly expanding in the faces of enemies are quickly enveloped by frostbite. Snow and
sudden cold. ice blanket the ground at the glacier kings’ feet, and nearby
Even after the imprisonment of the glacier kings by the enemies who lose their footing are promptly crushed to death
northern kriels, tales of the greatest among these trolls or frozen solid before being lofted into a mouth of jagged,
circulated far and wide. Trollkin children heard stories of yellowed teeth.
Winter’s Maw battling giant mountain bears across the
shaper, the
Shard Spires. Around low-burning fires, accounts were p ri sons by Doom
of their fr oz en mountains
whispered of Icebringer devouring entire kriels. Some Coaxed out a rl s, th ese walking
an of the G n derous,
shamans attributed the penetrating cold of the north entirely famed sham k e th ei r n a mesakes: pon aving a
ry much li e landscape,
le
to these primal trolls, saying that avalanches were caused by of ice are ve nd across th
—VP
g s th a t g ri
the beasts rolling over in their sleep and that the harshest gigantic thin astation in their wake.
dev
storms followed their foul moods. Such stories persisted for trail of utter

Troll Glacier King bite and two with its icy fists.
Gargantuan giant, chaotic neutral Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Hit: 32 (4d10 + 10) piercing damage.
Armor Class 20 (natural armor) Icy Fists. Melee Weapon Attack: +17 to hit, reach 10 ft., one
Hit Points 410 (20d20 + 200) target. Hit: 37 (6d8 + 10) cold damage. If the target is a creature,
Speed 40 ft. it must succeed on a DC 25 Constitution saving throw or be
paralyzed for 1 minute. The target can repeat the saving throw
STR DEX CON INT WIS CHA at the end of the each of its turns, ending the effect on itself on
30 (+10) 10 (+0) 30 (+10) 7 (-2) 10 (+0) 7 (-2) a success.
Wind Thrower (Recharge 4–6). The glacier king exhales a
Saving Throws Str +17, Con +17 blast of freezing air in a 60-foot cone. Each creature in the area
Skills Athletics +17, Perception +7 must make a DC 25 Constitution saving throw, taking 88 (16d10)
Damage Immunities cold cold damage on a failed save, or half as much damage on a
Condition Immunities frightened successful one.
Senses darkvision 120 ft., passive Perception 17 Legendary Actions
Languages understands Molgur-Trul but doesn’t speak it
The glacier king can take 3 legendary actions, choosing from the
Challenge 24 (62,000 XP)
options below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. The glacier
Ice Walker. The glacier king ignores movement restrictions
king regains spent legendary actions at the start of its turn.
caused by icy or snowy terrain.
Move. The glacier king moves up to its speed without provoking
Legendary Resistance (3/Day). If the glacier king fails a saving
opportunity attacks.
throw, it can choose to succeed instead.
Snowfall. The glacier king causes snow to fall in a 60-foot-radius
Regeneration. The glacier king regains 20 hit points at the start
sphere centered on itself. The area becomes heavily obscured by
of its turn. If the glacier king takes necrotic damage, this trait
blowing snow.
doesn’t function at the start of the glacier king’s next turn. The
Cold Breath (Costs 2 Actions). The glacier king uses its Wind
glacier king dies only if it starts its turn with 0 hit points and
Thrower ability.
doesn’t regenerate.
Frostquake (Costs 3 Actions). The glacier king slams its fists
Siege Monster. The glacier king deals double damage to objects
into the ground, causing a tremor that radiates out from it in a
and structures.
60-foot-radius circle. Each creature in contact with the ground
Snow Aura. The area within 60 feet of the glacier king is
in the area must make a DC 25 Dexterity saving throw, taking 77
difficult terrain and is lightly obscured by snow and ice.
(14d10) cold damage on a failed save, or half as much damage on
Actions a successful one. The area becomes difficult terrain until the end
Multiattack. The glacier king makes three attacks: one with its of the glacier king’s next turn.

MONSTERNOMICON
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MONSTERNOMICON
67
Mountain King
kings smashed and devoured all in their path, their blinding
hunger overcoming any sense of kinship with other
trollblood species. Trollkin myth suggests the Gnarls and the
To look upon a mountain king is to see the primal essence of Thornwood were part of a single, uninterrupted forest until
the troll: hunger, rage, and the strength of nature. Set loose mountain kings stripped the region between them bare of
upon the world, these great beasts shake the ground with every animal, stone, and tree.
their tread and sunder granite with their roars. Mountain As the terror they had unwittingly provoked continued,
kings, which seek to satisfy an incomprehensible appetite, the trollkin saw that in time the great trolls would devour not
walk Caen again after millennia of quiescence. only their people but also the entirety of the world itself. An
Trollkin legend describes mountain kings with fearful ancient epic describes a gathering of great trollkin chieftains,
reverence. Such tales, which originated long before the age warriors, and shamans who sought to subdue the mountain
of the Molgur and the mastery of runes, speak of a time of kings. They ultimately succeeded, though the specific means
plenty for the trollkin throughout the forests and plains of they employed are poorly recorded and even less understood.
Caen. Those trollkin respected and feared their full-blood What is known is that somehow the shamans of the kin
troll cousins and kept their distance from the greatest among discovered a way to forge chains infused with spiritual
them, the mountain kings, already ancient in those nearly energies that could restrain the great beasts, and the trollkin
forgotten days. entombed their enormous cousins within the mountain peaks
The stories say the destructive and terrible mountain from which they had come. Many trollkin died to bring the
kings were the first trolls to emerge from the stony ground, mountain kings to those rage-filled barrows, which were
given life by the harsh joining of Dhunia and the Devourer marked with great rune-inscribed stones warning against
Wurm. They kept largely to the remote mountain ranges, far future disturbance.
from where the trollkin communities first appeared. In time, At first, the mountain kings stormed beneath the earth,
however, trollkin populations began to spread and intrude consuming stones in their hunger and causing the earth to
upon the territory the mountain kings had claimed. quake as they strove to snap the chains that bound them.
The encroaching trollkin enraged the mountain kings They eventually fell into a restless torpor, their turbulent
beyond all consideration. The primal brutes incited one dreams filled with images of hunting and feeding. When
another with furious howls that echoed across the mountain they stirred in their sleep, avalanches and mudslides plagued
chains, and even those in remote regions came forth to
slaughter. Like emissaries of the Wurm, the mountain

Some of Dhunia’s fir


stborn children, these
were recently allowed ancient trolls
to roam Immoren on
an act of desperation. ce more through
While I am sympath
of the trollkin, one ca etic to the plight
n’t help but wonder ab
term ramifications of out the long-
allowing these beasts
again—and if, should to be free once
the need arise, mode
the ability to reprodu rn trollkin have
ce the act of their an
cestors?

—VP

MONSTERNOMICON
68
the slopes above them. For these ageless beings, sleep
was the only escape from the gnawing emptiness of their Troll Mountain King
hollow stomachs. Gargantuan giant, chaotic neutral
As ages passed, the mountain kings slowly faded into the
mists of myth; few trollkin even dreamed they still lay in Armor Class 19 (natural armor)
Hit Points 390 (20d20 + 180)
chains underground. The existence of the great beasts wasn’t
Speed 40 ft.
proven until Madrak Ironhide and Hoarluk Doomshaper,
pressed to desperation, set out to harness their tremendous STR DEX CON INT WIS CHA
might. At no small cost, the two succeeded in their 28 (+9) 10 (+0) 29 (+9) 7 (-2) 10 (+0) 7 (-2)
unbelievable—and perhaps unthinkable—quest to bring the
first reawakened mountain kings clown from the Wyrmwall Saving Throws Str +16, Con +16, Wis +7
Skills Athletics +16, Perception +7
Mountains, eager to satisfy their undiminished hunger for Condition Immunities frightened
the first time in thousands of years. The ravenous beasts Senses darkvision 120 ft., passive Perception 17
make little distinction between friend and foe, and even the Languages Molgur-Trul
greatest shamans must take care in their presence, using Challenge 22 (41,000 XP)
the enchanted chains that still dangle from their hulking
bodies to forestall their hunger between battles. They are Legendary Resistance (3/Day). If the mountain king fails a
saving throw, it can choose to succeed instead.
truly primeval creatures, so closely connected to the essence Regeneration. The mountain king regains 20 hit points at the
of creation that their very tissue continually spawns small start of its turn. If the mountain king takes necrotic damage, this
whelps, which they ignore until hunger calls. trait doesn’t function at the start of the mountain king’s next
A mountain king evokes terror in all who behold it. It lopes turn. The mountain king dies only if it starts its turn with 0 hit
forward to fill its fathomless belly—an urge that grows even points and doesn’t regenerate.
Keen Smell. The mountain king has advantage on Wisdom
stronger when the creature becomes injured. Uneasy trollkin
(Perception) checks that rely on smell.
watching such staggering rampages must wonder at the price Siege Monster. The mountain king deals double damage to
paid to ensure the survival of their people. objects and structures.
Whelp Shedding. Each time the troll takes 10 or more damage,
it spawns a troll whelp in an open space within 5 feet of it.
Actions
Multiattack. The troll makes three attacks: one with its bite and
two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
Hit: 35 (4d12 + 9) piercing damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
Hit: 31 (4d10 + 9) slashing damage.
Legendary Actions
The troll 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 troll regains
spent legendary actions at the start of its turn.
Move. The troll moves up to its speed without provoking
opportunity attacks.
Roar (Costs 2 actions). The troll lets out a thunderous roar.
Each creature within 60 feet of the troll that can hear it must
succeed on a DC 23 Constitution saving throw or take 36 (8d10)
thunder damage and become deafened and frightened for 1
minute. A frightened 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 troll’s roar for the next 24 hours.
Fling (Costs 3 actions). The troll hurls a creature it is
grappling or a Large or smaller object it is holding up to 60
feet in a straight line. The target takes 55 (10d10) bludgeoning
damage on a failed DC 23 Dexterity saving throw, or half as much
damage on a successful one. If the target is a creature, it must
succeed on the saving throw or be knocked prone.

MONSTERNOMICON
69
Northern Dire Troll unforgiving wilderness. They are known to use their
surroundings to their advantage when hunting prey or
defending their territory, such as triggering avalanches in
The northern dire troll is similar to the white-maned ice and narrow mountain passes to cut off avenues of retreat before
winter trolls but is far larger and more primal than its smaller descending with a furious assault.
cousins. The northern dire troll is incredibly aggressive, even Peculiar Weakness. Northern dire trolls share all of the
by the standards of dire trolls, and often commands an entire strengths demonstrated by dire trolls of other kinds, but they
mountaintop or glacier as its home territory. Fortunately, have shown a particular weakness for strong drink. They
most of these beasts live far to the north in the Howling have a particular vulnerability to the eye-watering hooch
Wastes or in the northernmost reaches of mountain ranges brewed by the Northkin kriels of trollkin. Once a northern
like the Shard Spires, seldom traveling farther south except dire troll gets its meaty fists on a keg—or five—of it, it can’t
when in search of a meal. help but consume as much as it can stomach, which is a
The troll’s massive size and fearsome presence make it a surprising volume. Drunk, belching, and torpid, this state is
dominant predator in its harsh, unforgiving environment. one of the only times the Northkin can attempt to control
The diet of the northern dire troll consists primarily of large these northern giants.
mammals such as elk, bears, and even other trolls when food
becomes scarce. In times of desperation, these behemoths
have been known to prey on any travelers or settlements Though, to
my knowle
unfortunate enough to cross their paths. They are not above this breed d
of dire tro ge, only one example
cannibalism, either, and will readily devour their own kind Immoren: lls has bee of
the rather n see
if necessary. warlock B characterfu n active in
ork l companio
Northern dire trolls are solitary creatures, preferring to and perha a Kegslayer. Its exis n of the
ps lies in g te
live and hunt alone. However, during the mating season, they farthest no reater num nce is manifest
rth bers beyon
may gather in small groups to find a suitable mate, engaging Howling W ern peaks among th d the
aste? e ice fields
in fierce battles to assert dominance, and ensure the survival of the

—VP
of the strongest offspring.
While the northern dire troll is not a particularly
intelligent creature, it possesses a cunning and
resourcefulness born from surviving in the harsh,

Northern Dire Troll Snacking. The troll regains 10 hit points at the start of its turn if it
Large giant, neutral
has a swallowed creature in its stomach.
Armor Class 16 (natural armor) Actions
Hit Points 225 (18d10 + 126) Multiattack. The northern dire troll makes three melee attacks:
Speed 30 ft. two with its fists and one with its bite.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit:
STR DEX CON INT WIS CHA 23 (3d10 + 7) piercing damage, and the target is swallowed if it is
25 (+7) 11 (+0) 24 (+7) 5 (−3) 12 (+1) 6 (−2) a Medium or smaller creature. While swallowed, the creature is
blinded and restrained, it has total cover against attacks and other
Saving Throws Str +11, Con +11 effects outside the troll, and it takes 10 (3d6) acid damage at the
Skills Perception +5, Survival +5 start of each of the troll’s turns.
Senses darkvision 60 ft., passive Perception 15 The troll’s stomach can hold one creature at a time. If the troll
Languages understands Molgur-Trul but can’t speak it takes 20 damage or more on a single turn from a creature inside
Challenge 12 (8,400 XP) it, the troll must succeed on a DC 20 Constitution saving throw at
the end of that turn or regurgitate the swallowed creature, which
Assault. The northern dire troll can make one extra melee falls prone in a space within 10 feet of the troll. If the troll dies, a
attack on its turn if it moves at least 10 feet toward a target swallowed creature is no longer restrained by it and can escape
before making the attack. from the corpse using 10 feet of movement, exiting prone.
Berserk. When the northern dire troll destroys one or more Fist. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit:
creatures with a melee attack during its turn, immediately after 20 (3d8 + 7) bludgeoning damage.
the attack is resolved, it must make one additional melee attack Frost Breath (Recharge 5–6). The troll exhales a 60-foot cone
against another creature within its reach. of freezing air. Each creature in that area must succeed on a DC 20
Regeneration. The troll regains 10 hit points at the start of Dexterity saving throw, taking 55 (10d10) cold damage on a failed
its turn. If the troll takes necrotic damage, this trait doesn’t save or half as much on a successful one. A creature that fails this
function at the start of the troll’s next turn. The troll dies only if save by 5 or more becomes restrained by ice until the start of
it starts its turn with 0 hit points and doesn’t regenerate. the dire troll’s next turn unless it has resistance or immunity to
cold damage.

MONSTERNOMICON
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MONSTERNOMICON
71
Painted Troll Painted Troll
Large giant, neutral
When the trollkin of the United Kriels decided to establish
a new home in the lush and vibrant jungles of Alchiere, they Armor Class 16 (natural armor)
Hit Points 157 (15d10 + 75)
brought many of their full-blood troll cousins with them.
Speed 30 ft.
These trolls quickly adapted to their new environment,
and their nonstop consumption of the many toxic plants, STR DEX CON INT WIS CHA
poisonous amphibians, and venomous serpents native to 22 (+6) 12 (+1) 20 (+5) 6 (−2) 10 (+0) 8 (−1)
these new lands caused them to develop a degree of toxicity
rivaling even that of the deadliest tatzylwurms. This new Saving Throws Str +9, Con +8
Skills Perception +3, Survival +3
diet also resulted in wild changes in their skin color, as Damage Immunities poison
drab browns, blues, and grays gave way to a kaleidoscope Condition Immunities poisoned
of brilliant hues. These formidable beasts became known as Senses darkvision 60 ft., passive Perception 13
painted trolls, and they quickly evolved into some of the most Languages Molgur-Trul
dangerous creatures on the Alchiere subcontinent. They are Challenge 8 (3,900 XP)
a fearsome sight to behold, and those who encounter them in
Regeneration. The troll regains 10 hit points at the start of
the jungle would be wise to give them a wide berth. its turn. If the troll takes necrotic damage, this trait doesn’t
Look, but Don’t Touch. The skin of a painted troll glistens function at the start of the troll’s next turn. The troll dies only if
with an oily layer of debilitating poison that can leave it starts its turn with 0 hit points and doesn’t regenerate.
its victims in agony. In addition, the creature can vomit Toxicity. A creature that touches the troll or hits it with a melee
a poisonous bile that burns the skin and leaves victims attack while within 5 feet of it takes 5 (1d10) poison damage.
stumbling and blinded. Those who have been exposed to the Actions
venom of a painted troll describe the experience as feeling as Multiattack. The troll makes two claw attacks.
if liquid fire were burning through their veins. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage plus 14 (4d6) poison damage.
Spit Poison (Recharge 4–6). The troll spits a ball of poison
at a point it can see within 30 feet of it. Each creature within
20 feet of that point must make a DC 16 Dexterity saving throw.
On a failed save, a creature takes 35 (10d6) poison damage and
is blinded until the start of the troll’s next turn. On a successful
save, the creature takes half as much damage and isn’t blinded.

MONSTERNOMICON
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Reef Troll Reef Troll
Large giant, neutral
Whether swimming through coral reefs or basking on rocks,
beaches, and sandbars, reef trolls can be found throughout Armor Class 15 (natural armor)
the warm southern coastal waters of western Immoren. From Hit Points 157 (15d10 + 75)
Speed 30 ft., swim 30 ft.
sea turtles to sharks, nearly everything is a potential meal for
these social creatures, who often gather in groups during the STR DEX CON INT WIS CHA
hottest periods of the day to groom one another and look 20 (+5) 12 (+1) 20 (+5) 6 (−2) 10 (+0) 8 (−1)
after their young.
Reef trolls are more cautious than their terrestrial kin. Saving Throws Str +8, Con +8
Skills Perception +3, Stealth +4, Survival +3
When one spots a ship on the horizon, it barks out a warning
Senses darkvision 60 ft., passive Perception 13
cry to the others before slipping into the water. A reef troll’s Languages Molgur-Trul
coloration helps it blend in with its watery surroundings, Challenge 7 (2,900 XP)
and its enormous lung capacity allows it to wait beneath the
waves until a potential danger passes. Regeneration. The troll regains 10 hit points at the start of
This wariness makes allying with reef trolls a challenge. its turn. If the troll takes necrotic damage, this trait doesn’t
function at the start of the troll’s next turn. The troll dies only if
The trollkin of the Brineblood fleets have had some success, it starts its turn with 0 hit points and doesn’t regenerate.
luring the guarded creatures from their hiding places by Hold Breath. The troll can hold its breath for 1 hour.
chumming the water with vast quantities of fish. Such efforts Underwater Camouflage. The troll has advantage on Dexterity
take time, as reef trolls are reluctant to approach any vessel (Stealth) checks made while underwater.
unless its crew has provided them with food many times Actions
without incident. Multiattack. The troll makes two melee attacks.
Bone Harpoon. Melee or Ranged Weapon Attack: +8 to hit,
reach 5 ft. or range 30/90 ft., one target. Hit: 18 (2d12 + 5)
piercing damage.

The reef tro


ll is an aq u
social grace atic enigma
with the cu . It blends
chameleon, n ning of an
rendering it und
elusive to th both endeari erwater
ose seeking ng and
its alliance.

—VP

MONSTERNOMICON
73
Sea King of fools seeking faster trade routes. These poor souls meet
unsavory ends as the briny waters erupt in violent upheavals,
and their ships are torn asunder.
When the world was young, those trollkin kriels that made Sea kings have evolved in ways different from their surface
their homes on the coasts performed primeval ceremonies kin, able to sustain themselves for longer periods between
to summon the troll kings of the sea to destroy their feasting. One notable adaptation is that they possess not one
enemies. The drums and chants of entire villages rolled out stomach but two. The first digests whale flesh and doomed
over the surf and across the coastal waters, the powerful sailors while the second serves akin to a spare holding tank
reverberations reaching the ears of the slumbering sea kings to carry them through the lean times. A sea king will glut
and rousing them to wrath. Most kriels forgot these rites itself amid swarms of prey, and the small creatures swallowed
over time, and the sea kings wandered into deeper waters and whole remain alive and undigested in its innards as an almost
vanished into legend. self-contained ecology. The sea king has learned to make
Unlike the mountain kings, the sea kings did not spend aggressive use of its food reserves, vomiting up the chitinous
centuries imprisoned. Each established a lair many leagues swarms in a stream of salt water and partially digested meat.
from Immoren’s coastlines, hunting the nearby waters and Those crabs still alive are left agitated and deadly, grabbing
occasionally waging titanic battles in the deeps with other and slicing anything in reach amid panicked efforts to escape
great leviathans. At times, they have approached the surface consumption. After annihilating its foes, the sea king eats
to attack passing ships, smashing hulls with their great fists anything left behind.
and devouring crews that fell screaming into the waters. g in the
om ab le appetite lurkin
un fa th y fish,
Tales tell of certain stretches of ocean that swallow ships nic creatures of is a wonder that there are an a
With these tita s, it the se
whole, leaving only the rare unhinged survivor to rave of the Merediu world. Perhaps
about monsters at the edges of the watery world. Some have abyssal depths les le ft in al l th e
g what
sharks, seals,
drakes, or wha in th e oc ea n ic deep, allowin
or
described vast beasts swimming amid whirlpools, lying in h cycles of torp
—VP
?
wait. Experienced sailors avoid these perilous expanses even kings go throug ’t devour time to repopulate
ey di dn
at the cost of speed and supplies, though there is no shortage creatures th

Troll Sea King


Gargantuan giant, chaotic evil claws, each of which can grapple only one target.
Crush. The sea king targets one or more creatures it is grappling.
Armor Class 23 (natural armor) For each target, the sea king makes a claw attack. If the attack
Hit Points 410 (20d20 + 200) hits, the target takes the claw’s damage, and the target is
Speed 40 ft., swim 80 ft. restrained until the grapple ends. The sea king can’t use the same
claw on another target.
STR DEX CON INT WIS CHA Vomit Swarm (Recharge 5–6). The sea king regurgitates
30 (+10) 14 (+2) 30 (+10) 7 (–2) 10 (+0) 7 (–2) a swarm of putrid, acidic sea creatures in a 60-foot cone.
Each creature in the area must make a DC 26 Dexterity saving
Saving Throws Str +19, Con +19 throw, taking 66 (12d10) acid damage on a failed save, or half
Skills Athletics +19, Perception +12 as much damage on a successful one. A creature that fails the
Damage Immunities cold saving throw is also covered in the swarm and takes 33 (6d10)
Condition Immunities frightened acid damage at the start of each of its turns until it or another
Senses darkvision 120 ft., passive Perception 22 creature takes an action to remove the swarm with a successful
Languages understands Molgur-Trul but does not speak it DC 18 Strength (Athletics) check. The swarm disappears
Challenge 30 (155,000 XP) after 1 minute.
Legendary Actions
Amphibious. The sea king can breathe air and water.
Legendary Resistance (3/Day). If the sea king fails a saving The sea king can take 3 legendary actions, choosing from the
throw, it can choose to succeed instead. options below. Only one legendary action option can be used at a
Regeneration. The sea king regains 20 hit points at the start time and only at the end of another creature’s turn. The sea king
of its turn. If the troll takes necrotic damage, this trait doesn’t regains spent legendary actions at the start of its turn.
function at the start of the troll’s next turn. The troll dies only if Move. The sea king moves up to its speed without provoking
it starts its turn with 0 hit points and doesn’t regenerate. opportunity attacks.
Siege Monster. The sea king deals double damage to objects Attack. The sea king makes one claw attack.
and structures. Tsunami (Costs 3 Actions). The sea king creates a massive
wave of water that surges forward in a 200-foot cone. Each
Actions creature in the area must make a DC 26 Strength saving throw,
Multiattack. The sea king can use its Vomit Swarm. It then taking 55 (10d10) bludgeoning damage and being knocked prone
makes two attacks with its claws. on a failed save, or half as much damage on a successful one.
Claw. Melee Weapon Attack: +19 to hit, reach 30 ft., one Structures and objects in the area take double damage from the
target. Hit: 36 (4d12 + 10) bludgeoning damage. If the target is wave. The water then floods the area, creating difficult terrain
a creature, it is grappled (escape DC 19). The sea king has two until it recedes.

MONSTERNOMICON
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MONSTERNOMICON
75
Tunnel Terror
western Immoren’s largest cities, having likely escaped from
the collections of scholars or traveling zoos. Tunnel terrors
lucky enough to live under a city thrive on a diet of garbage,
The tentacled, toothy monstrosities known as tunnel terrors sewer rats, and the occasional vagrant and can quickly grow
are normally found in damp mountain caves, where they large enough to fill the widest sewer tunnel.
subsist on rats, bats, insects, and other vermin. A few have Tunnel terrors are thought by some students of
somehow ended up in the dark, slimy sewers of some of extraordinary zoology to be related to the swamp horrors that

MONSTERNOMICON
76
dwell in Widower’s Wood. Although the two monstrosities
share certain physical characteristics, it is much likelier that Tunnel Terror
they represent a similar evolution of different species. What’s Huge monstrosity, unaligned
known for certain is that whenever a tunnel terror and a
swamp horror encounter each other in the wild, the result is Armor Class 13 (natural armor)
Hit Points 85 (10d12 + 20)
a flurry of violence as the two tentacled beasts try to rip each
Speed 20 ft., swim 20 ft.
other to pieces.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 2 (−4) 10 (+0) 8 (−1)

Skills Perception +2, Stealth +4


Damage Resistances poison
Condition Immunities prone
Senses darkvision 60 ft., passive Perception 12
Languages —
Challenge 4 (1,100 XP)

Sunlight Sensitivity. While in sunlight, the tunnel terror has


disadvantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.
Trampling Charge. If the tunnel terror moves at least 20
feet straight toward a creature and then hits it with a tentacle
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 tunnel terror can make one bite attack against it as a
bonus action.
Actions
Multiattack. The tunnel terror makes three attacks: one with its
bite and two with its tentacles.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
10 (3d4 + 3) piercing damage.
Tentacle. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 8 (1d10 + 3) bludgeoning damage, and if the target
is a Huge or smaller creature, it is grappled (escape DC 16). Until
this grapple ends, the target is restrained. The tunnel terror has
four tentacles, each of which can grapple one target.
Frightful Presence. Each creature of the tunnel terror’s choice
that is within 120 feet of the tunnel terror and aware of it must
succeed on a DC 13 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 tunnel terror’s Frightful Presence for
the next 24 hours.

ound
c r e a tu r es have f on
ese ast
s that th e they fe ppose
It appear ity sewers, wher ts . I su
c gran
a home in d unfortunate va xt meal, it’s best
garbage
an their ne
on ’t w ant to be n below.
—VP
if you d far dow
nture too
not to ve

MONSTERNOMICON
77
Urthek Urthek
Large monstrosity, unaligned
Great shaggy beasts, urthek stand fully nine feet tall and half
as wide. Their beady little black eyes peer out from under Armor Class 16 (natural armor)
their gray fur, which hangs in matted clumps tangled with Hit Points 153 (18d10 + 54)
Speed 40 ft.
filth and debris. Their wide mouths are lined with dozens of
teeth, and their thick fingers are tipped with wicked claws the STR DEX CON INT WIS CHA
length of a dagger. These claws are hollow and filled with a 20 (+5) 14 (+2) 16 (+3) 4 (−3) 12 (+1) 8 (−1)
paralytic poison.
Shroom with a Phew. Urthek gather in the darkest and most Skills Perception +4, Stealth +8
Damage Immunities poison
ancient recesses of western Immoren’s forests, where great
Condition Immunities poisoned
patches of mushrooms grow and the bogs and fens reek Senses darkvision 60 ft., passive Perception 14
with decay. They share a symbiotic relationship with these Languages —
fungus patches, and bathing in fungal spores allows their Challenge 6 (2,300 XP)
flesh to regenerate at an alarming rate. As one might imagine,
such bathing habits do little to improve these creatures’ Link with Fungi. As a bonus action, the urthek can attune its
body to a patch of mushrooms, mold, or other fungi (minimum
hygiene. The smell of an urthek is unmistakable—a fetid, 10 feet by 10 feet). While in contact with the patch, the urthek
overpowering odor that seems to cling to clothes, skin, and regains hit points equal to its Constitution modifier at the start
hair for weeks. of each of its turns.
Stench. Any creature other than an urthek that starts its turn
within 5 feet of the urthek must succeed on a DC 14 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 urthek for 1 hour.
Actions
Multiattack. The urthek makes three attacks: one with its bite
and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 8 (1d6 + 5) piercing damage, and if the target is a Large
or smaller creature, it is grappled (escape DC 18). Until this
grapple ends, the target is restrained, and the urthek can’t bite
another target.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 8 (1d6 + 5) slashing damage plus 11 (2d10) poison damage,
and the target must succeed on a DC 14 Constitution saving
throw or be poisoned for 1 minute. If the target fails the saving
throw by 5 or more, it is also paralyzed while poisoned in this
way. The target can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success.

d strength
th e ur th ek , for their size an
Be war y of a warning
ch ed on ly by th eir terrible smell—
are mat one gets close
eded well before
that should be he of their paralytic
claws.
e sti ng
—VP
enough to fe el th

MONSTERNOMICON
78
Void Leech Void Leech
Medium humanoid (bog trog), unaligned
Bog trogs do not live easy lives, and those that displease a
gatorfolk bokor do not live for long. The luckiest such bog Armor Class 11
trogs are killed immediately, but a few unfortunates suffer Hit Points 13 (2d8 + 4)
Speed 30 ft., swim 30 ft.
a fate far, far worse: they are crafted into void leeches.
Covered in countless occult fetishes nailed into their flesh, STR DEX CON INT WIS CHA
these mindless servants create a pocket of arcane static that 14 (+2) 12 (+1) 14 (+2) 1 (−5) 10 (+0) 3 (−4)
enemy spells have difficulty piercing. When the time is right,
the creatures are forced to sacrifice their pitiful life force to Condition Immunities frightened
extinguish the magic of their masters’ enemies. Damage Immunities psychic
Senses passive Perception 10
Languages understands the languages of its creator but can’t
speak
Challenge 1/8 (25 XP)

Amphibious. The void leech can breathe air and water.


