Chapter 7: Wildemount Bestiary

If the weather, food, and company don’t kill me, I can only hope whatever gods-forsaken nightmares live out past the darkness will finish the job.

—Unknown Righteous Brand soldier

Endless turmoil has scarred Wildemount, from the wars of ages long past to the more recent bloody conflicts between the many factions that lay claim to this land. These struggles have shaped the past and the future—even as they have imbued the denizens of Wildemount with the tenacity to survive in a world filled with danger.

This chapter provides stat blocks for various creatures of Wildemount. These creatures are presented in alphabetical order. For guidance on how to use a creature’s stat block, see the introduction of the Monster Manual.

Stat Blocks by Creature Type

Here are lists of the creatures in this bestiary, sorted by creature type.

ABERRATIONS

Core spawn crawler

Core spawn emissary

Core spawn seer

Core spawn worm

BEASTS

Bristled moorbounder

Moorbounder

CONSTRUCTS

Gearkeeper construct

FEY

Sea fury

FIENDS

Nergaliid

Udaak

HUMANOIDS

Blood hunter

Sahuagin warlock of Uk’otoa

MONSTROSITIES

Aeorian absorber

Aeorian nullifier

Aeorian reverser

Frost worm

Gloomstalker

Horizonback tortoise

Merrow shallowpriest

Swavain basilisk

UNDEAD

Frost giant zombie

Husk zombie

Shadowghast

Wildemount NPCs

Appendix B of the Monster Manual contains stat blocks that can be used to represent most nonplayer characters (NPCs) in Wildemount. You can modify these stat blocks to give NPCs features similar to the character options in chapter 4 of this book. For example, you can create an NPC dunamancer by taking the archmage or mage stat block in the Monster Manual and replacing some of its spells with new spells from chapter 4, or you can take the knight or veteran stat block and add a trait similar to the Manifest Echo class feature of the Echo Knight in chapter 4.

ELDER EVILS OF EXANDRIA

Few creatures in the multiverse have any awareness of the Elder Evils, and their exact identity remains in dispute among the scant few sages who study them. Some are said to be gods, primordials, or fiends. Some are alleged to be creatures of the Far Realm. But scholars versed in the most esoteric mysteries insist that the Elder Evils are beings unlike any of those, set apart from any aspect of mortal reality, and perhaps trapped in particular planes or worlds by wandering stars, imprisoned in the vastness of the night sky. The extent to which these beings channel power on Exandria varies, as do notions of their relative strength and spheres of influence. But they are all forces of corruption and evil. Nothing good can come from their influence. No bargain made with an Elder Evil ends in anything other than madness, plague, or death.

The following are just some of the names given to these terrible entities:

  • Azathoth the Boundless
  • Bolothamogg Who Watches from Beyond the Stars
  • Ceratos of Many Minds
  • Father Llymic the Alien Thought Given Flesh
  • Haemnathuun the Blood Lord
  • Hadar the Dark Hunger
  • Hargut of the Gray Pestilence
  • Ityak-Ortheel the Elf-Eater
  • Maram of the Great Spear
  • Pandorym the Utter Annihilation
  • Piscaethces the Blood Queen
  • Rasalhague the Noxious Star
  • Shothotugg the Eater of Worlds
  • Tharizdun the Chained Oblivion
  • Y’chak the Violet Flame

Aeorian Hunters

Brought to life by mages in the flying city of Aeor during the Age of Arcanum, Aeorian hunters were created to take on angels, demons, devils, fey, and the gods themselves. When Aeor crashed into Eiselcross, many of these magically mutated monstrosities survived, and they now stalk Aeor’s ruins and the islands’ icy wastes.

Created by Experimentation. Aeorian hunters were created through arcane experimentation on beasts and humanoids—both captives and volunteers. These experiments resulted in monstrosities with brightly colored flesh and the power to resist and destroy Aeor’s enemies. It is theorized that the mages of Aeor must have possessed some means of controlling their monstrous soldiers, but no such device has yet been found in the wastes of Eiselcross. Draconic was the language used by these mages to train and bind the Aeorian hunters, and the hunters retain an understanding of this language even though they can’t speak it.

Madness through Immortality. Aeorian hunters do not age. As such, the lust for violence their creators instilled in their minds has grown ravenous after centuries without war. Most immediately attack any creature they see.

Never Harm Another Hunter. Though they crave violence, Aeorian hunters have never been seen attacking each other. Most scholars believe that Aeor’s mages must have enchanted this behavior into them, given the cost in gold and magic required to create each hunter. Some adventurers in Eiselcross boast about sneaking past Aeorian hunters using disguises or illusions to mimic a hunter’s form, but these are most likely tall tales.

Ageless Memories. Each Aeorian hunter has perfect recall of every experience since the moment of its creation. Their limited intellects and desire for violence prevent them from effectively communicating, but each hunter holds a wealth of knowledge—often including the location of rare Aeorian relics—inside its mind.

Perfect Soldiers. Aeorian hunters don’t require food or drink.

Aeorian Absorber

Resembling some sort of canine or feline quadruped at a distance, the absorber’s monstrous nature becomes quickly apparent as it closes in. Named for its ability to draw magical energy into its body, the absorber can release that energy in devastating blasts through its tail, whose eye is constantly on the lookout for prey.

Large Monstrosity, Neutral Evil

Armor Class 15 (Natural Armor)
Hit Points 171 (18d10 + 72)
Speed 40 ft.,

STR
21 (+5)
DEX
18 (+4)
CON
18 (+4)
INT
6 (-2)
WIS
14 (+2)
CHA
8 (-1)

Saving Throws WIS +6, CHA +3,
Skills Perception +6, Stealth +8, Survival +6,
Damage Immunities Necrotic, Radiant,
Senses Darkvision 120 ft., Passive Perception 16
Languages understands Draconic but can't speak
Challenge 10 (5,900 XP)

Magic Resistance. The absorber has advantage on saving throws against spells and other magical effects.