Mage Static. Spells with a range of 5 feet or greater targeting
the void leech or an ally of the void leech within 10 feet of it have
their range reduced by 25 feet, to a minimum of 0.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft. ft., one target.
Hit: 4 (1d4 + 2) slashing damage.
Wasting Power. Each spellcaster concentrating on a spell
affecting the void leech or an ally of the void leech within 10
feet of it must succeed on a DC 10 Constitution saving throw
with disadvantage to maintain concentration, and the void leech
drops to 0 hit points.

Ah, the void leech:


a bokor’s way of sa
“I am disappointed ying,
in you, but don’t wo
It will never happen rry.
again.”
—VP

MONSTERNOMICON
79
Warpborn Skinwalker transform men into the savage warpwolves, the warpborn
skinwalkers commit themselves wholly to the Circle Orboros.
As the agonizing ritual takes hold, their flesh distends and
Some human bloodlines are carefully nurtured by the snouts burst forth from their faces, their skin grows hirsute,
blackclads with the same care they apply to the husbandry of and their muscles gain strength. Their senses are also
beasts. In the deepest wilds, the druids oversee the remote heightened, and they become near-perfect hunters. Stronger
villages that shelter the most devout of the Wolf Sworn. than any human, they wield their massive pole axes with
Outsiders who stumble upon these isolated communities enthusiastic brutality until the battle ends and they resume
may initially find themselves welcomed by the people they their mundane forms.
e
take to be simple rustic folk. But that impression is shattered ss someon
w h a t w ould posse
by nightfall when certain warriors of the villages begin to reat length e Cyriss
howl. Their skin warps, and they hunt down the interlopers h a v e w o n dered at g ity. Whether it be th ne of steel
I man forms for
o
n their hu ir mortal lich,
like prize game. to abando h o sh e d th e
o r ta li ty a s an iron
e r s w im m skin of
The druids of the Circle carefully choose from among the worshipp a r d
sue
s who pur short time wear the
, w iz
finest hunters and trackers of each generation to become part and brass who for a d’s potion…
e warriors e blackcla
—VP
of a special breed. In distinct rituals derived from those that o r e v e n th so m
k in g
er drin
wolves aft

Warpborn Skinwalker of its turn if it has at least 1 hit point.


Large humanoid (warpborn), chaotic evil Shapechanger. The skinwalker can use its action to polymorph
into a wolf-humanoid hybrid or back into its true form, which is
Armor Class 14 (natural armor) humanoid. Its statistics, other than its AC, are the same in each
Hit Points 104 (11d10 + 44) form. Any equipment it is wearing or carrying isn’t transformed.
Speed 40 ft. It reverts to its true form if it dies.

STR DEX CON INT WIS CHA Actions


20 (+5) 16 (+3) 18 (+4) 8 (–1) 12 (+1) 8 (–1) Multiattack. The skinwalker makes two attacks with its polearm
or three attacks: one with its bite (hybrid form only) and two
Skills Athletics +8, Perception +4 with its claws (hybrid form only). It can replace one claw attack
Senses darkvision 60 ft., passive Perception 14 with a Pole Axe attack.
Languages Any one language Bite (Hybrid Form Only). Melee Weapon Attack: +8 to hit,
Challenge 6 (2,300 XP) reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Claw (Hybrid Form Only). Melee Weapon Attack: +8 to hit,
Keen Hearing and Smell. The skinwalker has advantage on reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Wisdom (Perception) checks that rely on hearing or smell. Pole Axe. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Regeneration. The skinwalker regains 10 hit points at the start target. Hit: 16 (2d10 + 5) slashing damage.

MONSTERNOMICON
80
Warpborn Skinwalker
and valor. Other skinwalkers would not deign to follow a
lesser hero, and alphas must stand ready to prove their worth

Alpha
in honorable combat. An alpha meets any challenge to its
authority with snapping jaws and a primal howl—terrifying
for lesser creatures to hear—as it attempts to brutalize the
Ravenous and brutal, skinwalker alphas are fearsome challenger into submission. These constant tests ensure not
combatants, laying low their enemies before feasting upon only that the pack respects its leader, but also that their leader
them as they die screaming. Those they lead follow without is strong and cunning enough to be worthy of their loyalty.
hesitation, knowing they will find either a glorious death Incited to the edge of savage delirium, the alpha and its
or a victory in the blood and viscera of those who stand pack wield their massive axes with shocking speed, cutting
against them. down all who come near or dare to return their attacks. They
Few skinwalkers live long enough to claim the right of slake their bloodthirst upon the gore of their slaughtered
alpha, but those who do reign as veterans of years, perhaps foes, rejuvenating themselves without need of respite. Even
decades, of battle. They have killed in the name of the Wurm as their targets fall into mangled ruin, the alpha has already
across the wilderness of western Immoren, hunted great begun to formulate its pack’s next move.
and deadly beasts, and listened to songs praising their scars

Warpborn Skinwalker Alpha transformed. It reverts to its true form if it dies.


Large humanoid (warpborn), chaotic evil
Actions
Armor Class 16 (natural armor) Multiattack. The skinwalker alpha makes three attacks with its
Hit Points 198 (20d12 + 60) polearm or one with its bite and two with its claws. It can replace a
Speed 40 ft. claw attack with a Pole Axe attack.
Bite (Hybrid Form Only). Melee Weapon Attack: +12 to hit, reach
STR DEX CON INT WIS CHA 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage. If the target is
24 (+7) 18 (+4) 17 (+3) 10 (+0) 16 (+3) 10 (+0) a creature, it must succeed on a DC 17 Strength saving throw or be
knocked prone.
Skills Athletics +12, Perception +7 Claw (Hybrid Form Only). Melee Weapon Attack: +12 to hit, reach
Senses darkvision 60 ft., passive Perception 17 5 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
Languages any one language Pole Axe. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
Challenge 8 (3,900 XP) Hit: 29 (4d10 + 7) slashing damage.
Night Howls (1/day). The skinwalker alpha emits a terrifying
Keen Hearing and Smell. The skinwalker alpha has advantage howl. Each creature within 60 feet of the skinwalker alpha that can
on Wisdom (Perception) checks that rely on hearing or smell. hear it must succeed on a DC 17 Wisdom saving throw or become
Regeneration. The skinwalker alpha regains 20 hit points at the frightened for 1 minute. A creature that fails this saving throw
start of its turn if it has at least 1 hit point. cannot cast spells while it is frightened in this way. A creature can
Shapechanger. The skinwalker alpha can use its action to repeat the saving throw at the end of each of its turns, ending
polymorph into a wolf-humanoid hybrid or back into its true the effect on itself on a success. If a creature’s saving throw is
form, which is humanoid. Its statistics, other than its AC, are the successful or the effect ends for it, the creature is immune to the
same in each form. Any equipment it is wearing or carrying isn’t skinwalker alpha’s Night Howls for the next 24 hours.

MONSTERNOMICON
81
Woldstalker Woldstalkers are relatively easy to construct—they do not
require a ley line conjunction or blood-soaked ropes for their
fabrication, meaning they can be swiftly built anywhere in
Woldstalkers represent the simplest and most numerous the wilds. The crystal orb used to focus a woldstalker’s energy
wolds created by the blackclads: each is a small and relatively is the most difficult aspect of construction and is frequently
fragile but deadly floating weapon. Multiple woldstalkers are reused if a woldstalker is destroyed in battle.
sent into battle controlled by a single blackclad, coordinated Woldstalkers are often used in the defense of the Circle’s
like a hunting pack, either dispersing to pick off multiple foes territory; stonewards deploy them around key ley line
or concentrating their fire. conjunctions and ritual sites. The silent woldstalkers drift
They appear superficially akin to woldwyrds and function through the air between the trees, ready to obliterate enemies
by similar mystical principles. Woldstalkers are essentially of the Circle who enter their territory. They are deathly
swift-moving, floating conduits of concentrated energy. silent, aside from the sound of their blasts, making it simple
Their light construction allows them to draw on latent for a stoneward to catch intruders unaware before directing
ley line energies below the soil beneath them. This energy the small wolds to unleash a torrent of arcane force.
powers their floating movement but is also gathered and
concentrated into accurate and powerful bursts of light
and heat, which emerge from the crystalline orbs at the
woldstalkers’ center to pierce and destroy enemies of the Pesky little things
when a blackclad is
Circle Orboros. them at you. Whe sending one of
n you must face of
the buggers, though f with a dozen of
, that is an experien
want to relive. ce I do not soon

—VP

Woldstalker woldstalker to move and take the attack, dodge, or disengage action.
Small construct (wold), unaligned The woldstalkers act on their controlling blackclad’s initiative. The
blackclad can command up to 3 woldstalkers at once, and each
Armor Class 13 (natural armor) woldstalker must be within 60 feet of the blackclad.
Hit Points 13 (3d6 + 3) Immutable Form. The woldstalker is immune to any spell or effect
Speed 0 ft., fly 30 ft. (hover) that would alter its form.
Magic Resistance. The woldstalker has advantage on saving throws
STR DEX CON INT WIS CHA against spells and other magical effects.
4 (−3) 12 (+1) 11 (+3) 3 (−4) 10 (+0) 3 (−4) Swarm Tactics. The Woldstalker has advantage on an attack roll
against a creature if at least one of the woldstalker’s allies is within
Saving Throws Dex +3 5 feet of the creature and the ally isn’t incapacitated.
Skills Stealth +3 Actions
Damage Immunities poison, psychic
Arcane Strike. Ranged Spell Attack: +3 to hit, range 30 ft., one
Condition Immunities blinded, charmed, deafened, exhaustion,
target. Hit: 7 (2d6) force damage.
frightened, paralyzed, petrified, poisoned, unconscious
Senses blindsight 60 ft. (blind beyond this radius), passive Building Woldstalkers
Perception 10 A character can construct a woldstalker provided they have the
Languages understands the languages of its maker but can’t appropriate tools, materials, and a place to perform the stonework.
speak A woldstalker has a creation cost of 100 gp. A woldstalker requires
Challenge 1 (200 XP) a gemstone worth 100 gp in its construction.
If the woldstalker is ever destroyed, roll a d6. On a roll of 1 or 2,
Controlled. Woldstalkers do not act on their own and must be the gemstone used in its construction is chipped or otherwise
controlled to take actions. A controlling blackclad can command damaged and is no longer useable but retains its value. Otherwise,
woldstalkers as a bonus action on its turn, commanding the the gemstone can be recovered and used in a new woldstalker,
reducing its creation cost to 50 gp.

MONSTERNOMICON
82
MONSTERNOMICON
83
Woldwrath order to drive their myriad functions but also to store it for
later use. Able to hold that energy in reserve and then direct
it at enemy forces, a handful of woldwraths were created
A woldwrath stands as a towering monument to woldcrafting to stand against threats on the scale of dragons, which had
genius, meant to tap into and unbind the ultimate fury rapidly become a growing threat.
of Orboros. Brought to life amid strenuous, blood-fueled When the Orgoth invaded western Immoren, the druids
rituals conducted atop powerful conjunctions of ley lines, a of the Circle Orboros were scarcely more prepared than the
woldwrath channels the vast energies that flow within the warring city-states. The Circle sought to avoid direct contact
earth. Its tempestuous assaults are prefaced by voltaic flickers with the invaders whenever possible, but the Orgoth witches
that play along darkening clouds above and the pulsing were drawn to the sites of power the blackclads had erected,
runes inscribed across its stone form. In the aftermath of seeking to exploit them for their own dark rites. The Orgoth
its summoned storm, all that remains of its enemies are launched many brutal raids to that end, forcing the Circle
charred and smoldering husks scattered upon the rain- to fight bitterly in a largely futile attempt to defend them.
drenched ground. The woldwraths inflicted a heavy toll upon the invaders in
Blackclads perfected the crafting of wolds millennia ago. those battles, virtually all of which went unrecorded. The
The first woldwraths, however, did not appear until after the most awesome of these clashes occurred at the battle of
dragon Toruk was driven from the mainland and descended Nine Stones, in what would become western Cygnar, where
upon the Scharde Isles. Before that time, the Circle Orboros the druids sent five woldwraths against a host of Orgoth.
held vast territories amid the islands, which formed a vital Although the blackclads were ultimately defeated and their
portion of its ley line network. The speed with which the wolds crumbled to ruin, the battle set back the Orgoth
dragon destroyed the druidic guardians in that region conquest of druidic sacred sites by decades. In time, as the
prompted the fabrication of new and mightier weapons: the Orgoth began to lose their foothold in western Immoren, the
first great woldwraths. Circle again deployed woldwraths to expel the invaders from
Senior druids knew the power at their disposal relied upon places stolen from them. The Circle eventually withdrew the
the network of ley lines that stretched under their feet. The surviving woldwraths into their most remote fastnesses.
woldwraths were built not simply to siphon that power in Like all wolds, woldwraths must be crafted according to

MONSTERNOMICON
84
exacting rituals; indeed, tremendous power is required to
animate such huge constructs. A woldwrath’s wood and stone Woldwrath
frame must be ceremonially imbued with the blood of life at Gargantuan construct (wold), unaligned
a nexus of ley lines during key astronomical conjunctions.
Fresh blood is harvested from battles and delivered unto Armor Class 20 (natural armor)
Hit Points 350 (20d20+140)
these productions alongside freshly quarried stone and Speed 40 ft.
gathered timber.
Once given the semblance of sentience, woldwraths aid STR DEX CON INT WIS CHA
their druidic masters. Off the battlefield, they serve as mobile 30 (+10) 14 (+2) 24 (+7) 8(–1) 14 (+2) 8 (–1)
replacements for the permanent standing stones situated at
Damage Resistances cold, fire, lightning; bludgeoning,
sites of great power, facilitating members of the Circle in
piercing, and slashing damage from nonmagical attacks
tapping the energy of ley lines. It is in combat, however, that Damage Immunities poison, psychic
the constructs fulfill their terrible promise. Condition Immunities charmed, exhaustion, frightened,
As a woldwrath closes with an enemy, it discharges paralyzed, poisoned
destructive lightning-emanations so great that whole Senses darkvision 120 ft., passive Perception 12
thunderstorms gather about the construct and linger even Languages understands the languages of its creator but can’t
speak
after battle ends. While nearby druids leverage its power to Challenge 22 (41,000 XP)
augment their own natural magic, a woldwrath smashes the
Circle’ s challengers into wreckage. Roused to battle, it enacts Construct Nature. The woldwrath doesn’t require air, food,
the will of the blackclads and Orboros itself. drink, or sleep.
Druid’s Wrath. Allied spellcasters within 30 feet of the
woldwrath makes spell attack rolls with advantage.
Immutable Form. The woldwrath is immune to any spell or
effect that would alter its form.
ecimating an
g si gh t of a woldwrath d . Despite
Sacred Ward. The woldwrath cannot be targeted by enemy
e breathtakin their invasion spells and automatically succeeds on saving throws caused by
I remember th e during the early days of eir mammoths, enemy spells.
forc pite th
entire skorne as a fo rt ification, des them survived Siege Monster. The woldwrath deals double damage to objects
the ruins they
u se d
si ti on , n ot a single one of e. and structures.
superior po ood and ston
cannons, and ing giant of w
the onslaugh
t of th is to w er
—VP Actions
Multiattack. The woldwrath can use its Lightning Strike. It then
makes two slam attacks.
Slam. Melee Weapon Attack: +19 to hit, reach 15 ft., one target.
Hit: 31 (6d6 + 10) bludgeoning damage.
Crushing Grasp. The woldwrath attempts to grab a creature
within 10 feet of it. The target must succeed on a DC 22 Strength
saving throw or take 44 (8d10) bludgeoning damage and be
grappled (escape DC 22). Until this grapple ends, the creature
is restrained, and the woldwrath can’t use its Crushing Grasp
on another target. The woldwrath can have only one target
grappled at a time.
Lightning Strike (Recharge 5–6). The woldwrath calls
down lightning to strike a point within 120 feet that it can
see. Creatures within 30 feet of that point must make a DC 22
Dexterity saving throw, taking 44 (8d10) lightning damage on a
failed save, or half as much on a successful one. Constructs and
creatures in heavy armor have disadvantage on the save.
Thunderous Stomp (Recharge 5–6). The woldwrath stomps
the ground, causing a shockwave to ripple out from it. Each
creature within 60 feet of the woldwrath must make a DC 22
Constitution saving throw, taking 55 (10d10) thunder damage on
a failed save, or half as much damage on a successful one. The
shockwave also destroys all unattended objects and structures
within 20 feet of the woldwrath.

MONSTERNOMICON
85
Wyldgeist
Wyldgeists, or “hollow devils” as they are sometimes known,
are warrior spirits found in the wildernesses of western
Immoren. They are believed to be spirit manifestations
of the Blackroot Wood in Khador. The first reports of
these creatures date back to the aftermath of the Orgoth
Occupation, when a host of them emerged from the
Blackroot Wood to possess the bodies of recently fallen
soldiers. Flesh fell from bone as the spirits took control of the
corpses, which soon rose from the ground and hacked down
those few soldiers who still lived.

I discovered the w
yldgeist during on
untamed Khador e of my travels th
at a roadside inn rough
of a peculiar mer where I made the
chant. I recall the acquaintance
hair, white as as man distinctly. H
h, and his thin, fi is long scraggly
palsy while he str ckle body jerkin
uggled with trem g in a state of
the tabletop. He vo bling fingers to sta
wed I’d find his ta ck his coins on
le an intriguing
one…
—VP

Wyldgeist Actions
Medium aberration, neutral
Spiritbind. As an action, the wyldgeist can bond with the fled
Armor Class 15 (natural armor) spirit of a dead creature within 30 feet. The wyldgeist dissolves
Hit Points 75 (10d8 + 30) the dead creature’s flesh and replaces it with its own body and
Speed 20 ft. will, becoming a hybrid of the two creatures. The wyldgeist retains
its own ability scores, saving throws, and any special abilities or
STR DEX CON INT WIS CHA resistances, but uses the physical statistics (Strength, Dexterity,
10 (+0) 13 (+1) 16 (+3) 13 (+1) 17 (+3) 18 (+4) and Constitution), natural weapons, and armor (if any) of the
bonded creature.
Skills Perception +6, Stealth +5 While in this form, the wyldgeist can use the damage rating of the
Damage Immunities poison, psychic creature’s natural weapons or weapons it was wielding before it
Condition Immunities charmed, frightened, poisoned died, but uses its own attack bonus. The wyldgeist is proficient with
Senses darkvision 60 ft., passive Perception 16 the attack form it uses, a result of the bond formed with the fallen
Languages — host. It also adds any bonuses from armor the host may have been
Challenge 6 (2,300 XP) wearing to its Armor Class.
The wyldgeist can maintain this form indefinitely if not defeated in
Innate Spellcasting. The wyldgeist’s innate spellcasting ability combat. If reduced to 0 hit points or if the bond is broken (e.g., by
is Charisma (spell save DC 16). It can innately cast the following a dispel magic spell), the wyldgeist reverts to its normal form and
spells, requiring no material components: the dead creature's flesh reforms, undamaged. The wyldgeist can't
At will: detect thoughts, invisibility (self only) use this ability again until it finishes a long rest.
1/day: dominate person Additionally, when the wyldgeist bonds with a creature, it gains
Flyby. The wyldgeist doesn’t provoke opportunity attacks when temporary hit points equal to the bonded creature’s hit point
it flies out of an enemy’s reach. maximum. These temporary hit points last for the duration
Gaseous Form. The wyldgeist can assume a gaseous form of the bond.
as a bonus action. While in this form, the wyldgeist can’t take Acidic Mist (Recharge 5-6). The wyldgeist releases a cloud of
any actions, speak, or manipulate objects. It is immune to all acidic mist in a 20-foot-radius sphere centered on itself. Each
nonmagical damage, has a fly speed of 40 feet, and can hover. creature in that area must make a DC 15 Dexterity saving throw,
The wyldgeist can remain in gaseous form for up to 1 hour or taking 21 (6d6) acid damage on a failed save, or half as much
until it uses an action to revert to its normal form. damage on a successful one.
Magic Resistance. The wyldgeist has advantage on saving
throws against spells and other magical effects.

MONSTERNOMICON
86
SHARDES OF
EVERBLIGHT

MONSTERNOMICON | SHARDS OF EVERBLIGHT


87
The Shards of Everblight
Without question, Everblight is the most conniving of were ultimately the cause of his most recent downfall. After
Toruk’s dragon brood. Using stealth and manipulation to enhancing his personal power by consuming the heartstone
avoid the scrutiny of his more powerful siblings, Everblight of his sibling Pyromalfic and strengthening his legion with
has been a corrupting influence on western Immoren for spawn made from the fallen dragon’s flesh and bones,
thousands of years. From the Black Kingdom of Morrdh to Everblight made an ambitious play for the forgotten athanc
the elven city of Issyrah, Everblight has gone unnoticed for of the dragon champion Nidoboros. But he was not the only
centuries at a time, gathering his power and influence only to dragon who coveted Nidoboros’ strength.
suffer extreme setbacks time and again. In 609 AR, the skies of western Immoren were cast into
But Everblight is no stranger to hiding. For many shadow by the wings of dragons. The creatures came from
centuries, he hid below the kingdom of Morrdh, a dark across the continent and converged to battle for Nidoboros’
realm of necromancers and warlords. The dragon allied stone. Even the Dragonfather himself joined the fray, leaving
with the lords of Morrdh, hoping that they would provide Skell for the first time in centuries. Toruk and Everblight
him protection against his siblings and progenitor, but his both failed to claim Nidoboros’ stone. The former suffered
hope proved misplaced. The southerners of Midar broke the a grave wound at the talons of Blighterghast and was forced
Black Kingdom, ripping away Everblight’s layer of protection to retreat to Cryx, but the latter had gambled heavily and
and forcing him once again to flee and go into hiding—this lost, exposing his legions to his many enemies in the process.
time beneath the elven city of Issyrah, where he sought to Unable to work as a cohesive whole, Everblight’s army
build himself a legion of blighted elves. But his ambitions scattered across the continent. Like Everblight himself, they
outstripped his stealth, and in time the armies of Ios bent went into hiding, biding their time and waiting for the next
against him, obliterating his physical body and locking away opportunity to gather power.
his athanc behind mystical wards. The dragon was ultimately After the conclusion of what would come to be known as
stranded atop the frozen mountains of the north, where he the Dragon War, other dragons hunted what remained of
was imprisoned for over two hundred years. Everblight’s forces. Cut off from one another, Everblight’s
Only recently was Everblight able to lure the ogrun warlocks made for tempting targets. Each one contained a
Thagrosh to his mountain prison on Nrynrr Lyss and secure tiny sliver of the dragon’s own athanc—the source of both
his release. Within just a few years, he created a legion whose the warlock’s powers and Everblight’s control over them.
reach extended far beyond the frozen north, and he was Although none of these splinters offered much individual
free to assault the lands of western Immoren in his quest power, the other dragons hungrily sought every morsel of
to increase his power. But his decline was just as rapid as the athanc they could. Even the power of a blighted warlock
his ascent: barely more than a decade after his release from was insignificant in comparison to the blighted majesty of a
Nrynrr Lyss, his mighty legion had been scattered to the four dragon, and many of Everblight’s most faithful servants were
winds, with the few small pockets that remained lurking in hunted down and consumed in the aftermath of the Dragon
the deep wild and living in fear of the next dragon attack. War. Those few who survived soon went into hiding,
They are a legion no more. marshalling whatever forces they could find and waiting for
Everblight’s ambitions and the rapid expansion of his reach their master’s next clever ploy to escape his destruction.

Professor,
I recently embarked on a journey to stud
y the remnants of the once-powerful legio
under the command of Ethrunbal. Although n of dragonspawn and blighted elves
they are dangerous and corrupt, I gained
workmanship by studying what remains valuable insights into the dragon’s
of them, and perhaps these insights can teach
this ever arise again. I approached this jour us how to respond should a threat like
ney with caution, for the dangers that these
underestimated. But I set out, determined corrupted beings pose are not to be
to uncover the truth and bring new know
ledge to the world of extraordinary zoology.
I did not undertake this task alone. An asso
ciate of Lynus and yours, the Northkin Rath
He described his time with both of you in lok, approached me about the subject.
the far north, as well as your run-ins with
minions of Ethrunbal. He still bears scars what we now understand to be the
from his last encounter with the blighted
could not overcome the damage the bligh creatures, as even his trollkin physiolog y
t inflicted. According to him, it took mon
nurtured by—in his own words—“nothin ths for him to recover in some frozen cave
g more than the milk of a momma winter
(I will spare you the rest of the details he troll who took me to be one of her whelps.”
offered. They were . . . comprehensive.)
Regardless, together we are setting out to
find what pockets of Ethrunbal’s thralls rema
information to the huntress Cylena of the in, after which we will pass that
Raefyll shard.
I am sending you a copy of my observations
in the hope that they shall prove useful in
the coming year’s lesson plans.

Yours,
Edrea Lloryrr
MONSTERNOMICON | SHARDS OF EVERBLIGHT
88
Blighted Archon
For the gods of man and wild, the infernals’ invasion of
Caen was a moment of great crisis, and they responded
by dispatching their archons to defend their mortal
worshippers from this new threat. For Everblight,
however, this moment prompted an entirely different
response. Disgusted by the crude flesh work of the
infernal masters and contemptuous of what he believed
to be the gods’ attempt to best his creations, the haughty
dragon worked tirelessly to create the perfect being. His
efforts culminated in his crowning achievement: the
blight archon, a formidable creature capable of inspiring
the dragon’s mortal soldiers, controlling his dragonspawn,
and reducing his enemies to melted slag. With blight
archons at the forefront of his armies, Everblight
remains a force to be reckoned with despite his most
recent setback.

Ethrunbal’s
e bl ig ht ar ch on s demonstrates
th ne
The creation of ce over the divi
in at ion to as sert his dominan of sc ul pt in g flesh.
determ as te ry of the art
powers and prov
e hi s m to spread his
e dr ag on w ill stop at nothing
It is clear that th
influence throug
hout the world. —EL

Blight Archon
Large aberration (blighted), neutral evil
Meltdown. Hostile creatures within 60 feet of the archon lose
Armor Class 15 (natural armor) resistance to necrotic damage.
Hit Points 136 (16d10 + 48) Soul Ward. Hostile creatures within 60 feet of the archon can’t
Speed 30 ft., fly 30 ft. collect souls from allies of the archon.
Actions
STR DEX CON INT WIS CHA
Multiattack. The archon makes two attacks with its
19 (+4) 19 (+4) 17 (+3) 14 (+2) 16 (+3) 18 (+4)
blighted talons.
Blighted Talon. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Saving Throws Int +8, Wis +9, Cha +10
one target. Hit: 11 (2d6 + 4) slashing damage plus 38 (7d10)
Skills Perception +9, Stealth +10
necrotic damage.
Damage Resistances bludgeoning, piercing, and slashing from
Toxic Breath (Recharge 5–6). The archon exhales a cloud of toxic
nonmagical attacks
blight in a 60-foot cone. Each creature in that area must make a
Condition Immunities blinded, charmed, exhaustion,
DC 14 Constitution saving throw, taking 63 (18d6) necrotic damage
frightened, poisoned, prone
on a failed save, or half as much damage on a successful one.
Senses truesight 120 ft., passive Perception 19
Languages understands all languages but doesn’t speak them Legendary Actions
Challenge 17 (18,000 XP) The archon can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time
Blight Weapons. The archon’s weapon attacks are magical. and only at the end of another creature’s turn. The archon regains
When the archon hits with any weapon, the weapon deals an spent legendary actions at the start of its turn.
extra 38 (7d10) necrotic damage (included in the attack). Blighted Talon Attack. The archon makes a blighted talon attack.
Innate Spellcasting. The archon’s innate spellcasting ability is Detect. The archon makes a Wisdom (Perception) check.
Charisma (spell save DC 18). The archon can innately cast the Cast a Spell (Costs 2 Actions). The archon casts one of its at-
following spells, requiring no material components: will spells.
At will: burning hands, mage armor Toxic Breath Attack (Costs 2 Actions). The archon immediately
3/day each: compulsion, freedom of movement, warding bond recharges its Toxic Breath ability and makes an attack with it.

MONSTERNOMICON | SHARDS OF EVERBLIGHT


89
BLIGHTED NYSS
The Nyss were once an isolated people who
dwelled only amid the frozen peaks of the Shard
Spires and migrated with their herds of ulk Their c
alm an
the mo d
across the snowy mountains. That changed when st heino graceful execu
deservi u s tio
the dragon Everblight, working together with ng of st acts are both ns of even
the traitorous Nyss sorceress Vayl of the Hallyr among u dy. The f righten
th ir ing
tribe, corrupted the vast majority of the Nyss they in e corrupt Nys standing as le and
spire hi s and th aders
between ghli ed
with his blight. spiritua ght the strang evotion
Ethrun e
bal’s leg lity and violen intersection
ions. ce amon
g

—EL

Blighted Nyss Abbot


Among the Nyss corrupted by Everblight, swordsmen were Blighted Nyss Abbot
Medium humanoid (blighted Nyss), neutral evil
the first to answer the dragon’s call. Many lost their sense
of self and were unable to comprehend what had compelled Armor Class 14 (studded leather armor)
them to hack apart their kin. Their hollowness aligned Hit Points 38 (7d8 + 7)
naturally with the meditative discipline of sword mastery, Speed 30 ft.
allowing them to escape the horror of their actions by
concentrating solely on their skill. They turned emptiness STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 13 (+1) 12 (+1) 14 (+2) 10 (+0)
itself into a form of spirituality, embracing an emotional void
in order to achieve absolute perfection with the blade. Those Skills Perception +4, Stealth +4
who fully embraced this murderous meditation became the Condition Immunities frightened
greatest blade masters of their race. They are the abbots, Senses darkvision 60 ft., passive Perception 14
and they are both greatly feared and deeply respected among Languages Aeric
Challenge 2 (450 XP)
Everblight’s forces for the absolute calm with which they
execute a variety of atrocities. Dark Prayers. As a bonus action, the blighted Nyss invokes its
Serenity in Murder. Abbots have achieved something akin draconic master through prayer. It blesses up to three blighted
to a state of enlightenment, and their ability to fight with Nyss of its choice within 30 feet of it with one of the following
utter dispassion and grace is well known. These “monks of prayers until the start of the abbot’s next turn:
the blade” have attracted devotees from among the blighted 1. The creature’s weapons become magical.
2. Moving through nonmagical difficult terrain doesn’t cost
Nyss’ most skilled and disciplined swordsmen. the creature extra movement.
With each kill acting as the focus for their serene 3. When the creature reduces another creature to 0 hit
meditative state, abbots are unnerving to face in battle. The points with a melee attack on its turn, it can make one
sight of these feared weapon masters on the battlefield, melee weapon attack as a bonus action.
spattered in the gore of their fallen foes and possessed of Quick Response (Recharges after a Long Rest). When
expressionless faces, has shaken the willpower of countless the blighted Nyss rolls for initiative, it can choose to roll
with advantage.
veteran warriors across the Iron Kingdoms.
Actions
Multiattack. The blighted Nyss makes two attacks with its
Nyss claymore.
Nyss Claymore. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (1d10 + 2) slashing damage.
Reactions
Blade Shield. The blighted Nyss adds 2 to its AC against one
ranged attack roll that would hit it. To do so, the blighted Nyss
must see the attacker and be wielding a melee weapon.

MONSTERNOMICON | SHARDS OF EVERBLIGHT


90
Blighted Nyss Champion
Medium humanoid (blighted Nyss), neutral evil

Blighted Armor Class 15 (studded leather armor)


Hit Points 22 (4d8 + 4)

Nyss Champion Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 12 (+1) 10 (+0) 13 (+1) 10 (+0)
Among the ranks of the blighted abbots, there exists a select
group of devoted students known as champions. These elite Skills Perception +3, Stealth +5
warriors have dedicated their lives to studying and venerating Condition Immunities frightened
the pure abstraction of their blight, and they strive to refine Senses darkvision 60 ft., passive Perception 13
their flesh through its power. Languages Aeric
Twice as Deadly. These champions are some of the greatest Challenge 1 (200 XP)
practitioners of their dragon master’s blight, and they are so Overtake. When the blighted Nyss reduces a creature to 0 hit
deeply immersed in its strength that they can perform the points with a melee attack on its turn, it can move up to 5 feet
surprising feat of wielding two Nyss claymores in tandem. without provoking opportunity attacks.
Their skill with these massive swords is unmatched, and they Quick Response (Recharges after a Long Rest). When
are feared and respected by all who encounter them on the the blighted Nyss rolls for initiative, it can choose to roll
battlefield. with advantage.
Blight above All. To champions, their blight is more than Actions
just a tool of destruction. It is a way of life—a source of Multiattack. The blighted Nyss makes two attacks with its
strength and enlightenment that they seek to spread to all Nyss claymore.
Nyss Claymore. Melee Weapon Attack: +5 to hit, reach 5 ft., one
those around them. They are the embodiment of the blighted
target. Hit: 8 (1d10 + 3) slashing damage.
abbots’ ideology, and they will stop at nothing to defend it
and spread its influence. Reactions
Blade Shield. The blighted Nyss adds 2 to its AC against one
ranged attack roll that would hit it. To do so, the blighted Nyss
ighted
es s by th ei r skill and bl must see the attacker and be wielding a melee weapon.
Made fea rl d
the corrupte Defensive Strike. When a hostile creature the blighted Nyss
ampions of
flesh, the ch viol en tly . can see moves within 5 feet of it, the blighted Nyss can use its
ie one way—
Nyss only d
—EL
reaction to make a melee attack against that creature.

MONSTERNOMICON | SHARDS OF EVERBLIGHT


91
Blighted Nyss Blighted Nyss Hex Hunter
Hex Hunter
Medium humanoid (blighted Nyss), neutral evil

Armor Class 15
Hit Points 16 (3d8 + 3)
Long known for their proud tradition of sorcery, the Nyss Speed 30 ft.
have manifested the arcane spark in increasing numbers since
the coming of Everblight and their baptism by his blight. The STR DEX CON INT WIS CHA
sorcerers of this accursed race once prided themselves on 10 (+0) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 10 (+0)
their knowledge of the Aeric script and reverent service to
Skills Perception +4, Stealth +5
Nyssor, their frozen god. After Everblight’s arrival, however, Condition Immunities frightened
they turned to the black secrets of ancient Morrdh, blending Senses darkvision 60 ft., passive Perception 14
their most sacred traditions with blasphemous lore and the Languages Aeric
power of dragon blight. Instead of protecting their shards Challenge 1 (200 XP)
and guiding them to safety, many among this new breed of
Battle Wizard. When the blighted Nyss reduces a creature to
Nyss sorcerers devoted themselves to slaughter in the name 0 hit points, it can use its reaction to cast a spell with a casting
of their master. From this terrifying blend of ancient lore and time of 1 action or 1 bonus action.
blighted radiance came the hex hunters, each a sadistic master Innate Spellcasting. The blighted Nyss’ innate spellcasting
of the art of death, whether by blade or fell magic. ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).
Shave and a Haircut Hex hunters are arcane assassins: The blighted Nyss can innately cast the following spells,
living weapons who have forsaken the greater mysteries requiring no material components:
At will: misty step
of the arcane to focus solely on the destruction of the flesh. Magic Weapons. The blighted Nyss’ hex razor attacks
Armed with hex razors—weapons recovered from the dark are magical.
and dangerous pits of the buried ruins of Morrdh—these Quick Response (Recharges after a Long Rest). When
warriors channel the deaths of their victims into potent the blighted Nyss rolls for initiative, it can choose to roll
occult energies. To be struck by such a blade is to feel one’s with advantage.
Shadow Stealth. While in dim light or darkness, the blighted
life unraveled by the blighted touch of death.
Nyss can take the Hide action as a bonus action.
Blighted Assassins. Once unleashed upon the battlefield, Unarmored Defense. While the blighted Nyss isn’t wearing
hex hunters move with great alacrity, easily leaping across armor and isn’t wielding a shield, it gains a bonus to AC equal to
obstacles or difficult ground in their eagerness to kill in its Wisdom modifier.
Everblight’s name. When they close with their victims, they Actions
lash out with their vicious hex razors and deadly blight magic, Hex Razor. Melee Weapon Attack: +5 to hit, reach 5 ft., one
each death fueling a frenzy of murder. target. Hit: 6 (1d6 + 3) slashing damage.
Hex Bolt. Ranged Spell Attack: +4 to hit, range 30 ft., one target.
Hit: 11 (2d10) force damage.

d current
st s of a no w-dead god an
Former pr ie arriors of
fa di ng on e, the sorcerer-w
servants of a eapons,
e on e of Et hr unbal’s newer w
the Nyss ar t ones.
m e of his most ancien
—EL
w ie ld so
but they

MONSTERNOMICON | SHARDS OF EVERBLIGHT


92
Blighted Nyss witches guided these tribal practices.
The blighting of the Nyss did not initially touch these wild

Ice Witch
shards. But as their fellows scattered, some of these isolated
shards, having long envied the superior hunting grounds
of their peers, moved into the newly abandoned territories.
Wreathed in the biting winds of winter and with the primal This expansion ultimately led to their discovery by agents of
force of ice and cold at their command, covens of blighted Everblight. The ice witches’ raw and primal talent for magic
Nyss ice witches use their blight-augmented magic to leave provided fertile ground for the dragon’s manipulations to
behind grisly statuaries of frostbitten soldiers and beasts as take root, and he demanded that all of them be converted to
they fight in the name of their disembodied dragon lord. his cause. The recently blighted Nyss hunted down the ice
Let It Snow. Ice witches are part of an old Nyss tradition witches with enthusiasm, eager to bring them into the fold.
practiced deep in secluded mountain valleys by the most Now, all but a small handful of ice witches serve Everblight,
animalistic and feral shards. Cut off from other shards, wielding their inborn gift and the dragon’s blessings with
these Nyss indulged in barbarous rites that glorified Nyssor savage fervor.
through ritual sacrifice. As Nyssor’s chosen shamans, ice

Blighted Nyss Ice Witch requiring no material components:


At will: ray of frost
Medium humanoid (blighted Nyss), neutral evil 1/day each: command, fog cloud, mage armor
Quick Response (Recharges after a Long Rest). When
Armor Class 13 (16 with mage armor) the blighted Nyss rolls for initiative, it can choose to roll
Hit Points 16 (3d8 + 3) with advantage.
Speed 30 ft. Snow Wreathed. A 10-foot radius of snow extends out from
the blighted Nyss in a constant whirl of primal magic. The snow
STR DEX CON INT WIS CHA spreads around corners, and its area is lightly obscured.
10 (+0) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 16 (+3)
Actions
Skills Arcana +3, Perception +4, Stealth +5 Cold Steel Blade. Melee or Ranged Weapon Attack: +5 to hit,
Damage Immunities cold reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) slashing
Condition Immunities frightened damage plus 9 (2d8) cold damage. If the blighted Nyss scores
Senses darkvision 60 ft., passive Perception 14 a critical hit, the target becomes paralyzed until the start of
Languages Aeric the blighted Nyss’ next turn unless the target is immune to
Challenge 1 (200 XP) cold damage.
Ray of Frost. Ranged Spell Attack: +5 to hit, range 60 ft., one
Innate Spellcasting. The blighted Nyss’ innate spellcasting target. Hit: 4 (1d8) cold damage. If the target is a creature, its
ability is Charisma (spell save DC 13, +5 to hit with spell attacks). speed is reduced by 10 feet until the start of the blighted Nyss’
The blighted Nyss can innately cast the following spells, next turn.

mple
ss stand as a striking exa
The ice witches of the Ny d inf lue nce those
manipulate an
of Ethrunbal’s ability to rou gh vis ion s and
his blight. Th
previously untouched by uce d int o ser vic e,
mans are sed
promises, these wild sha al po we rs in the
midable magic
and they wield their for y
tho ut me rcy. The icy remains the
dragon’s name wi an d rem ind the m
ll onlookers
leave behind serve to chi
that no one is beyond the
dragon’s rea ch.
—EL
MONSTERNOMICON | SHARDS OF EVERBLIGHT
93
Blighted Nyss
with one another. Prior to the coming of Everblight, most
Nyss were extremely self-centered, and few were willing to

Legionnaire
embrace the level of self-sacrifice and discipline required to
master such tactics. In addition, the precious steel required
for their armor was in limited supply, drawn from metal
Legionnaires effortlessly cut through flesh and bone with ordinarily reserved for forging swords. After Everblight’s
perfectly executed strikes honed by countless hours of corruption of the Nyss, however, expanding the legionnaires’
practice. These blighted warriors have corrupted an ancient numbers proved much easier. Once they were drained of
tradition of elite Nyss warriors once called the ryssovass. their individualistic nature, training came effortlessly to
This small group of highly disciplined soldiers defended them, and a sudden increase in raids allowed them to plunder
the narrow, winding passes leading to the heart of Nyss enough metal to outfit these blighted warriors and ready
territory—a role that took them away from their homes, them for battle.
shards, and tribes. Clad in ornate armor of overlapping steel, Elite Warriors. Blighted Nyss legionnaires wield the great
these sentries stood against superior numbers and tirelessly blades of the ryssovass and serve as the prophet Thagrosh’s
carved through any enemy forces funneled into the passes. personal guard. Standing side by side, they strike with fluid
Corrupted and Coordinated. It once took years to train a grace, their blades rising and falling to cut down any who
Nyss warrior in the complex ryssovass fighting style, which would harm their brethren. When one of their number falls,
teaches legionnaires how to fight in perfect coordination another steps forward to avenge the slain comrade. A line of
legionnaires carves through enemies like a living thresher—a
wave of flashing blades that dismember any defenders foolish
enough to hold their ground.
Blighted Nyss Legionnaire
Medium humanoid (blighted Nyss), neutral evil

Armor Class 18 (plate)


Hit Points 26 (4d8 + 8)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 10 (+0)

Skills Perception +7
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 17
Languages Aeric
Challenge 1 (200 XP)

Quick Response (Recharges after a Long Rest). When


the blighted Nyss rolls for initiative, it can choose to roll
with advantage.
Wall of Steel. While the blighted Nyss is within 5 feet of
another friendly creature with the Wall of Steel trait that isn’t
incapacitated or prone, it gains a +2 bonus to its AC.
Actions
Nyss Greatsword. Melee Weapon Attack: +5 to hit, reach 10 ft.,
one target. Hit: 9 (1d12 + 3) slashing damage.
Reactions
Vengeance.If an allied blighted Nyss legionnaire within 30
feet of the blighted Nyss is damaged by a hostile creature, the
blighted Nyss can move up to half its speed and make one attack
with its Nyss greatsword.

e armored warriors
Protectors turned destroyers, thes
ent pra ctice and
have traded a lifetime of pati
otio n to an uncaring
meditation for mindless dev
ruct ion comes swiftly,
manipulator. I hope their dest
—EL
ic to pro long .
for their existence is too trag

MONSTERNOMICON | SHARDS OF EVERBLIGHT


94
Blighted Nyss Blighted Nyss Spell Martyr
Spell Martyr
Medium humanoid (blighted Nyss), unaligned

Armor Class 14 (natural armor)


Hit Points 16 (3d8 + 3)
The forces of Everblight do not thrive due to numerical Speed 30 ft.
superiority or fortified holdings, but rather due to their
adaptability. Spell martyrs are a gruesome example of this STR DEX CON INT WIS CHA
ruthless cunning. These blighted Nyss are imbued with the 12 (+1) 12 (+1) 12 (+1) 1 (−5) 10 (+0) 1 (−5)
dragon’s tainted energy, and warlocks can tap into their
Condition Immunities charmed, frightened, prone
essence to unleash powerful spells. This overwhelming Senses darkvision 60 ft., passive Perception 10
flow of arcane power consumes the spell martyr, just as it Languages —
consumes the bodies of Everblight’s enemies. Challenge 1/8 (25 XP)

Eldritch Suspension. The spell martyr is lifted on potent


blight energies and constantly hovers 1 foot above any surface
it travels over, including water. In addition, moving through
nonmagical difficult terrain doesn’t cost it extra movement.
Soulless. The spell martyr doesn’t have a soul.
Spiritual Conflagration. The spell martyr is a channeler, and
allied spellcasters can channel spells through it. Immediately
after a spell is channeled through the spell martyr, it
is destroyed.
Thoughtless Rapture. The spell martyr experiences a rapture
of blight haze. The spell martyr is immune to any enemy spell or
effect that would take control of it.
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) slashing damage.

Through ca
refu
Ethrunbal h l manipulation of elv
as created a en flesh,
any battle in wea
his favor: sp pon that can turn
vessels can el
channel trem l martyrs. These livin
upon those endous destr g
who oppose uctive mag
the dragon. ic

—EL

95
Blighted Nyss Raptor
to find and tame an ulk as their steed. They returned astride
their bonded beast or died alone and far from their family.
The raptor tradition has continued among the blighted Nyss,
Long before the rise of Everblight and the corruption of the who ride ahead to tear apart enemy flanks and formations
Nyss, Nyss warriors known as raptors descended upon the before the bulk of the dragon’s forces join the battle. Only
Khardic tribes from the frozen north. Mounted atop swift skilled warriors who prove themselves masters of both blade
and sure-footed ulk, these outriders rode through winter and bow may join the ranks of these mounted warriors.
storms to fall upon the villages of men, leaving only death Like Rider, Like Mount. Nyss tribes tamed and rode ulk
and ruin in the snow. Victims of such onslaughts could stags, a hardy breed of particularly large deer, for thousands
do little but flee in every direction in the hope that a few of years. After Everblight’s arrival, these creatures shunned
might escape the pounding hooves of the raptors’ steeds, the the blighted Nyss until a few striders tracked several herds
deadly hail of their arrows, and the merciless edge of their to exhaustion and the captured ulk were subjected to the
long blades. dragon’s blight. The creatures developed thickened scales on
A Long and Lonely Tradition. Each raptor earned the right their hide but otherwise retained all their natural grace and
to join the brotherhood in a tradition as old as the Nyss strength. They have proven even more aggressive than their
themselves. Hopefuls went naked into the frozen wilderness non-blighted counterparts, and they enthusiastically slash and
impale enemies with massive antlers once reserved for self-
defense and displays of dominance.

Blighted Nyss Raptor


Medium humanoid (blighted Nyss), neutral evil

Armor Class 14 (studded leather armor)


Hit Points 13 (3d8)
Blighted Ulk
Large beast (blighted), unaligned
Speed 30 ft.
Armor Class 11 (natural armor)
STR DEX CON INT WIS CHA
Hit Points 13 (2d10 + 2)
10 (+0) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 10 (+0)
Speed 40 ft.
Skills Perception +3, Stealth +4
STR DEX CON INT WIS CHA
Condition Immunities frightened
16 (+3) 10 (+0) 12 (+1) 2 (−4) 10 (+0) 6 (−2)
Senses darkvision 60 ft., passive Perception 13
Languages Aeric
Damage Resistances cold
Challenge 1/4 (50 XP)
Senses passive Perception 10
Languages —
Brute. A melee weapon deals one extra die of its damage when
Challenge 1/2 (100 XP)
the blighted Nyss hits with it (included in the attack).
Quick Response (Recharges after a Long Rest). When
Charge. If the ulk moves at least 20 feet straight toward a target
the blighted Nyss rolls for initiative, it can choose to roll
and then hits it with a ram attack on the same turn, the target
with advantage.
takes an extra 7 (2d6) bludgeoning damage. If the target is a
Swift Rider. When the blighted Nyss hits a target with a ranged
creature, it must succeed on a DC 13 Strength saving throw or be
attack while mounted on an ulk, the ulk can use its reaction to
knocked prone.
move up to half its speed without provoking opportunity attacks.
Ice Walk. The ulk can move across and climb icy surfaces
Actions without needing to make an ability check. Additionally, difficult
Nyss Claymore. Melee Weapon Attack: +4 to hit, reach 5 ft., one terrain composed of ice or snow doesn’t cost it extra moment.
target. Hit: 13 (2d10 + 2) slashing damage. Actions
Nyss Bow. Ranged Weapon Attack: +4 to hit, range 200/800
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone
ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10)
creature. Hit: 13 (4d4 + 3) bludgeoning damage.
poison damage.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Reactions Hit: 10 (2d6 + 3) bludgeoning damage.
Blade Shield. The blighted Nyss adds 2 to its AC against one
ranged attack roll that would hit it. To do so, the blighted Nyss
must see the attacker and be wielding a melee weapon.

The sheer force they bri


ng, combined with their
skill, makes them some remarkable
of the most powerful ass
Ethrunbal’s legion. ets in

—EL

MONSTERNOMICON | SHARDS OF EVERBLIGHT


96
MONSTERNOMICON | SHARDS OF EVERBLIGHT
97
Blighted Nyss Blighted Nyss Shepherd
Shepherd
Medium humanoid (blighted Nyss), neutral evil
Armor Class 14 (studded leather)
Hit Points 13 (3d8)
Speed 30 ft.
The effect of the blight is not entirely predictable. It
overcomes some individuals and disfigures them but STR DEX CON INT WIS CHA
harmonizes with the essence of others, bringing them a 12 (+1) 14 (+2) 10 (+0) 10 (+0) 14 (+2) 14 (+2)
singular purity of mind and purpose. The blighted Nyss
known as shepherds are among those graced with a nearly Skills Animal Handling +6, Perception +4, Stealth +4
Condition Immunities frightened
perfect acceptance of their new state. These individuals
Senses darkvision 60 ft., passive Perception 14
possess a quality that allows their bodies to serve like a prism Languages Aeric
or a resonance chamber for blighted energy and to respond Challenge 1 (200 XP)
to the power emitted by the shards of Everblight’s athanc.
A shepherd can almost touch the intangible connection Master of the Spawn. When an allied dragonspawn within 60
between warlock and dragonspawn by which Everblight’s feet of the blighted Nyss that it can see frenzies, the blighted
Nyss chooses the dragonspawn’s frenzy target.
chosen exert their will, and the dragon’s warlocks can
Quick Response (Recharges after a Long Rest). When
extend their will beyond its normal limits by relying the blighted Nyss rolls for initiative, it can choose to roll
upon the ministrations of a shepherd to guide their beasts with advantage.
while far afield. Actions
Dragonspawn Companions. The singular relationship Shepherd’s Crook. Melee Weapon Attack: +4 to hit, reach 10
between shepherds and the dragonspawn in their care is ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a
deemed unusual even among the blighted Nyss. Most of Medium or smaller creature, it is grappled (escape DC 10). Until
those who serve Everblight respect and fear his dragonspawn this grapple ends, the blighted Nyss can’t use its shepherd’s
as symbolic extensions of his power, but shepherds spend crook on another target.
Condition. The blighted Nyss chooses one allied dragonspawn
nearly all their time in close proximity to these creatures and
within 10 feet of it and either adds 1 fury point to the
view them in a much different light. Some shepherds will dragonspawn or removes 1 fury point from it.
even sleep among dragonspawn, and many quickly become Medicate. The blighted Nyss touches an allied dragonspawn.
irritable and short-tempered if forced to deal with their own The target regains a number of hit points of the blighted Nyss’
kind for anything more than the briefest of exchanges. choice, taken from a pool of 20 hit points. The pool replenishes
Blessed Intermediaries. Shepherds are set apart from other after the blighted Nyss finishes a long rest.
servants of Everblight and are viewed as specially blessed.
This status is reinforced by their unique relationship with the
dragon’s warlocks. The shepherds stand beside Everblight’s
chosen vassals and serve as direct intermediaries between Through their
uniq ue bond w
dragonspawn and warlock. The manner in which shepherds these beings serv ith Ethrunbal’s
spawn,
e as living cond
conjoin these two prompts an almost ecstatic hyperawareness between warlock uits and interm
ediaries
and dragonspaw
whereby they can hear the echoes of Everblight’s sacred dragon’s warlo n, enabling the
cks to extend th
commandments in their mind. traditional limit eir will beyond
s. Even among
shepherds stand other blighted N
out for demonst yss,
ecstatic acceptan rating an almos
ce of their tran t
sformed existenc
e.
—EL

MONSTERNOMICON | SHARDS OF EVERBLIGHT


98
Blighted Nyss Soldier Blighted Nyss Soldier
Medium humanoid (blighted Nyss), neutral evil
Blighted Nyss swordsmen retain little from their old lives, but
they never lose their tight connection to their weapons—the Armor Class 14 (studded leather armor)
claymores that have been the sacred weapons of the Nyss for Hit Points 13 (3d8)
Speed 30 ft.
millennia and seem to serve as a lingering remembrance of
the old ways. These warriors disdain armor and fight with STR DEX CON INT WIS CHA
absolutely no fear of death. They stride into battle bare- 10 (+0) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 10 (+0)
chested, and their black eyes mirror the serene calm they
require to achieve perfect union with their blades. Skills Perception +3, Stealth +4
Condition Immunities frightened
Prized Possessions. Although blighted Nyss do not place
Senses darkvision 60 ft., passive Perception 13
much value on a given life, they carefully recover each of Languages Aeric
their treasured swords after a battle is over, refusing to Challenge 1/4 (50 XP)
abandon these remnants of their past. To these swordsmen,
their blades are the embodiment of their essence, and Quick Response (Recharges after a Long Rest). When
they are happy to die as long as their swords outlast them. the blighted Nyss rolls for initiative, it can choose to roll
with advantage.
Between battles, they can be seen staring at their swords in
the moonlight, their heads tilted as if they were trying to Actions
remember what they once were. Nyss Claymore. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (1d10 + 2) slashing damage.
Nyss Bow. Ranged Weapon Attack: +4 to hit, range 200/800 ft.,
one target. Hit: 7 (1d10 + 2) piercing damage.
Reactions
Blade Shield. The blighted Nyss adds 2 to its AC against one
ranged attack roll that would hit it. To do so, the blighted Nyss
must see the attacker and be wielding a melee weapon.

r lives,
lo si n g th eir forme eir
Despite tight to th
riors hold of who
these war a reminder ir
a s b o th
swords of the
a symbol
—EL
e r e a n d
they w bal.
to Ethrun
allegiance

MONSTERNOMICON | SHARDS OF EVERBLIGHT


99
Blighted Nyss Warlock Blighted Nyss Warlock
Medium humanoid (blighted Nyss), neutral evil
Even though Everblight currently lacks a physical body,
the splinters of his athanc essentially allow him to reside Armor Class 15 (studded leather armor)
Hit Points 67 (15d6 + 15)
in numerous physical forms at the same time. Each of his Speed 30 ft.
warlocks bears a sliver of his essence, and this small portion
of the dragon not only invests the warlock with the dragon’s STR DEX CON INT WIS CHA
blighted power, but also gives him control over the warlock. 10 (+0) 16 (+3) 12 (+1) 10 (+0) 16 (+3) 10 (+0)
Although Everblight would sacrifice any of his servants to
Skills Perception +5, Stealth +5
protect himself or to achieve his goals, he risks his warlocks
Condition Immunities frightened
strategically and only with the expectation of their survival, Senses darkvision 60 ft., passive Perception 15
since the loss of any portion of his fractured athanc would Languages Aeric
diminish him. With Everblight’s forces now scattered and Challenge 4 (1,100 XP)
hiding across western Immoren, each surviving warlock leads
a minor shard of the dragon’s once-mighty legion, merely Fury Manipulation. The blighted Nyss is a warlock with 3 fury
points and a control range of 30 feet. It regains all expended fury
biding time until their master rises again.
points after it finishes a long rest. During its turn, the blighted
Warbeast Companions. A blighted Nyss warlock is typically Nyss can expend fury points on the following options:
accompanied by a dragonspawn warbeast with a challenge 1. Attack Bonus (1 Fury Point). The blighted Nyss gains
rating of 16 or lower. advantage on its next attack roll.
2. Damage Bonus (1 or More Fury Points). For each fury point
expended, the blighted Nyss deals an extra 1d8 weapon
damage on its next weapon damage roll.
3. Shake It Off (1 Fury Point). The blighted Nyss gains
advantage on its next saving throw.
In addition, the blighted Nyss can force a warbeast under its
control and in its control range to use any of these options, in
which case the warbeast gains the number of fury points and the
benefits described above.
Spellcasting. The blighted Nyss is a 5th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 13, +5 to hit with
spell attacks). Casting a spell requires the blighted Nyss to
expend a number of fury points equal to the spell’s level. The
blighted Nyss can cast the animus of a bonded warbeast in its
control range. It knows the following warlock spells:
At will: guidance, resistance
3rd level: guardian beast, healing word
Actions
Nyss Claymore. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (1d10 + 3) slashing damage.
Reactions
Blade Shield. The blighted Nyss adds 2 to its AC against one
ranged attack roll that would hit it. To do so, the blighted Nyss
must see the attacker and be wielding a melee weapon.

The warlock
s of Ethrun
mirrors for bal are vesse
the dragon’s ls and
of his athan power. The
c in each on splinter
them contro e’s heart no
l ov t only gives
the warlock er his creations, but als
s to his will. o
remain con Thus does E subjects
nected with thrunbal
all parts of
his legion.

—EL

MONSTERNOMICON | SHARDS OF EVERBLIGHT


100
Blighted Nyss Warlord Blighted Nyss Warlord
Medium humanoid (blighted Nyss), neutral evil
As the inheritors of a transformed tradition of Nyss
swordsmanship, Everblight’s warlords enter combat armed Armor Class 15 (studded leather)
with the double claymore—a dual-bladed weapon that Hit Points 91 (14d8 + 28)
Speed 30 ft.
requires remarkable dexterity and coordination to wield.
This fearsome saber allows a blighted Nyss warlord to scythe STR DEX CON INT WIS CHA
quickly through enemy ranks, severing heads and limbs 10 (+0) 17 (+3) 14 (+2) 12 (+1) 14 (+2) 12 (+1)
alike with blinding strikes. Through years of practice, the
warlord’s body becomes one with the blades in a fluid display Saving Throws Wis +5, Cha +4
Skills Perception +4, Stealth +5
that both captivates and decimates. Warlords can use their
Condition Immunities frightened
double claymore to turn aside enemy strikes as quickly as they Senses darkvision 60 ft., passive Perception 14
deliver their own, and they have even proven fast enough to Languages Aeric
deflect bullets and arrows intended to harm them. Challenge 5 (1,800 XP)
Dual Dedication. This unity between wielder and weapon is
the culmination of dedication not only to the art of combat, Brute. A melee weapon deals one extra die of its damage when
the blighted Nyss hits with it (included in the attack).
but also to Everblight himself. Ever since the dragon first
Overtake. When the blighted Nyss reduces a creature to 0 hit
called upon the Nyss to do his bidding, many swordsmen points with a melee attack on its turn, it can move up to 5 feet
have focused on the emptiness within themselves to achieve without provoking opportunity attacks.
feats in battle they never could have achieved in their old Quick Response (Recharges after a Long Rest). When
lives. This meditative state shelters their minds from the the blighted Nyss rolls for initiative, it can choose to roll
consequences of deeds carried out by their own hands and with advantage.
Snap Strike. When the blighted Nyss hits with its double
has created an entirely new martial discipline. Everblight’s claymore on its turn, it can take a bonus action to make an
warlords have completely embraced this state, which allows extra attack.
them to move with effortless precision during combat and
Actions
to forgo conscious thought in order to surrender their will
Multiattack. The blighted Nyss makes three attacks with its
to their master. They view their bodies as extensions of double claymore and uses Warlord’s Strike.
their weapon, and their hearts are as cold as the steel used to Double Claymore. Melee Weapon Attack: +5 to hit, reach 5 ft.,
fashion their blades. Every action these elite warriors take one target. Hit: 14 (2d10 + 3) slashing damage.
is fluid, devastating, and delivered without conscience or Warlord’s Strike. The blighted Nyss targets one ally it can see
hesitation. In this deadly dance, they let the dragon wield within 30 feet of it. If the target can see and hear the blighted
Nyss, the target can make one weapon attack as a reaction and
them just as they wield their own twin blades. adds 3 (1d6) weapon damage to the damage roll.
Reactions
Blade Shield. The blighted Nyss adds 2 to its AC against one
ranged attack roll that would hit it. To do so, the blighted Nyss
must see the attacker and be wielding a melee weapon.
Sunder. When the blighted Nyss reduces a creature to
0 hit points on its turn, it can use its reaction to make an
additional attack.

helters
e s t a t e that s e
v
editati ill to th
b ra c i ng a m rusts their w rlords
By em ds and ent al’s wa pon
in thrunb a
their m command, E s of their we
o n ’s n s i on e in
s
drag
—EL
e li v i ng exte gh enemy lin
becom cythe throu
s
as they armony.
e c t h
perf

101
BLIGHTED OGRUN
After absorbing the Nyss, Everblight turned his Blighted Ogrun
attention to the mountain clans of ogrun in the
north. Having been born among them, the prophet Chosen of Everblight
Large monstrosity (blighted ogrun), chaotic evil
Thagrosh had little difficulty finding the scattered
ogrun; backed by the power of the blighted Nyss Armor Class 15 (warmonger armor)
and Everblight’s dragonspawn, he had even less Hit Points 126 (12d12 + 48)
difficulty overwhelming them. Speed 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 18 (+4) 8 (−1) 11 (+0) 7 (−2)

Blighted Ogrun Saving Throws Str +7, Con +7


Skills Athletics +7

Chosen of Everblight Condition Immunities frightened


Senses darkvision 60 ft., passive Perception 10
Languages Aeric, Molgur-Og
The chosen of Everblight are a special strain of blighted Challenge 6 (2,300 XP)
ogrun transformed by the effect of blighted blood. When Charge. If the blighted ogrun moves at least 20 feet straight
such a creature arises from its reshaping, it towers above toward a target and then hits it with a claw attack, the target
all others of its race, having become a fusion of both rider takes an extra 9 (2d8) slashing damage. If the target is a
and mount. A layer of hardened scales covers the lower half creature, it must succeed on a DC 15 Strength saving throw or be
of its muscular body. Packs of these monstrosities bound knocked prone.
Regeneration. The blighted ogrun regains 10 hit points at the
across the battlefield in great leaps, ripping apart foes with
start of each of its turns. If the blighted ogrun takes fire damage,
hooked talons or cutting them to pieces with their mighty this trait doesn’t function at the start of the blighted ogrun’s
pole cleavers. The chosen of Everblight feast on the bodies next turn. The blighted ogrun dies only if it starts its turn with 0
of the dead, allowing their draconic flesh to knit even hit points and doesn’t regenerate.
mortal wounds. Actions
Multiattack. The blighted ogrun makes three attacks: two with
The blighted ogru its claws and one with its pole cleaver.
n known as Ethrun Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
are a fierce and fo bal’s chosen
rmidable sight to Hit: 11 (2d6 + 4) slashing damage.
Their transformat behold.
ion has granted th Pole Cleaver. Melee Weapon Attack: +7 to hit, reach 10 ft., one
and endurance fa em strength target. Hit: 17 (2d12 + 4) slashing damage.
r beyond any ordi
making them virt nary ogrun,
ually unstoppable
battlefield. No won on the
der they have beco
by those who oppo me so feared
se the dragon’s will
.
—EL

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102
Blighted Ogrun Blighted Ogrun Warmonger
Warmonger
Medium humanoid (blighted ogrun), chaotic evil

Armor Class 15 (warmonger armor)


Hit Points 15 (2d8 + 6)
The blight’s effect on ogrun is brutal. It ravages their bodies Speed 30 ft.
by deforming and augmenting them at the same time.
Warmongers are blight-bred for slaughter, and their eyes STR DEX CON INT WIS CHA
reflect only madness. Prone to hallucinations and twisted 16 (+3) 12 (+1) 16 (+3) 7 (−2) 11 (+0) 10 (+0)
visions night and day, warmongers never sleep. They can
Skills Intimidation +4
often be heard chanting to themselves in low tones and
Condition Immunities frightened
staring fixated at something unseen by others, their faces Senses darkvision 60 ft., passive Perception 10
twisted with anger and seething with menace. Only in battle Languages Aeric, Molgur-Og
do these creatures find true release, earned swing by swing Challenge 1 (200 XP)
of their enormous war cleavers as they slice through the flesh
of friend and foe alike. Divorced from any sense of self- Bloodlust. When the blighted ogrun reduces a creature to 0 hit
points with a melee attack on its turn, it can take a bonus action
preservation, warmongers do not feel pain and can withstand to make a war cleaver attack.
even the most brutal punishments. They smell of putrescence Relentless Endurance (1/Day). If damage reduces the blighted
after battle, as if the lingering odor of death has attached itself ogrun to 0 hit points, it drops to 1 hit point instead.
to them and can never be shaken loose. Actions
Servants of the Prophet. After corrupting the Nyss, War Cleaver. Melee Weapon Attack: +5 to hit, reach 10 ft., one
Everblight turned his attention to enslaving and converting target. Hit: 9 (1d12 + 3) slashing damage.
the outlying tribes of wild ogrun dwelling in the northern Bloodthirsty Howl (Recharges after a Short or Long Rest).
mountains. The prophet Thagrosh, having been born among Each creature within 30 feet of the blighted ogrun that can
them, knew both their locations and their numbers. He hear it must succeed on a DC 13 Wisdom saving throw or be
frightened until the end of the creature’s next turn.
does not consider them kin anymore, for he sees with the
eyes of the dragon now. Despite the prophet’s disdain, the
warmongers fear and revere him, and their leaders have
named themselves his apostles. The blight’s effect on
the ogrun has been
No Love for War(mongers). The blighted Nyss are markedly particularly terrifying
. Ravaged by corruptio
of both body and sou n
cool toward warmongers. They barely tolerate the brutes and l and transformed in
unstoppable killing ma to
remain segregated, for the ogrun have a habit of murdering chines that show no
them and each other in the field. More than one blighted preference or mercy
when it comes to frien
or foe, warmongers ar d
Nyss has lingered too close to these horrible creatures in e a living embodimen
of horror—one that ev t
combat and been cleaved in two by one en the blighted Nyss
wary around. are
of their war cleavers.
—EL

MONSTERNOMICON | SHARDS OF EVERBLIGHT


103
MONSTERNOMICON | SHARDS OF EVERBLIGHT
104
Blighted Ogrun Blighted Ogrun Warmonger
Warmonger War Chief War Chief
Medium humanoid (blighted ogrun), chaotic evil

All warmongers can propel themselves into a killing frenzy, Armor Class 15 (warmonger armor)
but only a few are willful enough to lead the corrupted tribes Hit Points 85 (10d8 + 40)
as war chiefs. Blight transforms each of these horrors into Speed 30 ft.
a murderous fiend overcome by hunger. The very scent of
STR DEX CON INT WIS CHA
blood lends a war chief strength, and he will sometimes pause 18 (+4) 12 (+1) 18 (+4) 11 (+0) 11 (+0) 16 (+3)
amid his bloodletting to gorge on fresh kills. A war chief’s
skin becomes as hard as quenched steel when washed by the Saving Throws Str +6, Con +6
blood of the fallen, allowing the ogrun to shrug off blades Skills Intimidation +7
and arrows as if they were minor irritations. Yet for all their Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 10
bloodthirsty gluttony, war chiefs are the only leaders who can
Languages Aeric, Molgur-Og
keep the blighted ogrun in line. Challenge 4 (1,100 XP)
Follow the Leader. Even though the blight has transformed
both flesh and mind, some essential core of the ogrun Blood Quenched. While it has temporary hit points, the
remains. Ogrun feel it is their purpose in life to follow a blighted ogrun gains a +2 bonus to AC.
great leader—someone worthy of being called korune. The Bloodlust. When the blighted ogrun reduces a creature to 0 hit
points with a melee attack on its turn, it can take a bonus action
blight has not changed the fact that some ogrun are born to to make a war cleaver attack.
follow and others to lead. The instinct to heed one’s korune Brute. The blighted ogrun deals an extra die of damage when it
is so powerful that it can partially override a warmonger’s hits with a war cleaver attack (included in the attack).
berserker frenzy. Incite the Feast. If the blighted ogrun isn’t incapacitated, an
Might Makes Right. A war chief has proven his right to allied blighted ogrun that starts its turn within 30 feet of the
blighted ogrun, can see it, and reduces a creature to 0 hit points
dominion over multiple vassals, just as many of those vassals
with a melee attack on its turn can use its reaction to gain 5
have proven theirs over small bands of warmongers or (1d10) temporary hit points.
warspears. Wary of their war chief’s strength and cowed Relentless Endurance (1/Day). If damage reduces the blighted
by the sheer terror of his presence, vassals will not hesitate ogrun to 0 hit points, it drops to 1 hit point instead.
to heed their leader and do whatever is asked of them. War Actions
chiefs look to Thagrosh as the embodiment of the dragon Multiattack. The blighted ogrun makes two attacks with its
that has enthralled their twisted minds. When Thagrosh war cleaver.
stands before his ogrun, they become united in purpose and War Cleaver. Melee Weapon Attack: +6 to hit, reach 10 ft., one
stronger than any other force in Everblight’s legion. target. Hit: 17 (2d12 + 4) slashing damage.
Bloodthirsty Howl (Recharges after a Short or Long Rest).
Each creature within 30 feet of the blighted ogrun that can
hear it must succeed on a DC 13 Wisdom saving throw or be
n just frightened until the end of the creature’s next turn.
a r e m ore tha wn
run eir o Reactions
h e b li g hted og cends even th g: it binds
of t rans verin
power t
Flesh Glutton. When the blighted ogrun reduces a creature
r chiefs s unwa ting a
The wa rriors. Their ir allegiance i hrunbal, crea to 0 hit points with a melee attack, it can use its reaction to
w a h e E t
savage frenzy, and t rough him to on’s legion. consume the creature’s flesh and gain 5 (1d10) temporary

—EL
r s e r k e r , a n d t h h e d rag hit points.
be h a g rosh t h e r in t
T o
them to nger than any
ro
force st

MONSTERNOMICON | SHARDS OF EVERBLIGHT


105
Blighted Ogrun Blighted Ogrun Warspear
Warspear Medium humanoid (blighted ogrun), chaotic evil

Armor Class 15 (warmonger armor)


Hit Points 15 (2d8 + 6)
Only in comparison to the deranged warmongers would Speed 30 ft.
warspears be described as anything except violent savages.
The blight has twisted their minds as well as their flesh, STR DEX CON INT WIS CHA
making them addicted to the joy of bloodlust. 16 (+3) 12 (+1) 16 (+3) 7 (−2) 11 (+0) 10 (+0)
The Bigger, the Better. The force with which these fierce
Skills Athletics +5, Survival +2
creatures sling their massive spears is enough to pierce iron
Condition Immunities frightened
and impale a man at thirty paces. Although killing humans Senses darkvision 60 ft., passive Perception 10
amuses these warriors to some degree, it is no challenge. Out Languages Aeric, Molgur-Og
of some twisted sense of sport, warspears enjoy testing their Challenge 1 (200 XP)
might against more formidable adversaries, and they are
quick to single out combatants such as trolls, warpwolves, Relentless Endurance (1/Day). If damage reduces the blighted
ogrun to 0 hit points, it drops to 1 hit point instead.
cyclopes, and warjacks. As they rush their victims, they add
their momentum to their hurled spears to deadly effect. Actions
Enemies who are not killed outright by such attacks are often War Spear. Melee or Ranged Weapon Attack: +5 to hit, reach
tripped up by the tremendous lengths of wood dangling from 10 ft. or range 20/60 ft., one target. Hit: 8 (1d10 + 3) piercing
damage. If the blighted ogrun scores a critical hit, the target’s
their vitals, allowing the blighted ogrun to close the distance speed is reduced by 20 feet until the start of the blighted
and finish the job. ogrun’s next turn.
The Sane and the Twisted. Despite these gruesome Bloodthirsty Howl (Recharges after a Short or Long Rest).
entertainments, warspears are sane and clever compared to Each creature within 30 feet of the blighted ogrun that can
the twisted warmongers. The two breeds often fight side by hear it must succeed on a DC 13 Wisdom saving throw or be
frightened until the end of the creature’s next turn.
side, though rivalries inevitably break out. Warspears occupy
a precarious middle ground between warmongers and the
chiefs of the collective blighted ogrun, and they pass down
orders to the vassals who lead individual bands.

se spears
st re n gt h and immen
Their pretern
at u ra l iness to test
se lv es , as does their read trolls.
speak for them kes of warjacks and dire
both against
the li —EL

MONSTERNOMICON | SHARDS OF EVERBLIGHT


106
Blight Ogrun Blighted Ogrun
Warspear Chieftain Warspear Chieftain
Medium humanoid (blighted ogrun), chaotic evil

Blighted ogrun chieftains are possessed of tremendous Armor Class 15 (warmonger armor)
ferocity. Before the arrival of Everblight, many of these Hit Points 42 (5d8 + 20)
ogrun were great stalkers of prey dedicated to keeping their Speed 30 ft.
people fed and supplied, but the dragon’s corruption turned
STR DEX CON INT WIS CHA
them from noble hunters to cold, ruthless warriors. Their 18 (+4) 12 (+1) 18 (+4) 12 (+1) 11 (+0) 12 (+1)
skills have been honed in countless conflicts, and they are
consummate killers who exult in the slaughter they bring Saving Throws Str +6, Con +6
with the points of their massive spears. Skills Athletics +6, Survival +2
A Cut Above. Precious few blighted ogrun rise to the Condition Immunities frightened
position of chieftain among the warspears, and those who Senses darkvision 60 ft., passive Perception 10
Languages Aeric, Molgur-Og
do must first prove that they possess strength and savagery Challenge 2 (450 XP)
remarkable even among a race of brutal warriors who
prize viciousness in slaughter. On the battlefield, warspear Brute. The blighted ogrun deals an extra die of damage when it
chieftains are quick to lead their forces into the thick of every hits with a war spear attack (included in the attack).
fray, directing their warspears against the most dangerous Relentless Endurance (1/Day). If damage reduces the blighted
ogrun to 0 hit points, it drops to 1 hit point instead.
enemies they can find, inciting them to new levels of
violence, and offering every kill as a sacrament to Everblight. Actions
Multiattack. The blighted ogrun makes two melee attacks or
two ranged attacks.
War Spear. Melee or Ranged Weapon Attack: +6 to hit, reach
10 ft. or range 30/120 ft., one target. Hit: 13 (2d10 + 4) piercing
damage. If the blighted ogrun scores a critical hit, the target’s
speed is reduced by 20 feet until the start of the ogrun’s
next turn.
Bloodthirsty Howl (Recharges after a Short or Long Rest).
Each creature within 30 feet of the blighted ogrun that can
hear it must succeed on a DC 13 Wisdom saving throw or be
frightened until the end of the creature’s next turn.
Mark Prey. The blighted ogrun chooses one creature it can see
within 60 feet of it. The next ranged attack roll made by an ally
of the blighted ogrun against that creature has advantage.
Reactions
Blood Drinker. When the blighted ogrun kills a creature with a
melee attack, it can use its reaction to consume the creature’s
blood and gain 5 (1d10) temporary hit points.

s
orseles
r u n a re rem hey
t
hted og ghters,
i n s o f the blig e of brutal fi lty. They
iefta ltur crue
The ch . Even in a cu strength and nes, driven
warri o r s the i r em li
y
n o w n ed for arge into en every kill is
are re the ch wledge that
—EL
sly lead o
fearles ory in the kn unbal.
c t
on to v i to E rt h
e i n s ervice
mad

MONSTERNOMICON | SHARDS OF EVERBLIGHT


107
Blighted Rotwing Blighted Rotwing
Small monstrosity (blighted), unaligned
Blighted ogrun are vicious and terrifying creatures known
for their savagery, and flocks of scavengers known as Armor Class 12
Hit Points 13 (2d6 + 6)
rotwings can be found subsisting on the bloody carnage these Speed 10 ft., fly 40 ft.
marauders leave in their wake. Many rotwings consume
large amounts of blighted flesh in order to survive, thereby STR DEX CON INT WIS CHA
becoming blighted themselves. The effects of this blight 10 (+0) 14 (+2) 16 (+3) 1 (−5) 10 (+0) 4 (−3)
can vary widely, from simple changes in coloration to more
Skills Perception +2
dramatic physical transformations. Some blighted rotwings
Damage Resistances poison
become larger and more aggressive, while others develop Condition Immunities frightened, poisoned
poisonous or venomous traits. Senses darkvision 60 ft., passive Perception 12
Despite the dangers of consuming blighted flesh, rotwings Languages —
are relentless scavengers driven by an insatiable hunger. Challenge 1/2 (50 XP)
Their powerful beaks can easily rip flesh and muscle from
Blood Frenzy. The rotwing has advantage on melee attack rolls
the carcasses of their prey, and they can crack open skulls against any creature that doesn’t have all its hit points.
and bones to reach the coveted brain matter and marrow Keen Sight and Smell. The rotwing has advantage on Wisdom
within. These gruesome creatures are a common sight in the (Perception) checks that rely on sight or smell.
aftermath of a blighted ogrun attack, and their presence is a Stench. Any creature other than a rotwing that starts its
sure sign of the destruction that has been wrought. turn within 5 feet of the rotwing must succeed on a DC 13
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 rotwings for 1 hour.
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.

tossed hted
e d on scraps the blig
t o f e a d o w
a ship essly sh ies for
h a r k s trailing ngers relentl y opportunit
Like s e n
se scav ves them ma irrevocably.
n .
rd, the
T r
i
overboa his behavior g ts their bodie
u p
s
—EL
ogru t it cor
nce, bu
sustena

MONSTERNOMICON | SHARDS OF EVERBLIGHT


108
Forsaken Forsaken
Medium monstrosity (blighted), neutral evil
Twisted beyond recognition, the forsaken are the malignant
children of Everblight’s accursed touch. Their very presence Armor Class 14 (natural armor)
Hit Points 18 (4d8)
is anathema to life. They feed upon the rage and misery of Speed 30 ft.
the battlefield and can mimic their master’s burning aura to
generate a mantle of blighted essence so overwhelming that STR DEX CON INT WIS CHA
they can strike down the living by their mere proximity. 10 (+0) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 10 (+0)
Fury Fueled. A forsaken that begins a combat encounter
Skills Perception +3
with 5 fury points has a challenge rating of 4 (1,100 XP).
Damage Immunities necrotic
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 13
Languages Aeric
Challenge 3 (700 XP)
l’s dark
d em on st ra te Ethrunba ond
Fury Fueled. A forsaken can have up to 5 fury points. During its
The forsaken er. They are twisted bey turn, a forsaken can expend fury points on the following options:
p ow d dea ly
th
and terrible ig h te d essence an
1. Extra Attack (1 Fury Point). The forsaken can attack twice,
recognition
by bl , I wonder instead of once, when it takes the Attack action.
p it e th is tr ansformation ant of 2. Damage Bonus (1 Fury Point). A melee weapon deals one
hunger. Des ark or remn
h er th ey retain any sp ’s curse. extra die of its damage when the forsaken hits with it.
re the dragon
—EL
w h et fo Resolute Rage. A forsaken gains a +1 bonus to AC for each fury
ey le d be
the lives th point it has.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.
Blight Shroud. The forsaken expends all its fury points to
produce an aura of blighted energy. The area begins as a 5-foot-
radius sphere centered on the forsaken. The radius increases
by 1 foot for each fury point expended after the first. Each non-
blighted creature in the area takes 5 (2d4) necrotic damage for
each fury point expended, to a maximum of 25 (10d4).
Consume Fury. The forsaken targets an allied dragonspawn
that it can see within 30 feet of it. The forsaken removes up to
5 fury points from the chosen dragonspawn and gains the same
number of fury points.

MONSTERNOMICON | SHARDS OF EVERBLIGHT


109
GROTESQUES
Not satisfied with the subtle manipulations he
worked upon the flesh of the Nyss, Everblight set Grotesque
about generating even more drastic and terrible Medium aberration (blighted), neutral evil
transformations. Degenerate and brutish yet
Armor Class 14
possessing an undeniable cunning, grotesques
Hit Points 22 (4d8 + 4)
are bestial creatures that scarcely resemble the Speed 20 ft., fly 30 ft.
Nyss stock from which they are spawned. Though
initially born of blighted Nyss parents, these STR DEX CON INT WIS CHA
corrupt creations now dwell apart from the Nyss 14 (+2) 18 (+4) 12 (+1) 6 (−2) 10 (+0) 6 (−2)
and breed only among themselves, generating
Skills Perception +2, Survival +2
spawn that incubate and mature at a frightful pace. Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 12
Languages understands Aeric but doesn’t speak
Challenge 1/2 (100 XP)

Grotesque Deft Flier. Opportunity attacks against the grotesque are made
with disadvantage while it is flying.
Pack Tactics. The grotesque has advantage on an attack roll
Swooping from the skies, the terrifying creatures known as against a creature if at least one of the grotesque’s allies is
grotesques unleash misery on all those who stand against within 5 feet of the creature and the ally isn’t incapacitated.
Everblight. These blighted raiders speed across the battlefield Actions
on powerful wings before descending en masse to tear Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
apart their prey. Hit: 5 (1d6 + 2) slashing damage.

A grotesque is a
terrifying sigh
Its wings carry t to behold.
it swiftly across
battlefield befo the
re it descends as
unstoppable sw pa rt of an
arm that leaves
but death and de no th ing
vastation in its
wake.

—EL

MONSTERNOMICON | SHARDS OF EVERBLIGHT


110
Grotesque Assassin
The grotesque assassin represents the next step in evolution
among Everblight’s grotesques. Reshaped by blighted energy,
assassins boast longer bodies, a barbed tail, and more refined
wings. These trained killers retain a mental capacity well
beyond that of other grotesques, making them skilled hunters
capable of leadership and advanced tactics.

Grotesque Assassin
Medium aberration (blighted), neutral evil

Armor Class 14
Hit Points 65 (10d8 + 20)
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA


16 (+3) 18 (+4) 14 (+2) 8 (−1) 14 (+2) 8 (−1)

Saving Throws Dex +6


Skills Perception +4, Stealth +6
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 14
Languages understands Aeric but can’t speak
Challenge 3 (700 XP)

Cunning Action. On each of its turns, the grotesque can use a


bonus action to take the Dash, Disengage, or Hide action.
Deft Flier. Opportunity attacks against the grotesque are made
with disadvantage while it is flying.
Sneak Attack (1/Turn). The grotesque 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 of the grotesque that isn’t incapacitated and the
grotesque doesn’t have disadvantage on the attack roll.
Actions
Multiattack. The grotesque makes three attacks: two with its
assassin’s blade and one with its barbed tail.
Assassin’s Blade. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage.
Barbed Tail. Melee Weapon Attack: +5 to hit, reach 10 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a
Medium or smaller creature, it is grappled (escape DC 13). Until
this grapple ends, the grotesque can’t use its barbed tail on
another target.
Reactions
Sprint. If the grotesque reduces a creature to 0 hit points with
a melee attack on its turn, it can move up to its speed without
provoking opportunity attacks.

ample of
n is a fascinating ex
The grotesq ue assassi nsform and
ghted energy can tra
how the power of bli s whether
Anyone who wonder
enhance a creature. of elven
ed his manipulation
Ethrunbal has master
flesh need look no fu
rther. —EL

MONSTERNOMICON | SHARDS OF EVERBLIGHT


111
Grotesque Banshee The voice of a single banshee can
anyone in the creature’s path, but
strip the defenses of
the cacophony of
e. They soar across
a throng of them is truly fearsom
Grotesque banshees let loose piercing cries that liquefy h unearthly cries
the sky, heralding destruction wit
organs and drown out the thoughts of spellcasters, rendering r why these creatures
that carry far and wide. It is clea
their powers useless and spreading the horror of Everblight’s favo rite weapons.
have become one of Ethrunbal’s
touch across the land.
—EL

Grotesque Banshee
Medium aberration (blighted), neutral evil Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
Armor Class 14 5 (1d6 + 2) slashing damage.
Hit Points 22 (4d8 + 4) Piercing Shriek (Recharge 5–6). The grotesque emits an ear-
Speed 20 ft., fly 30 ft. splitting shriek in a 15-foot cone. Each creature in that area must
make a DC 12 Constitution saving throw. On a failed save, a creature
STR DEX CON INT WIS CHA takes 7 (2d6) thunder damage and must make a saving throw with
14 (+2) 18 (+4) 12 (+1) 6 (−2) 10 (+0) 6 (−2) disadvantage to maintain concentration. On a successful save,
it takes half as much damage and doesn’t have to make a saving
Skills Perception +2, Survival +2 throw to maintain concentration.
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 12
Reactions
Languages understands Aeric but doesn’t speak Evasion. The grotesque adds 2 to its AC against one ranged
Challenge 1/2 (100 XP) attack that would hit it or adds 2 to one saving throw to avoid AOE
damage. To do so, the grotesque must see the attacker.
Deft Flier. Opportunity attacks against the grotesque are made
with disadvantage while it is flying.

MONSTERNOMICON | SHARDS OF EVERBLIGHT


112
Hellion Hellion
Large monstrosity (blighted), unaligned
The result of Everblight’s earliest attempts to create flying
spawn, the dreaded hellions once carried the warlords of Armor Class 14 (natural armor)
Hit Points 39 (6d10 + 6)
ancient Morrdh into battle. Now, after not having been seen Speed 0 ft., fly 40 ft.
for thousands of years, they have returned to serve as mounts
for Everblight’s sorcerers. STR DEX CON INT WIS CHA
Blood Creations. Hellions are spawned from the blood of 16 (+3) 14 (+2) 13 (+1) 9 (−1) 12 (+1) 10 (+0)
Everblight’s warlocks but are not dragonspawn. Despite this,
the low-level resonance between a sorcerer and a hellion Skills Perception +3
Condition Immunities blinded, charmed, frightened
forges a bond deeper than the one that typically exists Senses blindsight 60 ft. (blind beyond this radius), passive
between rider and mount. Perception 13
Languages —
om Challenge 3 (700 XP)
ying heights fr
ts el ev at e th ei r riders to dizz e re ac h of
ario yond th
These living ch en ti re ba ttlefields, far be m y ow n
Dive Attack. If the hellion is flying, dives at least 30 feet straight
su rv ey ce w it h toward a target, and then hits it with a melee weapon attack, the
which they can , ha vi ng tr ied more than on ry . . . attack deals an extra 9 (2d8) damage to the target.
te st
—EL
at lle
a rifle—as I can r luck with arti
n. Pe rh ap s I w ould have bette Escape. The hellion can take the Dash or Disengage action as a
weapo bonus action.
Soulless. The hellion doesn’t have a soul.
Actions
Multiattack. The hellion makes two attacks: one with its bite
and one with its tail.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
7 (1d8 + 3) piercing damage.
Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit:
7 (1d8 + 3) piercing damage. If the target is a Medium or smaller
creature, it is grappled (escape DC 13). Until this grapple ends,
the hellion can’t use its tail on another target.

MONSTERNOMICON | SHARDS OF EVERBLIGHT


113
Hellmouth Hellmouth
Large monstrosity (blighted), unaligned
Everblight first conceived of hellmouths while lurking
beneath the ancient kingdom of Morrdh. As part of his pact Armor Class 17 (natural armor)
with the city’s dark rulers, the dragon agreed to aid their wars Hit Points 95 (10d10 + 40)
of conquest against neighboring city-states. Thus Everblight Speed 0 ft.
created the hellmouth—a living weapon that could unleash
STR DEX CON INT WIS CHA
horrifying power upon Morrdh’s unsuspecting foes, yet one 16 (+3) 11 (+0) 19 (+4) 6 (−2) 13 (+1) 6 (−2)
whose true nature remained concealed deep beneath the
earth, safely hidden away. Even today, hellmouths slumber Saving Throws Str +6, Con +7
beneath the ruins of Morrdh, waiting to unleash their terror Skills Perception +4
upon those who disturb their rest. Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
A hellmouth finds its prey mainly by sensing vibrations Condition Immunities blinded, charmed, frightened, prone
in the ground. It displays a cold and instinctual cunning, Senses blindsight 60 ft. (blind beyond this radius), tremorsense
cleverly using its tentacles to attack enemies from various 60 ft., passive Perception 14
angles and deflect enemy blows. The creature’s thick hide is Languages —
designed to withstand the pressure of soil over long periods Challenge 5 (1,800 XP)
of time, and sword, rifle, and magical attacks do little more
Buried Lurker. While the hellmouth remains underground and
than superficial damage. A hellmouth that has not been motionless, it has total cover against attacks and other effects
actively called to battle rapidly enters a state of suspended above the surface.
animation and awaits either its master’s call or the telltale Soulless. The hellmouth doesn’t have a soul.
signs of prey aboveground. When awakened, it bursts from Actions
the earth in a spray of dirt and rock in an attempt to seize its Multiattack. The hellmouth makes three tentacle attacks, each
unfortunate victims in its tentacles and drag them screaming of which it can replace with a maw attack.
to a grisly death. Maw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hellish Anatomy. Roughly twelve feet long and incredibly Hit: 17 (3d8 + 3) piercing damage. If the target is a Medium or
powerful, the hellmouth’s tentacles are its main weapons and smaller creature, it is grappled (escape DC 14). Until this grapple
ends, the target is restrained, and the hellmouth can’t use its
primary source of sensory input. Highly packed with muscle, maw on another target.
these appendages are lined with sharp, barb-like suckers Swallow. Melee Weapon Attack: +6 to hit, reach 5 ft., one
along their ventral surface, which combine with a set of Medium or smaller creature grappled by the hellmouth. Hit:
chitinous plates along the back and end of the tentacle to help 13 (3d6 + 3) piercing damage. The creature is also swallowed,
the creature grasp its prey through a combination of adhesion and the grapple ends. The swallowed creature is blinded and
and muscle contraction. restrained, it has total cover against attacks and other effects
outside the hellmouth, and it takes 10 (3d6) necrotic damage at
Although the hellion appears to be immobile—possibly the start of each of the hellmouth’s turns.
rooted by a network of fine tentacles along the dorsal The hellmouth can have only one creature swallowed at a
and ventral surfaces embedded in the earth—it is capable time. While the hellmouth isn’t incapacitated, it can regurgitate
of extremely limited movement. Fine bristles along the the creature at any time (no action required) in a space within
exposed flesh of its lower body, along with extremely strong 5 feet of it. The creature exits prone. If the hellmouth dies, it
likewise regurgitates a swallowed creature.
stretching and flexing of its muscles, allow it to gain traction
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one
and move underground, though this rate is slow enough that target. Hit: 12 (2d8 + 3) bludgeoning damage, and the target must
it cannot be discerned by the naked eye. succeed on a DC 14 Strength saving throw or be pulled up to 5
Nestled between each row of plates protecting the main feet toward the hellmouth.
portion of the hellion’s body are small but incredibly
sophisticated sensory organs. These gland-like sacs, which
are also located inside the creature’s tentacles and under the
bristles that line its exposed flesh, are extremely sensitive
Lazy, o
to vibrations, and their senses have been heightened by pp
its time ortunistic, and
exposure to the blighted energy of the dragon. in hidin
g
spends
m
the dra
gon tha . Not too dissi ost of
t create milar to
d them.
—EL

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Incubus
The sheer inhumanity of Everblight’s designs is evident in
the twisted manifestations of his will, and few of his creations Incubus
are more insidious than the incubus. Incubi lurk inside some Medium monstrosity (blighted), neutral evil
blighted Nyss as a kind of sentient disease, repurposing
the flesh of their hosts to create new bodies once they are Armor Class 16 (natural armor)
activated by the energies of death. Like dragonspawn, these Hit Points 15 (2d8 + 6)
Speed 30 ft.
creatures are born of the dragon’s blood, and when they burst
forth from their slain hosts, they exist only to kill. Those who STR DEX CON INT WIS CHA
have witnessed this defilement describe a slain Nyss suddenly 15 (+2) 14 (+2) 16 (+3) 3 (−4) 10 (+0) 3 (−4)
transforming into a hideous draconic abomination that tears
through the dead flesh of its former host, arises from the Skills Athletics +4, Perception +2
Condition Immunities blinded, charmed, frightened
bloody remains, and rejoins combat. No one can detect which
Senses blindsight 60 ft. (blind beyond this radius), passive
blighted Nyss host these lurking monsters, and it can thus Perception 12
prove perilous for combatants to turn their backs on fallen Languages —
Nyss warriors. Challenge 1/4 (50 XP)
Deadly Leftovers. Like dragonspawn, incubi do not have
souls. Essentially a conscious manifestation of Everblight’s Death Spawned. The incubus remains dormant within a host
creature’s body. While in a host body, the incubus is blinded
blood, they were created as a byproduct of the dragon’s
and restrained, and it has total cover against attacks and other
experiments in generating superior dragonspawn, when effects outside the host body. When the host creature dies, the
Everblight mixed his essence with natural Nyss pregnancies incubus spawns in the host creature’s space. In combat, the
to create the creatures known as nephilim. incubus inherits the host creature’s initiative count.
Unstable Anatomy. The physical structure of an incubus is Limited Shelf Life. One hour after spawning, an incubus’ body
unstable. The creature’s tissues break down at an advanced, breaks down into a pool of sludge. At the end of this time, the
incubus dies and creates a 5-foot-diameter circle of corrosive
visible rate, oozing caustic blighted fluid as the flesh dissolves. fluid. A creature that starts its turn in the area or that enters
In their short lives, these creatures can amass a dreadful the area during its turn takes 3 (1d6) acid damage. The pool
body count against the dragon’s enemies, in addition to dissipates gradually over the course of 1 hour.
causing incalculable damage to morale. Witnesses of such Soulless. The incubus doesn’t have a soul.
attacks will often hesitate to strike a killing blow in future Actions
clashes, fearing that their victory will spawn a nightmare to Multiattack. The incubus makes two claw attacks.
devour them. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.

nbal
t to w ha t li tt le regard Ethru
a testamen agon refuses to
The incubus is co rr up ted, for the dr
he ha s
has for those gnity of death.
gran t hi s m in ions even the di
—EL

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STRIDERS
Among the Nyss, striders were once a loose
affiliation of the most skilled scouts and hunters
from across the many shards. Sleek ghosts
who flittered nearly unseen across the forests,
ranges, and tundra of their territory, these Nyss
kept a self-imposed watch on the borders of
their people’s lands, and their hunting prowess
provided their shards with abundant food all year
round. They developed a fearsome reputation
among those few souls bold enough to dwell in the
winter wastes.

The blight brought a special gift to the Nyss who


once patrolled the wilds. As it consumed them,
their legs deformed and lengthened, their bones
stretched as if pulled on a torturer’s wrack, and
their calves snapped in half before reshaping
themselves into new leg joints. The bones of their
feet fused and reformed, and their nails hardened
into claws capable of digging deep into the earth.
When their transformation was complete, they
were no longer rangers of the wild, but fleet, feral
hunters who could run at full speed across solid
ice, hurdle past logs, weave through underbrush,
and easily leap across small streams.

Strider Blightblade
When it comes to reconnaissance and assassination, few can
compare with Everblight’s striders. Gifted with an incredible
speed and elusiveness that cannot be readily duplicated
through mere instruction and training, striders slip unseen
from one shadow to the next and can traverse formidable
terrain easily, foiling many expert marksmen.
Slow Slaughter. Strider blightblades eschew traditional
Nyss longbows in favor of a pair of wicked, curved blades
fabricated using blighted energies. The angry, blackened
wounds these blades leave behind are only the beginning
of a victim’s suffering; enemies who survive a blightblade’s
cold touch might spend weeks wishing they had perished,
and hardy warriors have been laid low by the slightest of
flesh wounds. Battle surgeons and healers of all races familiar
with these wounds favor amputation whenever possible to
prevent the blight from creeping inexorably into a patient’s
veins. Blighted blades do not cause an infection in the As stories of shadow warriors wielding dual blades of death
traditional sense, rendering standard medical treatment and have spread among the armies of western Immoren, fear of
even alchemical restoratives ineffectual. Little can be done to the strider blightblades has grown. The forces of Everblight
relieve a victim’s excruciating pain besides excising the blight rely on these warriors not only to assassinate their enemies,
entirely. Failure to do so inevitably results in death. but also to sow chaos and terror.

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Strider Blightblade
Medium monstrosity (strider), neutral evil

Armor Class 15 (studded leather)


Hit Points 22 (4d8 + 4)
Speed 40 ft.

STR DEX CON INT WIS CHA


12 (+1) 17 (+3) 12 (+1) 10 (+0) 15 (+2) 10 (+0)

Skills Acrobatics +5, Perception +4, Stealth +7


Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 14
Languages Aeric
Challenge 1 (200 XP)

Ambusher. In the first round of a combat, the strider has


r
blade of a stride advantage on attack rolls against any creature it has surprised.
ce st ru ck by the horrifying ad es di dn ’t Keen Hearing and Sight. The strider has advantage on Wisdom
Rathlok was on the bl
g hi s tr ib e’s te rritory. He said pi te hi s (Perception) checks that rely on hearing or sight.
while patrollin es
rated his soul. D Pathfinder. Moving through nonmagical difficult terrain doesn’t
st bi te in to hi s flesh; they lace at pa in ev er y day. If this cost the strider extra movement.
ju he liv es with th r to
regenerative po w er s, s kind, I shudde Actions
a w ea po n ca n do to one of hi of us .
is what such ict upon the rest
—EL
Multiattack. The strider makes two blight blade attacks.
in k w ha t to rm ent it could infl Blight Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one
th
target. Hit: 8 (1d10 + 3) slashing damage. If the strider scores a
critical hit against a creature other than a construct, the target is
afflicted with blight. A target afflicted with blight can’t regain hit
points until it finishes a short or long rest. The blight lasts until it
is removed by the lesser restoration spell or similar magic.

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Strider Deathstalker
All striders are instruments of death, but a few rise above
their peers. These creatures have mutated so far from their
Strider Deathstalker
Medium monstrosity (strider), neutral evil
old species that they are barely recognizable as Nyss. From
the way they tilt their heads at peculiar angles to the coldness Armor Class 16 (studded leather)
of their unblinking countenances, deathstalkers behave more Hit Points 97 (15d8 + 30)
like ravens or falcons than those who were once their kin. Speed 40 ft.
Meticulous Killers. Deathstalkers find their reward in STR DEX CON INT WIS CHA
slaughter. They plan their attacks in meticulous detail and 12 (+1) 18 (+4) 14 (+2) 12 (+1) 16 (+3) 13 (+1)
gather as much information as possible before they strike. An
assault by a single deathstalker has been known to convince Saving Throws Dex +7
enemies that an entire force of bowmen is besieging them. Skills Perception +6, Stealth +10, Survival +6
Like predatory animals, these archers toy with their victims Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 16
dispassionately, yet their games are far more intricate and Languages Aeric
deliberately cruel. Once they have provoked an enemy, they Challenge 5 (1,800 XP)
will wait with arrows at the ready for the foolish response
that inevitably follows—and they will wait as long as it takes Ambusher. In the first round of a combat, the strider has
for their quarry to make a mistake. Deathstalkers can blend advantage on attack rolls against any creature it has surprised.
Dead Eye. The strider’s Nyss bow attacks ignore half cover and
into their surroundings and sit silently for hours if necessary
three-quarters cover.
in order to avoid giving away their positions, and the depth Keen Hearing and Sight. The strider has advantage on Wisdom
of their patience unnerves even other striders. (Perception) checks that rely on hearing or sight.
The Dragon’s Favored. Deathstalkers enjoy a clear place of Pathfinder. Moving through nonmagical difficult terrain doesn’t
honor among Everblight’s forces, and they demand obeisance cost the strider extra movement.
from their fellow Nyss by virtue of their piercing intelligence Swift Hunter. When the strider reduces a creature to 0 hit
points with a Nyss bow attack on its turn, it can move up to 10
and the dragon’s obvious favor. Their skill and ruthlessness feet as a bonus action.
justify their arrogance, however; Everblight’s warlocks Guide Scouts. Allied strider scouts within 30 feet of the strider
trust them to execute long and complex missions and afford gain the Swift Hunter trait.
them considerable leeway in commanding other striders. Actions
Coordinating their brethren with the barest of glances Multiattack. The strider makes two attacks with its shortsword
and gestures, deathstalkers move effortlessly to entrap and or three attacks with its Nyss bow.
execute their prey. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Far Flung. Deathstalkers travel farther afield than any target. Hit: 7 (1d6 + 4) piercing damage.
other members of Everblight’s legion. Often operating as Nyss Bow. Ranged Weapon Attack: +7 to hit, range 200/800 ft.,
one target. Hit: 9 (1d10 + 4) piercing damage.
solitary agents, these deadly warriors are regularly tasked
with seeking out and eliminating those who wish the Reactions
dragon harm—a list that seems to grow longer by the day. Snap Fire. When the strider reduces a creature to 0 hit points
Between the blackclads of the Circle Orboros, the few Nyss with a Nyss bow attack on its turn, it can immediately use its
reaction to make a Nyss bow attack.
who remain untouched by blight, other dragons, and the
kingdoms that have seen firsthand the atrocities committed
by his forces, the growing number of targets Everblight hurls
his deathstalkers against keeps them constantly in the field.
Forced to assume a lower profile in the wake of his defeat
during the Dragon War, Everblight remains hopeful that the s are
skill of his deathstalkers will dissuade at least a few enemies g th e st ri de rs, deathstalker
Am on nbal
The trust Ethru
from pursuing him further. a breed apart. tu re s is well
ed in these crea
ha s pl ac their place as
ed . T he y have earned
de se rv h skillful
s am on g the Nyss throug
le ad er ecution.
n and ruthless ex
—EL
m an ip ul at io

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Strider Scout Strider Scout
Medium monstrosity (strider), neutral evil
Certain striders are dispatched ahead of Everblight’s forces
as scouts to spy on troop movements and assassinate sentries Armor Class 15 (studded leather)
Hit Points 22 (4d8 + 4)
and other targets of opportunity deep within hostile lands. Speed 40 ft.
The touch of Everblight has reduced these blighted Nyss to
the bitter essence deep within them, enhanced their killer STR DEX CON INT WIS CHA
instinct, and honed their talent for slaying the living. Sadistic 12 (+1) 17 (+3) 12 (+1) 10 (+0) 15 (+2) 10 (+0)
to their core, these striders will gladly fire arrows at the
weakest animals that cross their path, as well as any unarmed Skills Perception +6, Stealth +7, Survival +4
Condition Immunities frightened
innocents they can find. Each death they cause provides a Senses darkvision 60 ft., passive Perception 16
grim satisfaction and is a reward worth savoring, for it is one Languages Aeric
of the few emotions left to them—as if a void siphoned away Challenge 1 (200 XP)
the meat of their souls, leaving only tainted gristle. Striders
have infiltrated defenseless villages in northern Khador Ambusher. In the first round of a combat, the strider has
advantage on attack rolls against any creature it has surprised.
in the dead of night, simply for the pale thrill of skulking
Dead Eye. The strider’s Nyss bow attacks ignore half cover and
from one house to the another and slaying every last man, three-quarters cover.
woman, and child. Keen Hearing and Sight. The strider has advantage on Wisdom
Proficient Hunters. Keeping to the cover of shadows (Perception) checks that rely on hearing or sight.
and trees, strider scouts are skilled at approaching from Pathfinder. Moving through nonmagical difficult terrain doesn’t
downwind and striking from a foe’s blind spot. Those who cost the strider extra movement.
flee Everblight’s forces are quickly overtaken by these fleet Actions
striders, who cruelly toy with their prey before granting them Multiattack. The strider makes two Nyss bow attacks.
the mercy of death. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
The Memory Remains. Despite having been transformed
Nyss Bow. Ranged Weapon Attack: +5 to hit, range 200/800 ft.,
into ruthless killing machines, striders still maintain one one target. Hit: 8 (1d10 + 3) piercing damage.
vestige of their former lives. After every slaughter, they
indulge in a ritual in which they dip a single raven feather
in the blood of each kill. They wear cloaks of such feathers
as a reminder of the many deaths left by the passage of Striders are a st
ark reminder of
Everblight’s forces. and twist Nyss Ethrunbal’s pow
traditions to his er to corrupt
these once-proud own ends. He ha
warriors into so s transformed
yet still allowed mething far mor
them to cling to e sinister,
lives in the form a remnant of th
of cloaks adorne eir former
blood. This mem d with feathers
ento speaks volu dipped in
fallen at the ha mes about those
nds of these leth who have
al hunters.

—EL

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122
Succubus
Products of generations of Everblight’s manipulations,
succubi are fonts of blighted arcane power. To create each
one, a specially selected Nyss is brought to the spawning
pools and ritually bathed in the blood of a warlock. It emerges
as something no longer wholly Nyss, attuned instead to the
warlock whose blood actualized its second birth. This ritual
empowers each succubus as an amplifier of its warlock’s own
gifts. With every thought and action, these creatures carry
out the will of their masters and of Everblight himself.

Succubus
Medium monstrosity (blighted), neutral evil

Armor Class 12
Hit Points 40 (9d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 11 (+0) 13 (+1) 12 (+1) 14 (+2)

Skills Arcana +3, Perception +3, Stealth +4


Condition Immunities charmed, frightened, prone
Senses darkvision 60 ft., passive Perception 13
Languages Aeric
Challenge 1 (200 XP)

Arcane Assist. While the incubus is within 60 feet of an allied


spellcaster, it can maintain concentration on a single spell cast
by the allied spellcaster.
Innate Spellcasting. The succubus’ innate spellcasting ability
is Charisma (spell save DC 12, +4 to hit with spell attacks). The
succubus can innately cast the following spells, requiring no
material components:
3/day each: fog cloud, suggestion
Actions
Constrict. Melee Weapon Attack: +2 to hit, reach 10 ft., one
target. Hit: 7 (2d6) bludgeoning damage. If the target is a
Medium or smaller creature, it is grappled (escape DC 10). Until
this grapple ends, the target is restrained, and the succubus
can’t constrict another target.
Hex Bolt. Ranged Spell Attack: +4 to hit, range 30 ft., one target.
Hit: 11 (2d10) force damage.

g a succubus is an
The ritual of creatin unbal
gths to which Ethr
example of the len of hi s se rvants.
the flesh
will go in warping at es no t only
s demonstr
The intricate proces at h an d lif e,
y over de
the dragon’s master ul at e th os e two
to manip
but also his ability
states to his own en
ds.
—EL

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123
Virtues Virtue
Medium aberration (blighted, virtue), neutral evil
Everblight has long been feared for his ability to unleash
devastating plagues and curses upon his enemies, but his Armor Class 16 (studded blighted leather)
latest creation may be his most terrifying yet: the virtue, a Hit Points 52 (7d8 + 21)
Speed 40 ft.
new species of warrior engineered specifically to combat
the threat of the infernals. Elegant yet horrifying, virtues STR DEX CON INT WIS CHA
are Everblight’s elite vanguard—his perfect warriors. Each 17 (+3) 14 (+2) 16 (+3) 11 (+0) 17 (+3) 10 (+0)
is born with the caustic blight of the dragon woven into its
very blood, making it a formidable combatant across the Saving Throws Dex +4
Skills Perception +5, Stealth +6
endless battlefields of western Immoren. These lightning-fast
Damage Immunities acid, poison
warriors are capable of secreting clouds of toxicity from their Condition Immunities charmed, frightened
pores, spitting acid at their foes, and tearing their dissolving Senses darkvision 60 ft., passive Perception 15
forms apart with ease. Their blight is so pure that their mere Languages Aeric, Tkra
presence is enough to mask the souls of Everblight’s faithful, Challenge 2 (450 XP)
making them nearly impossible to detect.
Pathfinder. Moving through nonmagical difficult terrain doesn’t
Virtues are a formidable force to be reckoned with, and cost the virtue extra movement.
their arrival on the battlefield is a sure sign of Everblight’s Peel Back the Layers. If the virtue hits a corroded creature
wrath. It is no wonder that they are feared and reviled by all with a blight claw attack, the attack deals an additional 3 (1d6)
who stand in their path. slashing damage.
They Are the Champions. Virtues are not merely mindless Soul Ward. Hostile creatures within 60 feet of the virtue can’t
automatons. Each shares a sliver of Everblight’s alien intellect collect souls from allies of the virtue.
and is capable of independent thought and action. This Actions
mental freedom allows some virtues to rise above the ranks of Multiattack. The virtue makes two attacks with its blight claws.
their kin. Virtue champions have mastered the blight within It can replace one of these attacks with Spit Venom.
Blight Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
their blood and can secrete toxic clouds of blight from their
target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) acid damage.
pores. Their control of the dragon’s blight is so great that the Spit Venom. The virtue spews a stream of toxic fluid at a point
caustic blessing of their master persists in their presence, no within 60 feet of it that it can see. Corrosive fluid covers a
matter what efforts their foes take to be cleansed. As a symbol 15-foot-radius circle centered on that point. Each creature in that
of their elevated status, many of these champions master area must make a DC 15 Dexterity saving throw. On a failed save,
difficult weapons or fighting styles to display their prowess in the creature takes 9 (2d8) acid damage and is corroded until the
start of the virtue’s next turn. On a successful save, the creature
combat, such as wielding two claymores. takes half as much damage and isn’t corroded. While corroded, a
creature takes a −2 penalty to AC.

The emergence
of more powerfu
not only this new l virtues reveals
breed but also its much about
been crafted for creator. Despite
the singular purp having
they still possess ose of serving Et
enough autonom hrunbal,
through sheer w y to rise above ex
illpower alone. pectations

—EL
MONSTERNOMICON | SHARDS OF EVERBLIGHT
124
Actions
Virtue Champion Multiattack. The virtue makes two blighted claymore attacks.
Medium aberration (blighted, virtue), neutral evil It can replace one of these attacks with Spit Venom.
Blighted Claymore. Melee Weapon Attack: +6 to hit, reach
Armor Class 16 (studded blighted leather) 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage plus 7 (2d6)
Hit Points 59 (7d8 + 28) acid damage.
Speed 40 ft. Blight Cloud (Recharge 4–6). The virtue releases an aura of
blight that fills a 10-foot-diameter sphere centered on it. The
STR DEX CON INT WIS CHA sphere spreads around corners. Each non-blighted creature in
17 (+3) 16 (+3) 18 (+4) 11 (+0) 17 (+3) 10 (+0) the area must make a DC 14 Constitution saving throw, taking
18 (4d8) acid damage on a failed save, or half as much damage
Saving Throws Str +6, Dex +6 on a successful one.
Skills Perception +6, Stealth +9 Spit Venom. The virtue spews a stream of toxic fluid at a
Damage Immunities acid, poison point within 60 feet of it that it can see. Corrosive fluid covers
Condition Immunities charmed, frightened a 15-foot-radius circle centered on that point. Each creature
Senses darkvision 60 ft., passive Perception 16 in that area must make a DC 14 Dexterity saving throw. On
Languages Aeric, Tkra a failed save, the creature takes 13 (3d8) acid damage and
Challenge 6 (2,300 XP) is corroded until the start of the virtue’s next turn. On a
successful save, the creature takes half as much damage
Pathfinder. Moving through nonmagical difficult terrain doesn’t and isn’t corroded. While corroded, a creature takes a −2
cost the virtue extra movement. penalty to AC.
Peel Back the Layers. If the virtue hits a corroded creature
with a blighted claymore attack, the attack deals an additional 5 Reactions
(1d10) slashing damage. Incite Virtue. When an allied virtue the virtue can see within
Soul Ward. Hostile creatures within 60 feet of the virtue can’t 30 feet of it makes an attack, the virtue can use its reaction to
collect souls from allies of the virtue. incite the ally to strike with greater fury. The ally can roll a d4
and add the number rolled to its attack roll. If the attack hits,
the ally can roll one additional weapon damage die and add
the number rolled to the damage roll.

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125
DRAGONSPAWN

MONSTERNOMICON | DRAGONSPAWN
126
DRAGONSPAWN
Dragonspawn are malformed, eyeless creatures spawned by is perfectly suited to a single task. These creatures inherently
dragons from their own blood. These twisted beasts defend share a link with the dragon’s warlocks and require no time
the dragon that spawned them and hunt its enemies to or effort to train. In addition to controlling the form of his
extinction. Although they are alive in the strictest sense of the spawn, Everblight can use his warlocks to produce them
word, dragonspawn are more like organic constructs created in much greater numbers than other dragons can. Many of
to serve their masters. Everblight’s preferred warbeast forms are ancient, having
Children of Dragons. Dragonspawn are created by dragons been designed to guard the dragon’s previous lairs in Morrdh
at will—never spontaneously—from their own blood. The and beneath the city of Issyrah; others are derived from his
number of spawn a dragon can create is limited by the power more recent imaginings.
of the dragon’s athanc. To create spawn, a dragon releases Everblight gives his spawn the ability to remain unnoticed.
some of its blood, which metamorphoses into a creature. Inert but aware, they conserve their energy until needed.
New spawn are stringy, ravenous creatures compelled by a These spawn possess sophisticated instincts that help them
need for a great quantity of flesh. carry out their designated tasks, but their true potential is
Dragonspawn are unswerving servants of the dragon reached only when they are controlled by a warlock. They
that created them. They essentially act as an extension of have no true will of their own, do not react to pain, and
the dragon’s form and will sacrifice themselves without possess no sense of self-preservation.
hesitation to fulfill the dragon’s will. When not under a Everblight’s spawn are birthed from the blood of his
dragon’s direct control, dragonspawn act in accordance warlocks, whose athanc shards cause their blood to become
with their own violent instincts, with much of their time the dragon’s own. These spellcasters choose each beast’s
spent hunting, slaughtering, and feeding on other creatures. form at the time of its creation. A newborn dragonspawn
Dragonspawn do not need sleep or many other aspects enters the world in possession of natural weaponry, a nearly
of normal animal life. Although they need food, they can insatiable hunger, a finely honed killing instinct, and an
survive without it far longer than ordinary creatures can, inborn arcane gift known as an animus. Fresh spawn are
atrophying but not expiring. When given food, an emaciated immediately bonded to a warlock and taken on hunts to sate
dragonspawn can be restored to its full vitality and size with their appetite. With an adequate supply of food, even the
alarming speed. largest dragonspawn can reach its full size within hours, but
Living Weapons. Spawn of Everblight, classified as the process of creating warbeasts is a taxing one that saps
dragonspawn incognitus by Viktor Pendrake, are living precious vitality from Everblight’s warlocks and removes
weapons spawned for the express purpose of war. Each is them from the field for a time.
engineered for a unique purpose by Everblight, and its form

g and
e n t i n studyin but
p ,
e been s ll kinds
r e ls o f ink hav gonspawn of a remain the
Bar on dra locks s
ting up al’s war that ha
specula ted by Ethrunb ped by a mind igns,
ea ha es
those cr ifying of all. S nd refine its d ok as
r r r a s lo
most ho nia to conside other dragon next to
ll e n fa ll s set
had mi spawn o ild’s drawing
—EL
k e t h e h
they ma careless as a c rtist.
u d e a n d a s t e ra
cr
t i n g s o fam
the pain

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Afflictor
Each unfortunate humanoid impaled upon an afflictor’s
barbed tail experiences a few seconds of indescribable agony
and fear before a ravening incubus erupts from its ruined
Among the myriad powers at Everblight’s disposal, the flesh. As the dying creature’s vision dims, its last sight is
most terrifying is the dragon’s capacity to infect the bodies that of its killer taking wing with a piercing shriek, already
and minds of his enemies. The blight is not only a means hunting its next victim.
to create his servants and spawn, but also a weapon to be Afflictors serve as harbingers of Everblight’s corruption,
wielded against lesser creatures. The afflictor was created sowing chaos and despair among their enemies as they
to serve this very purpose. Born in blight for the purpose of spread the dragon’s blight. They are relentless hunters,
spreading it, its body is a vessel for delivering the seed of this and their aberrant nature allows them to forgo sleep as
all-consuming force of destruction. A victim who is struck they tirelessly pursue their quarry. The sight of an afflictor
by this beast’s wicked tail is quickly pumped full of seething, swooping through the air, searching for its next victim, is a
caustic corruption, its flesh transformed into a host for a new chilling omen of the suffering and destruction that follows
child of the dragon. in its wake.
Afflictors take to the skies above Everblight’s forces like Unusual Nature. An afflictor doesn’t require sleep.
nightmarish wasps designed to hunt across the battlefield.

Imagin
e, i
above th f you will, a m INCUBUS HOSTS
e on
with its battlefield, eag strous wasp s
One of the more horrifying aspects of incubi is how they
venomo er to im oaring gestate. Lying dormant within the body of an infested host,
final m u pa
oments s barb. A haple le and infect the incubus undergoes accelerated maturation before
another of torm ss victim ripping free of the host’s body. Any creature that hosts a
m ent, , in its
triumph alevolent offsp witnesses the larval incubus gains the following trait:
antly an ring as birth of
next pr d takes its slay Incubus Host. When this creature dies, a rapidly maturing
ey. to er s
of the d The afflictor the skies in se hrieks incubus rips free of its corpse and appears in the creature’s
epths of is truly arch of space. In combat, the incubus inherits this creature’s
Ethrun a it
bal’s de chilling remin s initiative count.
pravity d er
.
—EL

Afflictor Dragonspawn
Large aberration (dragonspawn), neutral evil creature that touches the afflictor or hits it with a melee attack
while within 5 feet of it takes 5 (2d4) poison damage.
Armor Class 15 (natural armor) Soulless. The afflictor doesn’t have a soul.
Hit Points 67 (9d10 + 18) Warbeast. The afflictor is a warbeast and can be forced to use
Speed 0 ft., fly 40 ft. any Fury Manipulation options its controlling warlock knows. The
afflictor has a threshold of 2.
STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 14 (+2) 6 (−2) 10 (+0) 8 (−1) Actions
Multiattack. The afflictor makes two attacks: one with its bite
Skills Perception +3 and one with its tail.
Damage Immunities acid Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Condition Immunities blinded, charmed, frightened, poisoned 10 (2d6 + 3) piercing damage plus 3 (1d6) acid damage.
Senses blindsight 120 ft. (blind beyond this radius), passive Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit:
Perception 13 14 (2d10 + 3) piercing damage. If the target is a humanoid, it must
Languages — succeed on a DC 13 Constitution saving throw or be implanted
Challenge 5 (1,800 XP) with an incubus larva.
A humanoid host can carry only one incubus larva at a time.
Animus. The afflictor can be forced to gain 1 fury point to cast While it carries the larva, the host is poisoned and gains the
the following animus spell: Incubus Host trait. While poisoned in this way, the host can’t
1st level: expeditious retreat regain hit points. The poison lasts until it is removed by the
Blighted Presence. At the start of each of the afflictor’s turns, lesser restoration spell or similar magic, which destroys the
each creature within 5 feet of it takes 5 (2d4) poison damage. A incubus larva.

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Angelius
Everblight resolved not to spawn the angelius again until
the benefits outweighed the risk of drawing unwanted
attention. That time came as he prepared to battle the dragon
The great six-winged angelius was created to stand above the Pyromalfic at the Castle of the Keys. Knowing he would need
ranks of the seraphim and lead the flying hosts of Everblight the might of the angelii to strike down his sibling, he had
to victory. Its razor-barbed tail strikes with blinding speed, the prophet Thagrosh summon a seraph and spill its blood.
impaling its victims with a ferocity belying its serpentine The blighted ogrun then cut his own veins and mingled the
grace. The angelius remains in constant motion, soaring seraph’s essence with the purer heart-blood of the dragon.
over the battlefield and killing with impunity while evading Thus the first angelius of the new age tore into the sky with a
enemies unworthy of its attention. rending cry, and with its aid, Pyromalfic was defeated.
An Ancient Design. More than two thousand years have Draconic Desperation. The resurgence of the angelii
passed since Everblight first unleashed his favored creation, once represented Everblight’s surging confidence, but it
near the end of the dragon’s alliance with the kingdom of now represents something different about the dragon: his
Morrdh. Grown powerful, confident, and too comfortable in desperate need to protect himself from attack. Everblight
his influence over the lords of that dark kingdom, Everblight has many enemies, and in the years since his failed attempt
created the angelius to placate the most loyal lords and terrify to secure the athanc of the dragon Nidoboros, those enemies
the more recalcitrant ones. This was a grave mistake, for have been circling ever closer to his many warlocks. Creating
agents of the Dragonfather spotted the serpentine spawn as many of these flying dragonspawn as he can manage is
and returned to Cryx to report what they had seen to their no longer a show of strength and confidence; instead, it
master. Lord Toruk immediately recognized the mark of represents a desperate attempt to put a wall of scaled flesh
the creature’s creator and deduced the progeny responsible, between the dragon’s scattered essence and the many forces
eventually unearthing Everblight’s hiding place and nearly that would see him wiped out.
exterminating him. Unusual Nature. An angelius doesn’t require sleep.

Angelius Dragonspawn Blighted Presence. At the start of each of the angelius’ turns, each
Large aberration (dragonspawn), neutral evil creature within 5 feet of it takes 2 (1d4) acid damage. A creature
that touches the angelius or hits it with a melee attack while within
Armor Class 17 (natural armor) 5 feet of it takes 2 (1d4) acid damage.
Hit Points 152 (16d10 + 64) Nimble. The angelius can take the Disengage action as a bonus
Speed 0 ft., fly 40 ft. action on each of its turns.
Soulless. The angelius doesn’t have a soul.
STR DEX CON INT WIS CHA Warbeast. The angelius is a warbeast and can be forced to use
19 (+4) 18 (+4) 18 (+4) 6 (−2) 14 (+2) 8 (−1) any Fury Manipulation options its controlling warlock knows. The
angelius has a threshold of 4.
Saving Throws Str +8, Dex +8
Skills Perception +6, Stealth +6 Actions
Damage Immunities acid Multiattack. The angelius makes two attacks: one with its bite and
Condition Immunities blinded, charmed, frightened, poisoned one with its tail.
Senses blindsight 120 ft. (blind beyond this radius), passive Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit:
Perception 16 15 (2d10 + 4) piercing damage plus 3 (1d6) acid damage.
Languages — Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17
Challenge 9 (5,000 XP) (2d12 + 4) piercing damage.
Flame Jet (Recharge 5–6). The angelius exhales fire in a 60-foot
Animus. The angelius can be forced to gain 1 fury point to cast line that is 5 feet wide. Each creature in that line must make a DC 16
the following animus spell: Dexterity saving throw, taking 55 (10d10) fire damage on a failed
1st level: thunderwave save, or half as much damage on a successful one.

The angeli
us
grand desi emerges from the sh
gns, a sym adow of E
desperatio bo thr
n. It defen l of both prowess an unbal’s
grace, tire ds its crea d
lessly soar tor
ing throug with unmatched
h the skie
s.

—EL

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Archangel to consume that essence. But even with the power of his
sibling’s athanc added to his own, Everblight lacked the
essential matter necessary to realize his vision. It was not
Everblight’s most perfect spawn, the archangel courses until his warlock Kallus procured some of the defeated
through the sky and unleashes gouts of flame upon the earth. Pyromalfic’s bones that Everblight saw the means to create
It scorches its master’s enemies, coming to ground only to his ultimate work.
feast upon those who would defy him. Although the bone pieces were few, each served as a
Pièce de Résistance. In just a few short years, Everblight powerful reagent in the bloody genesis Everblight intended.
learned more about the crafting of flesh through blight than The dragon called his consul, Vayl, to him and had her
any dragon on Caen. With each new spawn he wrought, prepare for the spawning. Vayl and her most skilled
he refined both his vision for his blighted creations and his sorceresses modified her greatest spawning pool and set the
understanding of their unique physiology. Beasts like the wide, deep metal cauldron within a stone basin at the feet
angelius and the seraph informed his knowledge of flight of the mountain stronghold where the dragon’s forces had
and flame even as their sinuous bodies echoed the glory he temporarily made camp. Vayl herself spent days filling each
knew in his draconic form. Devouring Pyromalfic’s athanc sigil set into its surface with a mixture containing her own
multiplied Everblight’s strength, as well as his mastery blood, empowered by the athanc shard she bore. When her
of blight and his desire to spawn creations worthy of his work was complete, she witnessed the birth of the most
great legacy. potent tool in Everblight’s arsenal.
The dragon first conceived of the archangel while working Unusual Nature. An archangel doesn’t require sleep.

Archangel Dragonspawn
Gargantuan aberration (dragonspawn), neutral evil damage. If the target is a creature, it is grappled (escape DC 16).
Until this grapple ends, the target is restrained, and the archangel
Armor Class 20 (natural armor) can’t bite another target.
Hit Points 248 (16d20 + 80) Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit:
Speed 40 ft., fly 50 ft. 20 (4d6 + 6) slashing damage.
Blightfire Breath (Recharge 5–6). The archangel spews blighted
STR DEX CON INT WIS CHA fire in a 90-foot cone. Each creature in that area must make a DC 22
23 (+6) 16 (+3) 20 (+5) 6 (−2) 14 (+2) 8 (−1) Constitution saving throw, taking 63 (14d8) fire damage on a failed
save, or half as much damage on a successful one.
Saving Throws Dex +9, Con +11 Frightful Presence. Each creature of the archangel’s choice that
Skills Athletics +12, Intimidation +5, Perception +8, Stealth +9 is within 120 feet of the archangel and aware of it must succeed on
Damage Immunities acid a DC 16 Wisdom saving throw or become frightened for 1 minute. A
Condition Immunities blinded, charmed, frightened, poisoned creature can repeat the saving throw at the end of each of its turns,
Senses blindsight 120 ft. (blind beyond this radius), passive ending the effect on itself on a success. If a creature’s saving throw
Perception 18 is successful or the effect ends for it, the creature is immune to the
Languages — archangel’s Frightful Presence for the next 24 hours.
Challenge 18 (20,000 XP) Swallow. The archangel makes one bite attack against a Large or
smaller creature it is grappling. If the attack hits, the target takes
Animus. The archangel can be forced to gain 3 fury points to the bite’s damage, the target is swallowed, and the grapple ends.
cast the following animus spell: While swallowed, the creature is blinded and restrained, it has total
3rd level: fireball cover against attacks and other effects outside the archangel, and it
Blighted Presence. At the start of each of the archangel’s turns, takes 21 (6d6) acid at the start of each of the archangel’s turns.
each creature within 5 feet of it takes 18 (4d8) acid damage. A If the archangel takes 60 damage or more on a single turn from
creature that touches the archangel or hits it with a melee attack a creature inside it, the archangel must succeed on a DC 20
while within 5 feet of it takes 18 (4d8) acid damage. Constitution saving throw at the end of that turn or regurgitate
Legendary Resistance (3/Day). If the archangel fails a saving all swallowed creatures, which fall prone in a space within 10 feet
throw, it can choose to succeed instead. of the archangel. If the archangel dies, a swallowed creature is no
Siege Monster. The archangel deals double damage to objects longer restrained by it and can escape from the corpse by using 30
and structures. feet of movement, exiting prone.
Soulless. The archangel doesn’t have a soul. Legendary Actions
Warbeast. The archangel is a warbeast and can be forced to use
any Fury Manipulation options its controlling warlock knows. The The archangel can take 3 legendary actions, choosing from the
archangel has a threshold of 5. options below. Only one legendary action can be used at a time and
only at the end of another creature’s turn. The archangel regains
Actions spent legendary actions at the start of its turn.
Multiattack. The archangel makes three attacks: one with its Claw. The archangel makes one claw attack.
bite and two with its claws. Deceptively Mobile. The archangel moves up to its speed.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Swoop (Costs 2 Actions). The archangel moves up to its speed
Hit: 28 (4d10 + 6) piercing damage plus 11 (2d10) necrotic and makes one bite attack.

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Blightbringer
by steaming ichor that sprays in great gouts from the
beast’s wounds.
From a distance, ash expelled from the blightbringer’s
Shrouded by a cloud of perpetual ash and blight, the body appears as a roiling wall of grey cloud that sweeps
blightbringer burns with an inner fire like that of the across the landscape and veils the shifting shadows of a
dragons themselves. Powerful warping energies rise from the thousand unknown nightmares within. Thus concealed
dragonspawn’s gaping maw, bringing with them a withering from sight, Everblight’s legions sweep across western
miasma that reeks of sulfur and decay and chokes all breath Immoren like a plague. Lush forests and golden fields are
from the living. The creature’s deep bellow carries for miles blanketed in charcoal-grey dust as once-beautiful vistas are
like the sounding of a great ancient horn. Its oversized left stifled and devitalized by the concentrated blight. Skies
forelegs drag its huge form across the battlefield, leaving a are blackened, streams are tainted, and flora is changed
winding gouge in the earth to mark its passing. forever by the blightbringer’s passage. Any animal not quick
Enemies who survive a blightbringer’s initial passing do enough to flee is transformed into something horrifically
not have long to suffocate on the ashes in its wake before malevolent and vicious, and each blighted creature in the area
they are dispatched with a flick of its venom-coated barbed is strengthened by this corrupt energy, which bolsters the
tail. So hot are the fires burning within the blightbringer’s muscles, bones, and scales of those already contaminated by
frame that the very blood pumping through its veins remains Everblight’s touch.
at a perpetual boil. Those who fight their way through the Unusual Nature. A blightbringer doesn’t require sleep.
smog swirling about the gargantuan to strike it are scalded

Blightbringer Dragonspawn
Gargantuan aberration (dragonspawn), neutral evil
throw or be swallowed by the blightbringer. A swallowed creature
Armor Class 20 (natural armor) is blinded and restrained, it has total cover against attacks and
Hit Points 280 (16d20 + 112) other effects outside the blightbringer, and it takes 21 (6d6) acid
Speed 25 ft. damage at the start of each of the blightbringer’s turns.
If the blightbringer takes 30 damage or more on a single turn
STR DEX CON INT WIS CHA from a creature inside it, the blightbringer must succeed on
22 (+6) 10 (+0) 25 (+7) 4 (−3) 10 (+0) 4 (−3) a DC 18 Constitution saving throw at the end of that turn or
regurgitate all swallowed creatures, which fall prone in a space
Saving Throws Str +12, Con +13 within 10 feet of the blightbringer. If the blightbringer dies, a
Skills Perception +6 swallowed creature is no longer restrained by it and can escape
Damage Immunities acid from the corpse by using 20 feet of movement, exiting prone.
Condition Immunities blinded, charmed, frightened, poisoned Impaling Spike. Melee Weapon Attack: +12 to hit, reach 10 ft.,
Senses blindsight 120 ft. (blind beyond this radius), passive one target. Hit: 28 (4d10 + 6) piercing damage.
Perception 16 Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit:
Languages — 28 (4d10 + 6) piercing damage plus 18 (4d8) poison damage.
Challenge 18 (20,000 XP) Blight Fire (Recharge 5–6). The blightbringer vomits a ball
of blighted flame at a point it can see within 90 feet of it. The
Animus. The blightbringer can be forced to gain 3 fury points to ball explodes upon impact. Each creature within 30 feet of
cast the following animus spell: that point must make a DC 16 Dexterity saving throw, taking 99
3rd level: stinking cloud (18d10) fire damage on a failed save, or half as much damage on a
Blighted Presence. At the start of each of the blightbringer’s successful one.
turns, each creature within 5 feet of it takes 18 (4d8) acid A 30-foot-radius circle centered on the blast point becomes
damage. A creature that touches the blightbringer or hits it a hazard for 1 minute. Each creature that starts its turn in
with a melee attack while within 5 feet of it takes 18 (4d8) the hazard or that enters the hazard during its turn must
acid damage. succeed on a DC 16 Constitution saving throw or take 22 (4d10)
Legendary Resistance (3/Day). If the blightbringer fails a necrotic damage.
saving throw, it can choose to succeed instead. Blighted Breath. The blightbringer exhales a cloud of blighted
Siege Monster. The blightbringer deals double damage to breath in a 30-foot-diameter sphere centered on it. The sphere
objects and structures. spreads around corners. Each time the blightbringer uses its
Soulless. The blightbringer doesn’t have a soul. blighted breath, it chooses one of the following options. The
Warbeast. The blightbringer is a warbeast and can be forced to chosen effect lasts until the start of the blightbringer’s next turn.
use any Fury Manipulation options its controlling warlock knows. 1. Blight’s Blessing. Each blighted creature in the affected
The blightbringer has a threshold of 5. area gains advantage on Strength checks and Strength
saving throws.
Actions 2. Spiritual Corruption. Non-blighted creatures in the affected
Multiattack. The blightbringer uses its Blighted Breath. It area can’t cast or channel spells.
then makes three attacks: two with its impaling spikes and one 3. Withering Ash. The affected area becomes heavily obscured.
with its tail. Each non-blighted creature in that area must succeed on
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. a DC 16 Constitution saving throw or take a –2 penalty to
Hit: 28 (4d10 + 6) piercing damage. If the target is a Large or AC and Dexterity saving throws. Creatures immune to fire
smaller creature, it must succeed on a DC 18 Strength saving damage automatically succeed on this saving throw.

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Blight Wasp
Moving as a single mass of beating wings, scything claws, and
pulsing stingers, swarms of blight wasps sow panic and death
across the battlefields of western Immoren as they inject
enemies with the poison of dragon blight itself.Their victims
suffer excruciating spasms as their bodies erupt with spurs
of bone. A single dose of blight wasp toxin is enough to kill
a man, but these mindless creatures will sting their hapless,
writhing victims over and over, sometimes long after their
prey has expired.
Everblight’s legions can create multitudes of these horrors
with alarming ease, and the wasps grow to full size within
hours. Blight wasp swarms move unpredictably in battle,
darting from one target to another as they harry and
eliminate enemy warriors and warbeasts. These swarms are
at their most formidable against ranks of enemy soldiers,
which they descend upon as one in a vicious, stinging cloud.
Against larger prey, blight wasps converge and attack from
multiple angles until they have destroyed their quarry.
Relentless and tireless, blight wasp swarms show no mercy
to those who encounter them. They communicate by means
of a high-pitched, ultrasonic sound that is inaudible to most
creatures. Combined with their unique hive mind, this
ability allows them to coordinate their attacks with uncanny
precision, making them truly terrifying foes. Despite their
relatively small size, the dragonblight coursing through
their tiny bodies gives them an incredible ability to adapt
to different environments and situations. It also grants
them an unnatural resilience that allows them to survive
even in the most inhospitable conditions. These horrifying
creatures serve as a constant reminder of the cruel and
devastating power of Everblight’s forces, and their presence
on the battlefield is enough to make even the most seasoned
warriors tremble with fear.
Unusual Nature. A blight wasp doesn’t require sleep.

Envision swar
ms of blight w
death, spreadin asps, winged ha
g chaos and ag rbingers of
with Ethrunbal ony as they in
’s lethal blight. ject victims
hive mind mak Their relentless
e them formid nature and
them to incite able adversarie
terror among ev s, allowing
en seasoned war
riors.

—EL

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Blight Wasp Dragonspawn Blighted Presence. At the start of each of the wasp’s turns,
Small aberration (dragonspawn), neutral evil each creature within 5 feet of it takes 1 poison damage. A
creature that touches the wasp or hits it with a melee attack
Armor Class 12 while within 5 feet of it takes 1 poison damage.
Hit Points 10 (3d6) Pack Tactics. The wasp has advantage on an attack roll against
Speed 20 ft., fly 40 ft. a creature if at least one of the wasp’s allies is within 5 feet of the
creature and the ally isn’t incapacitated.
STR DEX CON INT WIS CHA Soulless. The wasp doesn’t have a soul.
10 (+0) 14 (+2) 10 (+0) 3 (−4) 10 (+0) 3 (−4) Warbeast. The wasp is a warbeast and can be forced to use any
Fury Manipulation options its controlling warlock knows. The
Damage Immunities poison wasp has a threshold of 2.
Condition Immunities blinded, charmed, frightened, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive
Actions
Perception 10 Blight Stinger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Languages — creature. Hit: 4 (1d4 + 2) piercing damage, and the target must
Challenge 1/2 (100 XP) make a DC 11 Constitution saving throw, taking 10 (3d6) poison
damage on a failed save, or half as much damage on a successful
Animus. The wasp can be forced to gain 1 fury point to cast the one. If the poison damage reduces the target to 0 hit points, the
following animus spell: target is stable but poisoned for 1 hour, even after regaining hit
1st level: expeditious retreat points, and is paralyzed while poisoned in this way.

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Carnivean Carnivean Dragonspawn
Large aberration (dragonspawn), neutral evil
Carniveans are among the largest and most formidable beasts
in Everblight’s living arsenal. Standing a dozen feet tall, these Armor Class 18 (natural armor)
Hit Points 190 (20d10 + 80)
horrifying creatures are consumed by a desire for combat Speed 30 ft.
and slaughter, and they lumber into battle protected by a
scaly hide that is difficult, if not impossible, for most foes STR DEX CON INT WIS CHA
to penetrate. 21 (+5) 18 (+4) 18 (+4) 6 (−2) 14 (+2) 8 (−1)
The carnivean is extremely formidable in melee, but its
most devastating weapon is its ability to disgorge a scorching Saving Throws Str +9, Dex +8
Skills Athletics +9, Perception +6
but rapidly consumed naphtha from its mouth—a fiery Damage Immunities acid
acidic mixture that melts flesh in a matter of seconds. Even Condition Immunities blinded, charmed, frightened, poisoned
though this discharge is far less powerful than the fiery blasts Senses blindsight 60 ft. (blind beyond this radius), passive
produced by dragons, it easily annihilates lesser creatures and Perception 16
has a profound effect on the morale of those who witness its Languages —
Challenge 10 (5,900 XP)
ghastly aftermath.
Gruesome Gifts. Morrdhic warlords who proved especially Animus. The carnivean can be forced to gain 1 fury point to cast
loyal or useful to Everblight were typically granted a loyal the following animus spell:
carnivean as a token of the dragon’s gratitude. Such gifts were 1st level: spiny growth
often bestowed upon those who had prevented enemy forces Blighted Presence. At the start of each of the carnivean’s
from discovering the dragon’s hiding place beneath the Black turns, each creature within 5 feet of it takes 10 (4d4) acid
damage. A creature that touches the carnivean or hits it with a
Kingdom’s capital. melee attack while within 5 feet of it takes 10 (4d4) acid damage.
Unusual Nature. A carnivean doesn’t require sleep. Soulless. The carnivean doesn’t have a soul.
Warbeast. The carnivean is a warbeast and can be forced to
use any Fury Manipulation options its controlling warlock knows.
The carnivean has a threshold of 4.
Actions
Multiattack. The carnivean makes three attacks: one with its
bite and two with its talons.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
16 (2d10 + 5) piercing damage plus 3 (1d6) acid damage.
Talon. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage.
Fire Breath (Recharge 5–6). The carnivean exhales fire in
a 30-foot cone. Each creature in that area must make a DC 17
Dexterity saving throw, taking 56 (16d6) fire damage on a failed
save, or half as much damage on a successful one.

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Harrier Harrier Dragonspawn
Small aberration (dragonspawn), neutral evil
A horror from earlier eras, the harrier has been called from
the depths of Everblight’s blood to serve the dragon’s legions. Armor Class 13
Hit Points 14 (4d6)
It bears a passing resemblance to the endlessly ravenous
Speed 20 ft., fly 40 ft.
shredder but isn’t afflicted with overpowering hunger after it
grows to full size. STR DEX CON INT WIS CHA
Shock Troops. Ranging far ahead of the dragon god’s 14 (+2) 16 (+3) 10 (+0) 4 (−3) 16 (+3) 6 (−2)
blighted army as emissaries of terror, harriers fall upon
their victims with swift and deadly violence. Their speed Skills Perception +5
Damage Immunities poison
and maneuverability are prized attributes, giving harriers Condition Immunities blinded, charmed, frightened, poisoned
the ability to probe enemy defenses before tearing through Senses blindsight 60 ft. (blind beyond this radius), passive
their flanks. Perception 15
Imitations of Life. These unnatural creatures only mimic Languages —
life and lack their own internal motivation; their sole purpose Challenge 1 (200 XP)
is to serve at the whim of Everblight’s warlocks. Their endless
Animus. The harrier can be forced to gain 2 fury points to cast
patience and dedication exceed those of any natural living the following animus spell:
thing, and they can sustain themselves for protracted periods 2nd level: blur
in the air without fatigue if necessary. Like all dragonspawn, Blighted Presence. At the start of each of the harrier’s turns,
harriers have no true soul despite their bestial intelligence. each creature within 5 feet of it takes 2 (1d4) poison damage. A
Deadly Scouts. Despite their lack of sight, harriers are creature that touches the harrier or hits it with a melee attack
while within 5 feet of it takes 2 (1d4) poison damage.
incredibly deft. Their senses are keener than even those
Flyby. The harrier doesn’t provoke opportunity attacks when it
of shredders, and they can detect incoming threats from flies out of an enemy’s reach.
great distances. In ancient times, Everblight used harriers Soulless. The harrier doesn’t have a soul.
to scout remote positions and to find sites suitable for his Warbeast. The harrier is a warbeast and can be forced to use
lairs; now they are simply another potent weapon in his any Fury Manipulation options its controlling warlock knows.
arsenal. The sight of their sickly, wet flesh gleaming in the The harrier has a threshold of 2.
waning moonlight is often a harbinger of death for any who Actions
behold them. Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Unusual Nature. A harrier doesn’t require sleep. Hit: 6 (1d6 + 3) slashing damage.

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Khymaeric Dragonspawn
These unusual dragonspawn first appeared in 612 AR in
the vicinity of Ramarck and the Wyrmwall Mountains.
Observers from Westwatch described seeing them in the
skies over Nine Stone. Fearing that they represented leftover
followers
spawn from the aftermath of the Dragon War years prior, a ba l an d his corrupted
ion about Eth
ru n d recent,
group of Cygnaran Rangers set out to identify and eliminate No conversat t a lo ok at an unusual, an of the
plete withou share elemen
ts
the creatures. would be com sp aw n th at appear to et h in g… other.
go n ed into so m
What they encountered was spawn unlike any other ever discovery: dra t tran sf or m
kmanship bu us.
recorded. The creatures had the blighted traits common dragon’s wor more dangero
among all dragonspawn but also had machine-like qualities. And pe rh ap s, so mething far
—EL
Made up of co-mingled draconic flesh and otherworldly
metal, the creatures were described by the Rangers as
possessing a degree of bestial cunning that far exceeded
previously recorded specimens.

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Khymaeric Hydr ix
Multiheaded Menace. Each head of the hydrix harbors
its own distinct abilities, enabling the creature to unleash
a barrage of complementary assaults to overwhelm and
Crawling forth from the depths of the Wyrmwall Mountains, vanquish its adversaries. The heads may possess powers such
the hydrix emerges as a monstrous entity rivaling the terror as pyroclastic breath, venomous spit, or even the ability to
inspired by the unveiling of Everblight’s formidable army, harness arcane energies, making the hydrix a formidable and
composed of Nyss and dragonspawn. This serpentine horror, versatile combatant.
boasting numerous heads, each endowed with unique and
dreadful powers, marks a pivotal moment in the evolution
and potency of dragonspawn.
Evolutionary Apex. The hydrix serves as the ultimate
embodiment of adaptation and advancement in the realm
of dragonspawn. This multiheaded monstrosity showcases
a plethora of variations, ensuring that opponents face an
unpredictable assortment of lethal assaults when confronted
by this fearsome foe. While not as nimble as the swift
vypex, the hydrix compensates for its reduced speed with
an imposing combination of brute strength and a diverse
array of attacks.

Hydrix Heavy Warbeast Actions


Large aberration (khymaeric dragonspawn), unaligned
Multiattack. The hydrix makes three bite attacks. It can replace a
bite with an attack provided by one of its other heads.
Armor Class 17 (natural armor)
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit:
Hit Points 273 (26d10 + 130)
20 (4d6 + 6) piercing damage.
Speed 30 ft.
Bash (Hammerhead Only). Melee Weapon Attack: +11 to hit,
reach 10 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
STR DEX CON INT WIS CHA
Impale (Impaler Head Only). Melee Weapon Attack: +11 to hit,
22 (+6) 16 (+3) 20 (+5) 8 (−1) 14 (+2) 6 (−2)
reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing damage. This
attack scores a critical hit on a roll of 19 or 20.
Saving Throws Str +11, Con +11
Drain (Lamprey Head Only). Melee Weapon Attack: +11 to
Skills Athletics +11, Perception +7
hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) piercing damage
Damage Resistances lightning, necrotic
plus 7 (2d6) necrotic damage. The target’s hit point maximum is
Damage Immunities poison
reduced by an amount equal to the necrotic damage taken, and
Condition Immunities exhaustion, frightened, poisoned, prone
the dragonspawn regains hit points equal to that amount. The
Senses darkvision 120 ft., passive Perception 17
reduction lasts until the target finishes a long rest. The target dies if
Languages —
this effect reduces its hit point maximum to 0.
Challenge 14 (11,500 XP)
Rend (Rending Head Only). Melee Weapon Attack: +11 to hit,
reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage. If the
Multiple Heads. The hydrix has three heads. The hydrix has
target is a creature, it must succeed on a DC 16 Strength saving
advantage on saving throws against being blinded, charmed,
throw or take an extra 4 (1d8) piercing damage and be grappled
deafened, frightened, stunned, and knocked unconscious. The
(escape DC 16). The dragonspawn can have only one creature
hydrix has one primary head and two secondary heads. Its head
grappled in this way at a time.
options are:
Dragonbreath (Dragon Head Only, Recharge 5–6). The
1. Arcane Head (Primary)
dragonspawn exhales fire that erupts in a 20-foot radius sphere
2. Dragon Head (Primary)
centered on a point within 120 feet it can see. Each creature in that
3. Rending Head (Primary)
area must make a DC 20 Dexterity saving throw, taking 52 (15d6) fire
4. Flame Spitter (Secondary)
damage on a failed save, or half as much damage on a successful one.
5. Hammerhead (Secondary; this head grants the
Poison Spray (Poison Spitter Head Only). Ranged
dragonspawn +2 AC)
Weapon Attack: +8 to hit, range 5 ft., one target. Hit: 18 (4d8)
6. Impaler (Secondary)
poison damage.
7. Lamprey Head (Secondary)
Flame Spray (Flame Spitter Head Only). The dragonspawn
8. Poison Spitter (Secondary)
spews flame in a 30-foot cone. Each creature in that area must
Regeneration. The dragonspawn regains 10 hit points at the start
make a DC 20 Dexterity saving throw, taking 18 (4d8) fire damage
of its turn. If the dragonspawn takes acid or fire damage, this trait
on a failed save.
doesn’t function at the start of the dragonspawn’s next turn. The
dragonspawn dies only if it starts its turn with 0 hit points and Reactions
doesn’t regenerate. Future Sight (Arcane Head Only, Recharge 6). When the
Unusual Nature. A khymaeric hydrix doesn’t require sleep. dragonspawn makes an attack or damage roll, it can use its reaction
to reroll the attack or damage roll.

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Khymaeric Vypex Vypex Dragonspawn
Large aberration (khymaeric dragonspawn), unaligned

The vypex, a terrifying creation born from the twisted Armor Class 16 (natural armor)
fusion of harvested biomass and discarded alloy, stands as a Hit Points 123 (13d12 + 39)
testament to its creator’s dark genius. Designed as a lethal Speed 30 ft.
blend of dragonspawn and machinery, these creatures possess
STR DEX CON INT WIS CHA
an uncanny adaptability that allows their creator to modify
18 (+4) 19 (+4) 17 (+3) 8 (−1) 14 (+2) 6 (−2)
and enhance them to confront various adversaries. The
vypex’s draconic flesh is a nightmarish fusion of biological Saving Throws Dex +7
and synthetic materials. Skills Athletics +7, Perception +5
Adaptive Abominations. The vypex is a formidable creature, Damage Resistances lightning, necrotic
exhibiting exceptional agility and speed, making it a deadly Damage Immunities poison
Condition Immunities exhaustion, frightened, poisoned, prone
predator. Its primary weapons are its powerful scything
Senses darkvision 120 ft., passive Perception 15
talons, razor-sharp appendages capable of slicing through Languages —
armor and flesh with ease. Some iterations of the vypex Challenge 8 (3,900 XP)
have been observed with injector talons, which can deliver a
potent dose of venom to incapacitate or even kill their target. Elusive. The dragonspawn can take the Dash or Disengage action
This venom is rumored to be a blend of potent natural toxins as a bonus action on each of its turns.
Unusual Nature. A khymaeric vypex doesn’t require sleep.
and engineered chemical agents.
Reinforced Resilience. The structural integrity of the vypex Actions
is enhanced by its organic bones, which are reinforced Multiattack. The dragonspawn makes three attacks: two with its
talons and one with its bite. It can replace one of its talon attacks
with a lattice of steel and arcane compounds. This unique
with a tail attack instead.
skeletal structure allows the creature to withstand immense Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
force and punishment, rendering it exceptionally durable 13 (2d8 + 4) piercing damage.
in combat. Furthermore, its muscles are augmented by an Cleaver Talon. Melee Weapon Attack: +7 to hit, reach 10 ft., one
intricate system of cabling, resulting in enhanced strength target. Hit: 15 (2d10 + 4) slashing damage. This attack scores a
and reflexes. This biomechanical synergy enables the vypex to critical hit on a roll of 19–20.
Razor Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one
perform astonishing feats of athleticism and acrobatics.
target. Hit: 15 (2d10 + 4) slashing damage, and if the target is
The creature’s hide is composed of interwoven layers a creature it must make a DC 16 Strength saving throw or be
of supple, scaled flesh and durable metal plates, offering it knocked prone.
formidable protection from physical and magical attacks. This
adaptive armor makes the vypex a resilient and relentless
opponent, able to shrug off all but the most potent of attacks.
Its unnerving combination of bestial ferocity and mechanical
precision instills terror in even the most seasoned warriors. VARIANT: A BEAST OF MANY FORMS
One of the true strengths of khymaeric dragonspawn is the
versatility of their forms.
The vypex can replace its Cleaver Talon attack with the following:
1. Injector Talon. Melee Weapon Attack: +7 to hit, reach 10
ft., one target. Hit: 11 (2d6 + 4) piercing damage, and the
target must succeed on a DC 16 Constitution saving throw
or take 10 (3d6) poison damage. If the poison damage
reduces the target to 0 hit points, the target is stable but
poisoned for 1 hour, even after regaining hit points, and is
paralyzed while poisoned in this way.
It can additionally replace its Razor Tail with one of the
following options:
1. Blasting Tail (Recharge 5–6). The dragonspawn’s tail fires
a blast of blighted energy at a creature it can see within
120 feet. The creature must make a DC 16 Dexterity saving
throw, taking 45 (10d8) necrotic damage on a failed save,
or half as much damage on a successful one.
2. Spinner Tail (Recharge 5–6). Ranged Weapon Attack: +5
to hit, range 40/120 ft., one creature. Hit: The target is
restrained by webbing. While it is restrained by webbing,
a creature takes 11 (2d10) acid damage at the start of its
turn. As an action, the restrained target can make a DC 16
Strength check, bursting the webbing on a success. The
webbing can also be attacked and destroyed (AC 10; hp
5; vulnerability to fire damage; immunity to bludgeoning,
poison, and psychic damage).

142
Naga Nightlurker
The naga were among the first forms Everblight crafted
during his time at Morrdh. Ancient texts from that period
refer to “worms of the earth” that devoured the enemies of
Morrdh and likened them to “crawling shadows.” Though
seemingly simple in form, the naga are complex spawn
that illustrate Everblight’s genius in the manipulation of
blighted flesh.
Unusual Nature. A naga nightlurker doesn’t require sleep.

Naga Nightlurker
Dragonspawn
Large aberration (dragonspawn), neutral evil

Armor Class 14 (natural armor)


Hit Points 76 (9d10 + 27)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 16 (+3) 16 (+3) 3 (−4) 14 (+2) 6 (−2)

Skills Perception +5, Stealth +6


Damage Immunities acid
Condition Immunities blinded, charmed, frightened, poisoned,
prone
Senses blindsight 120 ft. (blind beyond this radius), passive
Perception 15
Languages —
Challenge 5 (1,800 XP)

Animus. The naga can be forced to gain 2 fury points to cast the
following animus spell:
2nd level: magic weapon
Blighted Presence. At the start of each of the naga’s turns,
each creature within 5 feet of it takes 2 (1d4) poison damage.
A creature that touches the naga or hits it with a melee attack
while within 5 feet of it takes 2 (1d4) poison damage.
Pathfinder. Moving through nonmagical difficult terrain doesn’t
cost the naga extra movement.
Shadow Stealth. While in dim light or darkness, the naga can
take the Hide action as a bonus action, and its Stealth bonus
increases to +8.
Soulless. The naga doesn’t have a soul.
Warbeast. The naga is a warbeast and can be forced to use any
Fury Manipulation options its controlling warlock knows. The
naga has a threshold of 3.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
10 (2d6 + 3) piercing damage. If the target is a creature, it must
succeed on a DC 15 Constitution saving throw or be paralyzed
until the start of the naga’s next turn.
Night’s Venom. Ranged Weapon Attack: +6 to hit, range 20/60
ft., one target. Hit: 10 (3d6) acid damage plus 10 (3d6) poison
damage. If the target is a creature, it must succeed on a DC 15
Constitution saving throw or be paralyzed until the start of the
naga’s next turn.

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Nephilim Nephilim Bloodseer
Unlike other dragonspawn created directly from the blood of Dragonspawn
one of Everblight’s warlocks, nephilim have a much stranger Large aberration (dragonspawn), neutral evil
life cycle—or a much more familiar one, depending on one’s
Armor Class 14 (natural armor)
perspective. Certain pregnant Nyss are selected by the dragon Hit Points 95 (10d10 + 40)
or his generals to receive a special draconic “blessing” in the Speed 30 ft.
form of an infusion of warlock blood. These Nyss become
the mothers of the nephilim, who grow to towering heights. STR DEX CON INT WIS CHA
A nephilim’s appearance is nothing short of nightmare, as 17 (+3) 16 (+3) 19 (+4) 8 (−1) 10 (+0) 14 (+2)
the combination of the dragonspawn’s features—eyeless
Skills Perception +3
face, bony spurs, savage teeth and claws—and a perverse Damage Immunities acid
mockery of the Nyss’ silhouette produces a distressingly Condition Immunities blinded, charmed, frightened, poisoned
humanoid creature. Senses blindsight 120 ft. (blind beyond this radius), passive
Most dragonspawn are little more than mindless brutes Perception 15
without the control of a warlock, but nephilim are intelligent, Languages —
Challenge 8 (3,900 XP)
self-willed, and able to act independently. As an unforeseen
side effect of their gestation, they are born with souls, making Animus. The nephilim can be forced to gain 1 fury point to cast
them unique among dragonspawn. Taking advantage of their the following animus spell:
unprecedented level of intelligence, Everblight has developed 1st level: sanctuary
them into specific strains, each trained and shaped to fulfill Arcane Telemetry. Allied spellcasters have advantage on
ranged spell attack rolls if the spell’s target is within 30 feet of
particular functions on the field of battle. If battlefield reports
the nephilim.
are to be believed, nephilim have even begun to develop Blighted Presence. At the start of each of the nephilim’s turns,
a social hierarchy among their number, with some strains each creature within 5 feet of it takes 2 (1d4) acid damage. A
naturally deferring to others. It is even rumored that some creature that touches the nephilim or hits it with a melee attack
of them have harnessed a kind of primal magic and can cast while within 5 feet of it takes 2 (1d4) acid damage.
spells like a Nyss sorcerer. Glide. When the nephilim falls and isn’t incapacitated, it halves
the distance of the fall when calculating the fall’s damage, and it
Unusual Nature. A nephilim doesn’t require sleep.
can move up to 2 feet horizontally for every 1 foot it descends
in the air.
Innate Spellcasting. The nephilim’s innate spellcasting ability
is Charisma (spell save DC 13, +5 to hit with spell attacks). The
nephilim can innately cast the following spells, requiring no
material components:
At will: poison spray, ray of frost
2/day each: hellish rebuke, longstrider
1/day each: acid arrow, scorching ray
Primal Magic (1/Day). The nephilim can cast the animus of any
allied blighted warbeast within 30 feet of it.
Warbeast. The nephilim is a warbeast and can be forced to use
any Fury Manipulation options its controlling warlock knows.
The nephilim has a threshold of 3.
Actions
Multiattack. The nephilim makes two gaff attacks.
Gaff. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 10 (2d6 + 3) piercing damage. If the target is a Large or
smaller creature, the nephilim can knock it prone instead of
dealing damage.

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Nephilim Bolt Thrower 1st level: snipe
Dragonspawn Blighted Presence. At the start of each of the nephilim’s turns,
each creature within 5 feet of it takes 2 (1d4) acid damage. A
Large aberration (dragonspawn), neutral evil
creature that touches the nephilim or hits it with a melee attack
Armor Class 14 (natural armor) while within 5 feet of it takes 2 (1d4) acid damage.
Hit Points 95 (10d10 + 40) Warbeast. The nephilim is a warbeast and can be forced to use
Speed 30 ft. any Fury Manipulation options its controlling warlock knows. The
nephilim has a threshold of 3.
STR DEX CON INT WIS CHA Actions
19 (+4) 16 (+3) 19 (+4) 8 (−1) 10 (+0) 8 (−1) Multiattack. The nephilim makes two bow blade attacks.
Bow Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Skills Perception +3 Hit: 11 (2d6 + 4) slashing damage.
Damage Immunities acid Ballista. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one
Condition Immunities blinded, charmed, frightened, poisoned target. Hit: 14 (2d10 + 3) piercing damage. If the target is a Medium
Senses blindsight 60 ft. (blind beyond this radius), passive or smaller creature, it must succeed on a DC 14 Strength saving
Perception 13 throw or be pushed up to 10 feet away from the nephilim and
Languages — knocked prone.
Challenge 8 (3,900 XP)
Reactions
Animus. The nephilim can be forced to gain 1 fury point to cast Quick Work. If the nephilim reduces a creature to 0 hit points with
the following animus spell: a melee attack, it can make a ranged attack.

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Nephilim Protector
Dragonspawn 1st level: freedom of movement
Blighted Presence. At the start of each of the nephilim’s turns,
Large aberration (dragonspawn), neutral evil
each creature within 5 feet of it takes 2 (1d4) acid damage. A
Armor Class 14 (natural armor) creature that touches the nephilim or hits it with a melee attack
Hit Points 95 (10d10 + 40) while within 5 feet of it takes 2 (1d4) acid damage.
Speed 30 ft. Warbeast. The nephilim is a warbeast and can be forced to use
any Fury Manipulation options its controlling warlock knows. The
STR DEX CON INT WIS CHA nephilim has a threshold of 3.
19 (+4) 16 (+3) 19 (+4) 8 (−1) 10 (+0) 8 (−1) Actions
Multiattack. The nephilim makes two halberd attacks.
Skills Perception +3 Halberd. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Damage Immunities acid Hit: 15 (2d10 + 4) slashing damage.
Condition Immunities blinded, charmed, frightened, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Reactions
Perception 13 Guard Dog. When a creature makes an attack against a blighted
Languages — humanoid that is an ally of the nephilim, the nephilim grants a +2
Challenge 8 (3,900 XP) bonus to the ally’s AC if the nephilim is within 5 feet of the ally.
Shield Guard. When a friendly creature within 15 feet of the
Animus. The nephilim can be forced to gain 1 fury point to cast nephilim is hit by a ranged attack, the nephilim can use its reaction
the following animus spell: to be hit instead.

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Nephilim Soldier
Dragonspawn Animus. The nephilim can be forced to gain 3 fury points to cast
the following animus spell:
Large aberration (dragonspawn), neutral evil 3rd level: haste
Blighted Presence. At the start of each of the nephilim’s turns,
Armor Class 14 (natural armor) each creature within 5 feet of it takes 2 (1d4) acid damage. A
Hit Points 95 (10d10 + 40) creature that touches the nephilim or hits it with a melee attack
Speed 30 ft. while within 5 feet of it takes 2 (1d4) acid damage.
Glide. When the nephilim falls and isn’t incapacitated, it halves the
STR DEX CON INT WIS CHA distance of the fall when calculating the fall’s damage, and it can
19 (+4) 16 (+3) 19 (+4) 8 (−1) 10 (+0) 8 (−1) move up to 2 feet horizontally for every 1 foot it descends in the air.
Warbeast. The nephilim is a warbeast and can be forced to use
Skills Perception +3 any Fury Manipulation options its controlling warlock knows. The
Damage Immunities acid nephilim has a threshold of 3.
Condition Immunities blinded, charmed, frightened, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Actions
Perception 13 Multiattack. The nephilim makes two greatsword attacks.
Languages — Greatsword. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Challenge 8 (3,900 XP) target. Hit: 18 (4d6 + 4) slashing damage.

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Neraph
The winged hosts of Everblight’s dragonspawn darken the
skies over countless battlefields across western Immoren,
pitching downward to scatter enemies and sow bloody
chaos among them. Swooping over fortification walls and
the heads of rival forces, these flying spawn can strike at the
heart of the dragon’s enemies no matter how well defended
they believe themselves to be. The neraph is one such fearful
creation: a sublime hunter that plunges from above to snatch
prey with its tail and wrench it skyward.
Four leathery wings hold aloft the neraph’s sinuous body,
producing swirling eddies of blighted energy as the creature
darts through the sky.It can produce a vortex of blighted
currents that warp the world around it, drawing nearby
enemies into the reach of its long, grasping tail. A cruel
constellation of sucking orifices locks onto the skin of the
neraph’s prey as the beast binds its prize in a quick series
of constricting loops of its tail. Trapped in the tail’s heavy
coils, the victim is unable to evade the crushing blows that
follow. The neraph hoists the target aloft before contorting
its powerful body and using the hardened chitin of its eyeless
skull to hammer the life out of its victim. Each strike carries
all the force of the creature’s blighted strength, snapping
bones like twigs and bursting skulls like rotten fruit. Once its
quarry is felled, the neraph drops the corpse and takes to the
hunt once more, wheeling over the battlefield in search of
its next prey.
Unusual Nature. A neraph doesn’t require sleep.

Neraph Dragonspawn Blighted Presence. At the start of each of the neraph’s turns,
each creature within 5 feet of it takes 10 (4d4) acid damage. A
Large aberration (dragonspawn), neutral evil creature that touches the neraph or hits it with a melee attack
while within 5 feet of it takes 10 (4d4) acid damage.
Armor Class 16 (natural armor) Soulless. The neraph doesn’t have a soul.
Hit Points 161 (17d10 + 68) Sprint. When the neraph reduces a creature to 0 hit points with
Speed 0 ft., fly 40 ft. a melee attack, it can take the Dash action as a bonus action.
Warbeast. The neraph is a warbeast and can be forced to use
STR DEX CON INT WIS CHA any Fury Manipulation options its controlling warlock knows. The
19 (+4) 19 (+4) 18 (+4) 6 (−2) 14 (+2) 8 (−1) neraph has a threshold of 4.

Saving Throws Dex +8 Actions


Skills Perception +6, Stealth +8 Multiattack. The neraph makes three attacks: one with its tail
Damage Immunities acid and two with its hammerhead.
Condition Immunities blinded, charmed, frightened, poisoned Hammerhead. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Senses blindsight 60 ft. (blind beyond this radius), passive target. Hit: 18 (4d6 + 4) bludgeoning damage. The neraph has
Perception 16 advantage on hammerhead attack rolls against any creature
Languages — grappled by it.
Challenge 9 (5,000 XP) Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature.
Hit: 18 (4d6 + 4) bludgeoning damage, and if the target is a Large
Animus. The neraph can be forced to gain 2 fury points to cast or smaller creature, it is grappled (escape DC 18). Until this
the following animus spell: grapple ends, the target is restrained, and the neraph can’t use its
2nd level: hold person grasping tail on another target.

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Raek Raek Dragonspawn
Large aberration (dragonspawn), neutral evil
A sleek and agile predator able to outpace and bring down
even the swiftest prey, the raek is a terrifying form of Armor Class 14 (natural armor)
dragonspawn. First conceived by Everblight when he hid Hit Points 67 (9d10 + 18)
Speed 40 ft., climb 40 ft.
away beneath Morrdh, the raek is swift and stealthy, making
it ideal for surgical strikes against the dragon’s foes. STR DEX CON INT WIS CHA
Swift Predators. A raek’s anatomy is superficially similar 16 (+3) 16 (+3) 14 (+2) 3 (−4) 14 (+2) 6 (−2)
to that of a large predatory cat. Its primary weapons are
long incisiform teeth and a spear-shaped chitinous blade at Skills Acrobatics +5, Perception +4, Stealth +5
the tip of its long tail. The tail tapers sharply to the tip and Damage Immunities poison
Condition Immunities blinded, charmed, frightened, poisoned
is moderately prehensile, allowing the raek to strike swiftly Senses blindsight 120 ft. (blind beyond this radius), passive
from unpredictable angles. The creature’s four legs end in Perception 14
broad talons that afford it purchase on the most treacherous Languages —
terrain, and they combine with the raek’s natural agility to Challenge 4 (1,100 XP)
allow the dragonspawn to negotiate nearly any surface. A
Animus. The raek can be forced to gain 1 fury point to cast the
running raek can scale the slick stone sides of a fortress wall
following animus spell:
or bound across deep snow drifts with equal speed. 1st level: bullet dodger
Deadly Stalkers. Raeks alternate between complete stillness Blighted Presence. At the start of each of the raek’s turns,
and bursts of blinding speed. They are patient and stealthy each creature within 5 feet of it takes 5 (2d4) poison damage.
hunters who use their agility to negotiate dense underbrush A creature that touches the raek or hits it with a melee attack
and shadowy defiles as they stalk their prey. Once a raek is while within 5 feet of it takes 5 (2d4) poison damage.
Pounce. If the raek moves at least 20 feet straight toward a
within striking distance of a target, it streaks forward at a full creature and then hits it with a tail attack on the same turn, that
sprint before using its powerful legs to close the remaining target must succeed on a DC 14 Strength saving throw or be
gap in a single, incredible bound. A leaping raek can jump knocked prone. If the target is prone, the raek can make one bite
high enough to clear a wall or a towering dire troll. It can attack against it as a bonus action.
even pluck a flying creature out of the air at the apex of Shadow Stealth. While in dim light or darkness, the raek can
such a leap, snatching the unfortunate beast in its jaws and take the Hide action as a bonus action, and its Stealth bonus
increases to +7.
wrenching it back to earth. Soulless. The raek doesn’t have a soul.
Unusual Nature. A raek doesn’t require sleep. Standing Leap. The raek’s long jump is up to 30 feet and its
high jump is up to 15 feet, with or without a running start.
Warbeast. The raek is a warbeast and can be forced to use any
Fury Manipulation options its controlling warlock knows. The
raek has a threshold of 3.
Actions
Multiattack. The raek makes two attacks: one with its bite and
one with its tail.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
10 (2d6 + 3) piercing damage. If the target is a Large or smaller
creature, it is grappled (escape DC 13). Until this grapple ends,
the raek can bite only the grappled creature.
Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 14 (2d10 + 3) piercing damage. The raek has advantage on tail
attack rolls against any creature grappled by it.

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Ravagore
wind. With each enemy it slays, the ravagore pushes the
attack, rushing up the field with long strides before letting
loose a fiery exhalation on the next target. The sight of these
The ravagore is one of Everblight’s favored creations. Despite massive beasts overtaking the field emboldens and inspires
the high cost in blood paid by the warlocks who must spawn Everblight’s mortal troops, who quickly follow close behind
this huge creature, the price is well worth paying, as a single to strike down targets of their own.
ravagore can inflict terrible and widespread destruction. The ravagore’s blighted fire makes it deadly from a
A blight-fueled heat fills this dragonspawn’s belly, distance, but it is no less fearsome when a hasty enemy rushes
producing a cold, blue glow that emanates from its maw. to engage it. Covered with thickened armored scales similar
When a ravagore fills its lungs, a distinctive hiss warns to the carnivean’s and capable of rending flesh from bone
those nearby to flee before the creature unleashes its terrible with its razor-sharp claws and fangs, the ravagore is just as
flame. Horrific to behold, these awe-inspiring fires incinerate deadly in melee as it is from range.
opponents in an instant, leaving nothing but ash upon the Unusual Nature. A ravagore doesn’t require sleep.

Ravagore Dragonspawn A creature that touches the ravagore or hits it with a melee attack
Large aberration (dragonspawn), neutral evil while within 5 feet of it takes 10 (4d4) acid damage.
Soulless. The ravagore doesn’t have a soul.
Armor Class 18 (natural armor) Warbeast. The ravagore is a warbeast and can be forced to use
Hit Points 171 (18d10 + 72) any Fury Manipulation options its controlling warlock knows. The
Speed 30 ft. ravagore has a threshold of 4.

STR DEX CON INT WIS CHA Actions


21 (+5) 18 (+4) 18 (+4) 6 (−2) 14 (+2) 8 (−1) Multiattack. The ravagore makes three attacks: one with its bite
and two with its talons.
Saving Throws Str +9, Dex +8 Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16
Skills Perception +6 (2d10 + 5) piercing damage plus 3 (1d6) acid damage.
Damage Immunities acid Talon. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
Condition Immunities blinded, charmed, frightened, poisoned 12 (2d6 + 5) slashing damage.
Senses blindsight 60 ft. (blind beyond this radius), passive Blight Blast (Recharge 5–6). The ravagore spews a ball of
Perception 16 blighted energy at a point it can see within 90 feet of it. The ball
Languages — explodes upon impact. Each creature within 20 feet of that point
Challenge 10 (5,900 XP) must make a DC 14 Dexterity saving throw, taking 28 (8d6) acid
damage and 28 (8d6) fire damage on a failed save, or half as much
Animus. The ravagore can be forced to gain 1 fury point to cast damage on a successful one.
the following animus spell: A 20-foot-radius circle centered on the blast point becomes a
1st level: expeditious retreat hazard for 1 minute. Each creature that starts its turn in the hazard
Blighted Presence. At the start of each of the ravagore’s turns, or that enters the hazard during its turn must succeed on a DC 14
each creature within 5 feet of it takes 10 (4d4) acid damage. Constitution saving throw or take 14 (4d6) acid damage.

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Scythean Scythean Dragonspawn
Large aberration (dragonspawn), neutral evil
Scytheans are the most brutal and simplistic of Everblight’s
malefic beasts, and they have long been favored as the Armor Class 18 (natural armor)
Hit Points 171 (18d10 + 72)
dragon’s guardians and executioners. Purely dedicated to
Speed 30 ft.
destroying any enemies who dare oppose their master’s will,
scytheans fall upon their prey with enough fury to tear apart STR DEX CON INT WIS CHA
even the most resilient foes in a savage orgy of bloodshed. 21 (+5) 18 (+4) 18 (+4) 6 (−2) 14 (+2) 8 (−1)
Everblight’s Bulwarks. Long ago, scytheans roamed the
labyrinthine tunnels beneath the now-blasted Iosan city of Saving Throws Str +9, Dex +8
Skills Perception +6
Issyrah. When the Iosans finally became aware of the blighted
Damage Immunities acid
danger lurking in their midst and marched to confront Condition Immunities blinded, charmed, frightened, poisoned
Everblight, these dragonspawn blocked their way, serving Senses blindsight 60 ft. (blind beyond this radius), passive
as Everblight’s first line of defense against the invaders. Perception 16
Despite their lack of eyes, these supremely effective draconic Languages —
monsters struck with deadly force in the dark, narrow Challenge 10 (5,900 XP)
tunnels that led to their master. Their savage attacks severely Animus. The scythean can be forced to gain 1 fury point to cast
weakened the Iosan forces, much to the grim pleasure of the the following animus spell:
degenerate elves that served in the dragon’s host. 1st level: inflict wounds
Savage Horrors. Scytheans serve as the battering rams of Blighted Presence. At the start of each of the scythean’s turns,
Everblight’s forces. These monsters take a vicious joy in each creature within 5 feet of it takes 10 (4d4) acid damage. A
creature that touches the scythean or hits it with a melee attack
slaughtering the living, and they are often found on the front
while within 5 feet of it takes 10 (4d4) acid damage.
lines of any clash, ruthlessly cleaving their master’s foes in Soulless. The scythean doesn’t have a soul.
two with their massive, bladelike forearms. Warbeast. The scythean is a warbeast and can be forced to use
Unusual Nature. A scythean doesn’t require sleep. any Fury Manipulation options its controlling warlock knows.
The scythean has a threshold of 4.
Actions
Multiattack. The scythean makes three attacks: one with its
bite and two with its scything claws.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
16 (2d10 + 5) piercing damage plus 3 (1d6) acid damage.
Scything Claw. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 12 (2d6 + 5) slashing damage.
Claw Sweep (Recharge 5–6). The scythean swings its claws
in a wide arc. Each creature within 10 feet of the scythean must
make a DC 14 Dexterity saving throw. On a failed saving throw,
a creature takes 12 (2d6 + 5) slashing damage and is knocked
prone. On a successful save, the creature takes half as much
damage and isn’t knocked prone.

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Seraph
powerful wings, and its blighted energy leaves a distorted
contrail in its wake. Other dragonspawn following in this
slipstream are accelerated forward while the seraph unleashes
Considered Everblight’s messenger of death, the seraphim incinerating blasts of blighted ash upon its prey.
is a winged dragonspawn of sublime but horrific elegance. Unusual Nature. A seraph doesn’t require sleep.
Its deceptively slender frame slices through the air on many

Seraph Dragonspawn Blighted Presence. At the start of each of the seraph’s turns, each
Large aberration (dragonspawn), neutral evil creature within 5 feet of it takes 2 (1d4) acid damage. A creature
that touches the seraph or hits it with a melee attack while within 5
Armor Class 16 (natural armor) feet of it takes 2 (1d4) acid damage.
Hit Points 161 (17d10 + 68) Soulless. The seraph doesn’t have a soul.
Speed 0 ft., fly 40 ft. Warbeast. The seraph is a warbeast and can be forced to use
any Fury Manipulation options its controlling warlock knows. The
STR DEX CON INT WIS CHA seraph has a threshold of 4.
19 (+4) 19 (+4) 18 (+4) 6 (−2) 14 (+2) 8 (−1)
Actions
Saving Throws Dex +8 Multiattack. The seraph makes three attacks with its blight strike.
Skills Perception +6, Stealth +8 Alternatively, it makes two attacks with its stinger and one attack
Damage Immunities acid with its blight strike.
Condition Immunities blinded, charmed, frightened, poisoned Stinger. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Senses blindsight 60 ft. (blind beyond this radius), passive Hit: 15 (2d10 + 4) piercing damage plus 11 (2d10) poison damage.
Perception 16 Blight Strike. Ranged Weapon Attack: +8 to hit, range 100/300
Languages — ft., one target. Hit: 22 (4d10) fire damage. A creature hit by this
Challenge 9 (5,000 XP) attack must make a DC 16 Dexterity saving throw. On a failed save,
the creature is marked until the start of the seraph’s next turn. A
Animus. The seraph can be forced to gain 1 fury point to cast blighted creature has advantage on attack rolls against a marked
the following animus spell: target if the attacker can see the target. Blighted creatures are
1st level: longstrider aware of the location of any hidden or invisible marked creature.

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Shredder Shredder Dragonspawn
Small aberration (dragonspawn), neutral evil
Shredders are small, vicious dragonspawn known for
their unending appetite for flesh. These creatures are the Armor Class 15 (natural armor)
Hit Points 14 (4d6)
smallest and simplest spawn ever born from the blood of
Speed 30 ft.
Everblight. In the ancient days of the kingdom of Morrdh,
they were known as akriel. Spawned with an unnatural and STR DEX CON INT WIS CHA
unquenchable hunger, these beasts are compelled to latch on 14 (+2) 16 (+3) 10 (+0) 4 (−3) 14 (+2) 6 (−2)
to any living flesh they can fit between their serrated jaws and
gorge on it. The simplicity of the shredder’s design perfectly Skills Perception +4
Damage Immunities acid
echoes its straightforward purpose: shredders exist to feed on
Condition Immunities blinded, charmed, frightened, poisoned
the armies of Everblight’s enemies and nothing more. Senses blindsight 60 ft. (blind beyond this radius), passive
Heightened Senses. A shredder’s sense of smell is Perception 14
preternaturally acute, and its skin is sensitive to minor Languages —
variations in air pressure. As a result, anything that moves Challenge 1 (200 XP)
in a shredder’s vicinity immediately draws the predator’s
Animus. The shredder can be forced to gain 1 fury point to cast
attention. Natural camouflage provides no protection, and the following animus spell:
even supernatural obfuscation has limited effectiveness 1st level: longstrider
against a shredder on the hunt. Blighted Presence. At the start of each of the shredder’s turns,
Unusual Nature. A shredder doesn’t require sleep. each creature within 5 feet of it takes 2 (1d4) acid damage. A
creature that touches the shredder or hits it with a melee attack
while within 5 feet of it takes 2 (1d4) acid damage.
Blood Frenzy. The shredder has advantage on melee attack
rolls against any creature that doesn’t have all its hit points.
Soulless. The shredder doesn’t have a soul.
Warbeast. The shredder is a warbeast and can be forced to use
any Fury Manipulation options its controlling warlock knows.
The shredder has a threshold of 2.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
6 (1d6 + 3) piercing damage.

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Stinger Stinger Dragonspawn
Small aberration (dragonspawn), neutral evil
Because smaller dragonspawn are far less taxing on the
warlocks who must create them than their larger brethren Armor Class 13
Hit Points 14 (4d6)
are, Everblight readily experiments with their forms. As one
Speed 30 ft.
the simplest and smallest dragonspawn, the stinger lacks
the brutal power of the dragon’s greater creations but is STR DEX CON INT WIS CHA
nevertheless an integral part of his legion. 14 (+2) 16 (+3) 10 (+0) 4 (−3) 14 (+2) 6 (−2)
The stinger, once formally known throughout Morrdh
as acrar, is an unnatural weapon bred to fight and die in Skills Perception +4
Damage Immunities poison
the service of its draconic master. Even though it is a living
Condition Immunities blinded, charmed, frightened, poisoned
creature, it seldom stirs unless called to action, at which point Senses blindsight 60 ft. (blind beyond this radius), passive
the vicious spawn skitters forward to prepare for battle, its Perception 14
dangerous tail flicking to and fro and its gullet churning with Languages —
blighted venom. Challenge 1 (200 XP)
Fiery Sting, Venomous Bite. Rather than charge into the
Animus. The stinger can be forced to gain 1 fury point to cast
fray, stingers often wait for their victims to come to them, the following animus spell:
spewing gouts of blue flame at any who approach. The spawn 1st level: guiding bolt
then fall back and strike again at any prey that survived the Blighted Presence. At the start of each of the stinger’s turns,
first volley of blighted fire. In just a matter of seconds, a pack each creature within 5 feet of it takes 2 (1d4) acid damage. A
of stingers working in concert can reduce even a phalanx of creature that touches the stinger or hits it with a melee attack
while within 5 feet of it takes 2 (1d4) acid damage.
armored warriors to a smoldering mound of ash. Each stinger
Soulless. The stinger doesn’t have a soul.
bears a massive barbed tail capable of injecting a victim with Warbeast. The stinger is a warbeast and can be forced to use
its poisonous blood. The venom burns through the veins of any Fury Manipulation options its controlling warlock knows.
the victim like liquid fire, inflicting far more harm than the The stinger has a threshold of 2.
sharp barb itself. Actions
Unusual Nature. A stinger doesn’t require sleep. Barbed Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) piercing damage. If the target is a creature,
it must make a DC 11 Constitution saving throw, taking 10 (3d6)
poison damage on a failed save, or half as much damage on a
successful one. If the poison damage reduces the target to 0 hit
points, the target is stable but poisoned for 1 hour, even after
regaining hit points, and is paralyzed while poisoned in this way.
Fire Breath (Recharge 5–6). The stinger exhales fire in a 15-
foot cone. Each creature in that line must make a DC 11 Dexterity
saving throw, taking 7 (2d6) fire damage on a failed save, or half
as much damage on a successful one.

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Teraph Teraph Dragonspawn
Large aberration (dragonspawn), neutral evil
While Everblight laired below Morrdh, the teraphim—the
most patient and quietest of his creations—guarded his Armor Class 16 (natural armor)
Hit Points 85 (10d10 + 30)
refuge. They burrowed into the earth, where they waited to
Speed 25 ft., burrow 25 ft.
attack any intruders who did not bear the blighted essence
of their creator. The dragon used them to seal his ancient STR DEX CON INT WIS CHA
alliance with the men of Morrdh by sending them to slay 19 (+4) 14 (+2) 17 (+3) 6 (−2) 10 (+0) 8 (−1)
those who had been marked for death.
A teraph is a six-limbed serpentine dragonspawn with Skills Perception +3, Stealth +5
Damage Immunities acid
a poisonous barbed tail. While lurking in the ground, the Condition Immunities blinded, charmed, frightened, poisoned
creature accumulates a churning mass of sulfurous and acidic Senses blindsight 60 ft. (blind beyond this radius), tremorsense
fluids in its gullet—a mixture that erupts in a geyser of black 60 ft., passive Perception 13
fire and blighted ash upon exposure to air. The teraph’s Languages —
incredibly keen sense of smell allows it to locate any living Challenge 6 (2,300 XP)
creature within a hundred yards. Even underground, it can
Animus. The teraph can be forced to gain 1 fury point to cast
find enemies by following the vibrations of their footsteps, the following animus spell:
exploding from the earth with astonishing speed when their 1st level: guiding bolt
prey draws close enough to ambush. Everblight’s warlocks Blighted Presence. At the start of each of the teraph’s turns,
can channel this same blinding quickness to launch attacks at each creature within 5 feet of it takes 10 (4d4) acid damage. A
any foe that draws too close. creature that touches the teraph or hits it with a melee attack
while within 5 feet of it takes 10 (4d4) acid damage.
Teraphim form an essential defensive element of
Soulless. The teraph doesn’t have a soul.
Everblight’s forces. They are strategically placed like living Tunneler. The teraph can burrow through solid rock at half
mines along known troop routes, where they wait to sow its burrowing speed and leaves a 10-foot-diameter tunnel
terror and confusion with their earthen eruptions and in its wake.
terrible incendiary streams. Warbeast. The teraph is a warbeast and can be forced to use
Unusual Nature. A teraph doesn’t require sleep. any Fury Manipulation options its controlling warlock knows.
The teraph has a threshold of 3.
Actions
Multiattack. The teraph makes two attacks: one with its bite
and one with its tail.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 15 (2d10 + 4) piercing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:
11 (2d6 + 4) piercing damage plus 11 (2d10) poison damage.
Blight Blast (Recharge 5–6). The teraph spews a ball of
blighted fire at a point it can see within 60 feet of it. The ball
explodes upon impact. Each creature within 20 feet of that
point must make a DC 14 Dexterity saving throw, taking 42
(12d6) fire damage on a failed save, or half as much damage on a
successful one.

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Throne of Everblight Throne of Everblight
Nothing illustrates Everblight’s remaining power better than Dragonspawn
Gargantuan aberration (dragonspawn), neutral evil
the appearance of the dreadful creatures known simply as the
thrones of Everblight. Towering above the dragon’s forces, Armor Class 16 (natural armor)
the thrones are the pillars from atop which Everblight’s will Hit Points 232 (15d20 + 75)
is made manifest. The creatures lurch forward at the behest Speed 25 ft.
of sorceresses chosen by Vayl Hallyr to make Everblight’s
glory known to all who would oppose his desires. Harriers, STR DEX CON INT WIS CHA
22 (+6) 7 (−2) 21 (+5) 3 (−4) 16 (+3) 12 (+1)
seraphim, and angelii all flock to the thrones, circling them as
a host equally awe-inspiring and terrible to behold. Damage Immunities acid
Mobile Assault Platforms. These mighty living engines Condition Immunities blinded, charmed, frightened, poisoned
move forward effortlessly over the roughest ground and Senses blindsight 120 ft. (blind beyond this radius), passive
cross the most formidable earthwork defenses without pause. Perception 13
Languages —
From their positions on platforms high upon the thrones,
Challenge 13 (10,000 XP)
sorceresses cast down blighted invocations upon those
foolish enough to oppose Everblight, freezing enemy flesh Animus. The throne can be forced to gain 1 fury point to cast
with frost and ripping apart their bodies with terrible spines. the following animus spell:
As the thrones reach the lines of the unworthy, their great 1st level: entangle
tongues lash out and pull foes into their draconic maws to be Blighted Presence. At the start of each of the throne’s turns,
each creature within 5 feet of it takes 10 (4d4) acid damage. A
utterly devoured. creature that touches the throne or hits it with a melee attack
Dream No More. Everblight first dreamed of these creations while within 5 feet of it takes 10 (4d4) acid damage.
millennia ago, in the time of Morrdh, as a testament to his Freedom of Movement. The throne ignores difficult terrain,
glory, but in that age he never had the chance to see them and magical effects can’t reduce its speed or cause it to be
made flesh. Not until he devoured the essence of Pyromalfic restrained. It can spend 5 feet of movement to escape from
did the discarnate dragon gain sufficient power to unleash nonmagical restraints or being grappled.
Siege Monster. The throne deals double damage to objects
this malefic creation upon the world. The first such creature and structures.
was birthed in the deepest spawning pool at a tremendous Soulless. The throne doesn’t have a soul.
cost in blood to the warlocks Vayl, Saeryn, and Absylonia, Warbeast. The throne is a warbeast and can be forced to use
who joined together to give form to their lord’s vision. The any Fury Manipulation options its controlling warlock knows.
terrible and mindless creature that erupted from the pool was The throne has a threshold of 5.
something unprecedented. It roared as it surged from the Actions
depths of its fetid womb, exulting in its birth and showering Multiattack. The throne makes three tentacle attacks, each of
the gathered host in gore. Its primordial tendrils tore at which it can replace with one use of Fling.
the victims laid before it before stuffing them into its maw Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 19 (3d8 + 6) piercing damage. If the target is a Large or
as a sacrificial first meal. It was only the first of many that smaller creature grappled by the throne, that creature is
would be birthed. swallowed, and the grapple ends. While swallowed, the creature
The monstrous creations responded only to the mental is blinded and restrained, it has total cover against attacks and
commands of blighted Nyss blessed with sorcerous gifts. Vayl other effects outside the throne, and it takes 24 (7d6) acid
chose her most promising lieutenants to receive the unique damage at the start of each of the throne’s turns.
If the throne takes 50 damage or more on a single turn
privilege of guiding these monstrosities in battle. As each
from a creature inside it, the throne must succeed on a DC 23
throne emerged from its spawning pool, one of the chosen Constitution saving throw at the end of that turn or regurgitate
stepped forward, specially anointed and garbed for the task, all swallowed creatures, which fall prone in a space within 10
to mount the ornate dais. From such lofty platforms do feet of the throne. If the throne dies, a swallowed creature is no
Everblight’s most fearsome sorcerers spread their master’s longer restrained by it and can escape from the corpse using 15
glory across the battlefields of western Immoren. feet of movement, exiting prone.
Tentacle. Melee Weapon Attack: +11 to hit, reach 30 ft., one
Unusual Nature. A throne of Everblight doesn’t
target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target is
require sleep. grappled (escape DC 16). Until this grapple ends, the target is
restrained. The throne has four tentacles, each of which can
to the idea grapple one target.
t cr ea tu res give proof Fling. One Large or smaller object held or creature grappled
These abho rr en ndamentally
n ce pt of beauty is fu by the throne is thrown up to 60 feet in a random direction and
that a drag on ’s co the idea.
se nsible notion of knocked prone. If a thrown target strikes a solid surface, the
—EL
e w it h an y
incompatibl target takes 3 (1d6) bludgeoning damage for every 10 feet it was
thrown. If the target is thrown at another creature, that creature
must succeed on a DC 16 Dexterity saving throw or take the
same damage and be knocked prone.

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APPENDIX 1: MONSTERS BY NAME
Name Challenge XP Page Name Challenge XP Page
Afflictor 5 1,800 128 Gatorfolk Spirit Eater 2 450 39
Angelius 9 5,000 130 Gatorfolk Trophy Hunter 2 450 40
Archangel 18 20,000 132 Gatorfolk Vault Protector 2 450 41
Argus Moonhound 2 450 10 Glacier King 24 62,000 66
Battle Boar 2 450 32 Gorol 7 2,900 42
Blackhide 8 3,900 12 Goral Alpha 9 5,000 42
Blight Archon 17 18,000 89 Grotesque 1/2 100 110
Blightbringer 18 20,000 134 Grotesque Assassin 2 450 111
Blighted Nyss Abbot 1/2 100 90 Grotesque Banshee 1/2 100 112
Blighted Nyss Champion 1/2 100 91 Harrier 1 200 139
Blighted Nyss Hex Hunter 1/2 100 92 Hydrix 14 11,500 141
Blighted Nyss Ice Witch 1/2 100 93 Ikoskit 1/2 100 44
Blighted Nyss Legionnaire 1/2 100 94 Ironback 4 1,100 45
Blighted Nyss Warlock 1/2 100 100 Lemax 1/4 50 46
Blighted Nyss Warlord 1/2 100 101 Lethean 1/4 50 48
Blighted Ogrun, Chosen of Everblight 6 2,300 102 Lethean Chieftain 1/2 100 48
Blighted Ogrun Warmonger War Chief 4 1,100 105 Lethean Mystic 1/2 100 49
Blighted Rotwings 1/2 50 108 Mountain King 22 41,000 68
Blight Wasp 1/2 100 136 Naga Nightlurker 5 1,800 143
Bog Constrictor 1/4 50 13 Nephilim Bloodseer 8 3,900 144
Bog Gulper 5 1,800 14 Nephilim Bolt Thrower 8 3,900 145
Cane Leech 1/4 50 20 Nephilim Protector 8 3,900 146
Carnivean 10 5,900 138 Nephilim Soldier 8 3,900 147
Cavewort 1/2 100 21 Neraph 9 5,000 148
Coral Tatzylwurm 9 5,000 60 Northern Dire Troll 12 8,400 70
Croak Raider 1/4 50 22 Painted Troll 8 3,900 72
Croak Trapper 1/4 50 23 Pureblood Warpwolf 9 5,000 50
Croak Underchief 2 450 24 Raek 4 1,100 149
Death Archon 18 20,000 6 Ravagore 10 5,900 150
Defiled Archon 18 20,000 8 Reef Troll 7 2,900 73
Disembodied 6 2,300 27 Road Hog 5 1,800 34
Dragon Fish 1/8 10 28 Scythean 10 5,900 151
Earthborn Dire Troll 12 8,400 64 Sea King 30 155,000 74
Farrow Warlock 1/2 100 33 Seraph 9 5,000 152
Feathered Tatzylwurm 5 1,800 61 Shagmar 4 1,100 53
GallowsTree — 38 Shredder 1 200 153

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APPENDIX 1: MONSTERS BY NAME
Name Challenge XP Page Name Challenge XP Page
Screecher 2 450 52 Throne of Everblight 13 10,000 156
Snapper 3 700 54 Tunnel Terror 4 1,100 76
Splatter Boar 5 1,800 36 Urthek 6 2,300 78
Stinger 1 200 154 Virtue 2 450 124
Strider Deathstalker 5 1,800 120 Virtue Champion 6 2,300 125
Strider Scouts 5 1,800 122 Void Leech 1/8 25 79
Swamp Gobber Chieftain 1 200 55 Vypex 8 3,900 142
Swamp Gobber Fumigator 1/4 50 56 War Hog 5 1,800 37
Swamp Gobber Plunderer 1 200 57 Warpborn Skinwalker 6 2,300 80
Swamp Horror 10 5,900 58 Warpborn Skinwalker Alpha 8 3,900 81
Swamp Spirit 11 7,200 59 Woldstalker 1 200 82
Teraph 6 2,300 155 Woldwrath 22 41,000 84
Wyldgeist 6 2,300 86

159
APPENDIX 2: MONSTERS BY CHALLENGE RATING
Name Challenge XP Page Name Challenge XP Page
Gallows Tree — 0 38 Swamp Gobber Plunderer 1 200 57
Dragon Fish 1/8 10 28 Woldstalker 1 200 82
Void Leech 1/8 25 79 Argus Moonhound 2 450 10
Bog Trog Dartfisher 1/4 50 17 Battle Boar 2 450 32
Bog Trog Guard 1/4 50 18 Croak Underchief 2 450 24
Bone Shaker 1/4 50 19 Gatorfolk Spirit Eater 2 450 39
Cane Leech 1/4 50 20 Gatorfolk Trophy Hunter 2 450 40
Croak Raider 1/4 50 22 Gatorfolk Vault Protector 2 450 41
Croak Trapper 1/4 50 23 Grotesque Assassin 2 450 111
Lemax 1/4 50 46 Screecher 2 450 52
Gatorfolk Spirit Eater 1/4 50 39 Virtue 2 450 124
Gatorfolk Trophy Hunter 1/4 50 40 Snapper 3 700 54
Gatorfolk Vault Protector 1/4 50 41 Blighted Ogrun Warmonger War Chief 4 1,100 105
Lethean 1/4 50 48 Ironback 4 1,100 45
Swamp Gobber Fumigator 1/4 50 56 Raek 4 1,100 149
Blighted Nyss Abbot 1/2 100 90 Shagmar 4 1,100 53
Blighted Nyss Champion 1/2 100 91 Tunnel Terror 4 1,100 76
Blighted Nyss Warlord 1/2 100 101
Blighted Nyss Hex Hunter 1/2 100 92
Blighted Nyss Legionnaire 1/2 100 94
Blighted Nyss Ice Witch 1/2 100 93
Blighted Nyss Warlock 1/2 100 100
Blighted Rotwing 1/2 50 108
Blight Wasp 1/2 100 136
Cavewort 1/2 100 21
Grotesque 1/2 100 110
Grotesque Banshee 1/2 100 112
Ikoskit 1/2 100 44
Lethean Chieftain 1/2 100 48
Lethean Mystic 1/2 100 49
Farrow Warlock 1/2 100 33
Bog Trog Big Fish 1 200 16
Harrier 1 200 139
Shredder 1 200 153
Stinger 1 200 154
Swamp Gobber Chieftain 1 200 55

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APPENDIX 2: MONSTERS BY CHALLENGE RATING
Name Challenge XP Page Name Challenge XP Page
Afflictor 5 1,800 128 Blackhide 8 3,900 12
Bog Gulper 5 1,800 14 Nephilim Bloodseer 8 3,900 144
Feathered Tatzylwurm 5 1,800 61 Nephilim Bolt Thrower 8 3,900 145
Naga Nightlurker 5 1,800 143 Nephilim Protector 8 3,900 146
Road Hog 5 1,800 34 Nephilim Soldier 8 3,900 147
Splatter Boar 5 1,800 36 Painted Troll 8 3,900 72
Strider Deathstalker 5 1,800 120 Vypex 8 3,900 142
Strider Scout 5 1,800 122 Warpborn Skinwalker Alpha 8 3,900 81
War Hog 5 1,800 37 Angelius 9 5,000 130
Blighted Ogrun, Chosen of Everblight 6 2,300 102 Coral Tatzylwurm 9 5,000 60
Disembodied 6 2,300 27 Gorol Alpha 9 5,000 42
Teraph 6 2,300 155 Neraph 9 5,000 148
Urthek 6 2,300 78 Pureblood Warpwolf 9 5,000 50
Virtue Champion 6 2,300 125 Seraph 9 5,000 152
Warpborn Skinwalker 6 2,300 80 Carnivean 10 5,900 138
Wyldgeist 6 2,300 86 Ravagore 10 5,900 150
Gorol 7 2,900 42 Scythean 10 5,900 151
Reef Troll 7 2,900 73 Swamp Horror 10 5,900 58
Swamp Spirit 11 7,200 59
Deepborn Dire Troll 12 8,400 62
Earthborn Dire Troll 12 8,400 64
Northern Dire Troll 12 8,400 70
Hydrix 14 11,500 141
Blight Archon 17 18,000 89
Archangel 18 20,000 132
Blightbringer 18 20,000 134
Death Archon 18 20,000 6
Defiled Archon 18 20,000 8
Mountain King 22 41,000 68
Woldwrath 22 41,000 84
Glacier King 24 62,000 66
Sea King 30 155,000 74

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APPENDIX 3: CREATURES BY TERRAIN
ANY
Name Challenge XP Page Name Challenge XP Page
Afflictor 5 1,800 128 Nephilim Soldier 8 3,900 147
Angelius 9 5,000 130 Neraph 9 5,000 148
Archangel 18 20,000 132 Pureblood Warpwolf 9 5,000 50
Battle Boar 2 450 32 Raek 4 1,100 149
Blight Archon 17 18,000 89 Ravagore 10 5,900 150
Blightbringer 18 20,000 134 Road Hog 5 1,800 34
Blighted Nyss Abbot 1/2 100 90 Scythean 10 5,900 151
Blighted Nyss Champion 1/2 100 91 Seraph 9 5,000 152
Blighted Nyss Hex Hunter 1/2 100 92 Shredder 1 200 153
Blighted Nyss Ice Witch 1/2 100 93 Splatter Boar 5 1,800 36
Blighted Nyss Legionnaire 1/2 100 94 Stinger 1 200 154
Blighted Nyss Warlock 1/2 100 100 Strider Deathstalker 5 1,800 120
Blighted Nyss Warlord 1/2 100 101 Strider Scouts 5 1,800 122
Blighted Ogrun, Chosen of Everblight 6 2,300 102 Teraph 6 2,300 155
Blighted Ogrun Warmonger War Chief 4 1,100 105 Farrow Warlock 1/2 100 33
Blighted Rotwings 1/2 50 108 Throne of Everblight 13 10,000 156
Blight Wasp 1/2 100 136 Virtue 2 450 124
Carnivean 10 5,900 138 Virtue Champion 6 2,300 125
Death Archon 18 20,000 6 Vypex 8 3,900 142
Defiled Archon 18 20,000 8 War Hog 5 1,800 37
Disembodied 6 2,300 27
Earthborn Dire Troll 12 8,400 64
Feathered Tatzylwurm 5 1,800 61
Grotesque 1/2 100 110
Grotesque Assassin 2 450 111
Grotesque Banshee 1/2 100 112
Harrier 1 200 139
Hydrix 14 11,500 141
Naga Nightlurker 5 1,800 143
Nephilim Bloodseer 8 3,900 144
Nephilim Bolt Thrower 8 3,900 145
Nephilim Protector 8 3,900 146

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APPENDIX 3: CREATURES BY TERRAIN
COASTAL SWAMP
Name Challenge XP Page Name Challenge XP Page
Deepborn Dire Troll 12 8,400 62 Blackhide 8 3,900 12
Reef Troll 7 2,900 73 Bog Constrictor 1/4 50 13
Sea King 30 155,000 74 Bog Gulper 5 1,800 1

FOREST Cane Leech 1/4 50 20

Name Challenge XP Page Croak Raider 1/4 50 22

GallowsTree — 38 Croak Trapper 1/4 50 23

Lemax 1/4 50 46 Croak Underchief 2 450 24

Screecher 2 450 52 Gatorfolk Spirit Eater 2 450 39

Urthek 6 2,300 78 Gatorfolk Trophy Hunter 2 450 40

Warpborn Skinwalker 6 2,300 80 Gatorfolk Vault Protector 2 450 41

Warpborn Skinwalker Alpha 8 3,900 81 Ironback 4 1,100 45

Woldstalker 1 200 82 Screecher 2 450 52

Woldwrath 22 41,000 84 Snapper 3 700 54

Wyldgeist 6 2,300 86 Swamp Gobber Chieftain 1 200 55


Swamp Gobber Fumigator 1/4 50 56
JUNGLE
Swamp Gobber Plunderer 1 200 57
Name Challenge XP Page
Swamp Horror 10 5,900 58
Coral Tatzylwurm 9 5,000 60
Swamp Spirit 11 7,200 59
Gorol 7 2,900 42
Tunnel Terror 4 1,100 76
Gorol Alpha 9 5,000 42
Void Leech 1/8 25 79
Ikoskit 1/2 100 44
Lemax 1/4 50 46 UNDERGROUND
Lethean 1/4 50 48 Name Challenge XP Page

Lethean Chieftain 1/2 100 48 Cavewort 1/2 100 21

Lethean Mystic 1/2 100 49 Tunnel Terror 4 1,100 76

Painted Troll 8 3,900 72 UNDERWATER


Shagmar 4 1,100 53 Name Challenge XP Page

MOUNTAIN Deepborn Dire Troll 12 8,400 62

Name Challenge XP Page Dragon Fish 1/8 10 28

Glacier King 24 62,000 66 Reef Troll 7 2,900 73

Gorol 7 2,900 42 Sea King 30 155,000 74

Gorol Alpha 9 5,000 42


Mountain King 22 41,000 68
Northern Dire Troll 12 8,400 70

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APPENDIX 4: EVERBLIGHT RESONANCE
While being one of Everblight’s warlocks inherently means Shard Telepathy. You gain telepathy with all other creatures
removing a character’s free will, we wanted to include the option that also have an athanc shard, which is not limited by
for groups that are interested in playing as the puppets of the physical distance. You and other creatures with an athanc
diminishing legions of the dragon. shard can instantaneously share words, images, sounds,
The warlocks of Everblight are bestowed with a small shard and other sensory messages with one another through this
of the dragon’s athanc, which binds them to the dragon, shared link.
bestows blighted arcane power, and gives them the ability Blighted Resilience. You gain resistance to necrotic damage.
to control his dragonspawn. Each is a chosen general in Blood Spawning. You can create dragonspawn by
Everblight’s growing legion, obeyed by the strike forces spilling your blood. Once per long rest, you can choose a
under their command as an embodiment of the dragon’s will. dragonspawn warbeast you share a resonance with a CR
Dragon blood co-mingles with Nyss blood, empowering the equal to half your level and expend any number of hit dice
warlock to spawn any of the dragon’s carefully engineered from your hit dice pool, rolling them. You create your chosen
spawn. The shard also gives each warlock an unbreakable dragonspawn with current hit points equal to the total roll.
connection to Everblight’s mind, a vast and alien intellect The warbeast forms from your blood in 1 minute.
with thousands of years of experience and memories. This A warbeast created in this way is automatically bonded
connection also extends to Everblight’s other warlocks, to you unless you choose to break the bond as a bonus
allowing these generals to communicate at a distance and action. If you do not have an available attunement slot, the
coordinate their actions. dragonspawn is an uncontrolled warbeast.
Each warlock of the Legion of Everblight is responsible
for the command of a force of warriors, but they also have EVERBLIGHT RESONANCE
individual responsibilities. These Nyss are selected for Also at first level, your Essence becomes Blighted if your
their individual talents and may be called upon to perform game uses Essence, and you cannot gain the benefits of
specific tasks, such as the elimination of a particular threat a different Essence. You can bond to one dragonspawn
or the acquisition of objects of great power. When a warlock warbeast without the requirement of an attunement slot.
receives such a mission, it is not a request; these commands
are imperatives, spoken directly into their minds by the ENERGY SIPHON
disembodied dragon, who can watch and gauge their progress Starting at 6th level, you can channel the raw arcane power
to evaluate their success or failure. of your opponents to empower yourself. If you or one of
your bonded warbeasts in your control range hit an enemy
DOMAIN SPELLS creature that has focus, fury, or is carrying mechanika
You gain domain spells at the warlock levels listed in or magical item with charges, you immediately gain one
the Everblight Resonance Spells table. See the Warlock fury, and the target loses one focus, fury, or charge from a
Resonance class feature for how resonance spells work. The random item.
names of new spells described in chapter 3 are set in bold.
SPAWNING SAVANT
Starting at 10th level, you become adept at wringing greater
power from your blighted blood when creating warbeasts.
EVERBLIGHT RESONANCE SPELLS
Warlock Double the total of your hit dice when determining a
Level Spells spawned warbeast’s starting hit points.

1st poison spray FLESH MENDING


3rd bless Starting at 14th level, the knitting of draconic flesh is second
nature to you. Whenever you spend fury to cast a spell, you
5th gallows and all bonded dragonspawn within your control range each
10th occultation regain 1d6 hit points per point of fury used to cast the spell.

13th ice storm DRACONIC EMINENCE


17th forced evolution Starting at 18th level, you are so attuned to the piece of
the dragon within you that you can draw on Everblight’s
draconic power. You can no longer lose concentration on
spells you cast affecting yourself or bonded warbeasts within
ATHANC SHARD your control range. Additionally, if you start a turn with no
At first level, you are bestowed with a sliver of Everblight’s
fury, you immediately gain one fury.
athanc, making you one of his warlocks. You gain the
blighted creature type if you did not already have it. An
athanc shard also grants you the following benefits.

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164

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