Pounce. If the absorber moves at least 20 feet straight toward a creature and then hits its claws attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the absorber can make one bite attack against it as a bonus action.

Actions

Multiattack. The absorber makes three attacks: one with its bite or Mind Bolt and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage plus 5 (1d10) force damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 3 (1d6) force damage.

Mind Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 22 (4d10) psychic damage.

Reactions

Tail Ray. When the absorber takes damage from a spell, the absorber takes only half the triggering damage. If the spellcaster is within 60 feet of the absorber, the absorber can force the caster to make a DC 16 Dexterity saving throw. Unless the save succeeds, the caster takes the other half of the damage.

Aeorian Nullifier

Nullifiers are the bane of all magic users, with their physical forms and innate powers shaped specifically to resist and cancel magical effects. Against other foes, a nullifier is no less fearsome for the grotesque mouths filled with razor-sharp teeth that cover its torso—and which set up a cacophony of gnashing that can drive other creatures mad.

Large Monstrosity, Neutral Evil

Armor Class 17 (Natural Armor)
Hit Points 180 (19d10 + 76)
Speed 40 ft.,

STR
19 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
7 (-1)
WIS
14 (+2)
CHA
18 (+4)

Saving Throws WIS +6, CHA +8,
Skills Perception +6, Survival +6,
Damage Immunities Necrotic, Radiant,
Senses Darkvision 120 ft., Passive Perception 16
Languages understands Draconic but can't speak
Challenge 12 (8,400 XP)

Horrid Gnashing. The nullifier’s mouths gnash incoherently while it can see any enemies. Each creature that starts its turn within 20 feet of the nullifier and can hear it must make a DC 16 Wisdom saving throw. Unless the save succeeds, the creature rolls a d8 to determine what it does during the current turn:

1–4: The creature is stunned until the end of the turn.

5–6: The creature is frightened until the end of the turn and uses its movement to get as far as possible from the nullifier.

7–8: The creature doesn’t move, and it uses its action to make one melee attack against a random creature (other than itself) if one is within reach. It otherwise does nothing.

Innate Spellcasting. The nullifier’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

At will: counterspell (see “Reactions” below), detect magic, dispel magic, see invisibility

1/day: antimagic field

Magic Resistance. The nullifier has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The nullifier makes three attacks: one with its bites and two with its claws.

Bites. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 17 (2d12 + 4) piercing damage plus 11 (2d10) force damage.

Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 11 (2d10) force damage, and the target is grappled (escape DC 16) if it’s a creature. The nullifier has two claws, each of which can grapple one creature.

Reactions

Counterspell. The nullifier attempts to interrupt a creature that it can see within 60 feet in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, the nullifier makes a Charisma check with a DC equal to 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

Aeorian Reverser

A reverser is a terrible foe in melee, laying into other creatures with teeth and claw. But the chaos it imposes is more fearful by far, as its enemies’ healing magic are unraveled and turned against them.

Large Monstrosity, Neutral Evil

Armor Class 15 (Natural Armor)
Hit Points 133 (14d10 + 56)
Speed 40 ft., Climb 40 ft.,

STR
21 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
6 (-2)
WIS
14 (+2)
CHA
8 (-1)

Saving Throws WIS +5, CHA +2,
Skills Perception +5, Stealth +6, Survival +5,
Damage Immunities Necrotic, Radiant,
Senses Darkvision 120 ft., Passive Perception 15
Languages understands Draconic but can't speak
Challenge 8 (3,900 XP)

Magic Resistance. The reverser has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The reverser makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, range 5 ft., one creature. Hit: 11 (1d12 + 5) piercing damage plus 6 (1d12) force damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 7 (2d6) force damage.

Reactions

Reversal. When a creature the reverser can see within 30 feet of it regains hit points, the reverser reduces the number of hit points regained to 0, and the reverser deals 13 (3d8) force damage to the creature.

Blood Hunter

To mortals and monsters alike, the blood hunter is a legendary figure—a humanoid stalker said to embrace monstrous power. Long years ago, a group of mortals undertook dark rituals and alchemical experiments to gain the power of the deadliest monsters, allowing them to better hunt those monsters.

Blood hunters are steely on the surface, but roiling emotion lies beneath that impassive mask. Bestial fury and fathomless sorrow drive every stroke of a blood hunter’s blade. Humanoids who draw the ire of a blood hunter are often in league with monsters—or the victims of a terrible misunderstanding. Such misunderstandings are tough to clear up, for blood hunters are the kind of folk to slay first and ask questions later.

Medium Humanoid (Any Race, ), Any

Armor Class 16 (Half Plate)
Hit Points 65 (10d8 + 20)
Speed 30 ft.,

STR
18 (+4)
DEX
12 (+1)
CON
15 (+2)
INT
9 (0)
WIS
16 (+3)
CHA
11 (0)

Saving Throws STR +7, WIS +6,
Skills Acrobatics +4, Insight +6, Perception +6,
Senses Darkvision 60 ft., Passive Perception 16
Languages any one language (usually Common)
Challenge 5 (1,800 XP)

Blood Curse of Binding (1/Day). As a bonus action, the blood hunter targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 and be unable to take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Blood Frenzy. The blood hunter has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Innate Spellcasting (1/Day). The blood hunter can innately cast hex. Its innate spellcasting ability is Intelligence.

Magic Resistance. The blood hunter has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The blood hunter attacks twice with a weapon.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) fire damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Core Spawn

The Elder Evils assault the multiverse in strange and calamitous ways. Sometimes they breach the Material Plane by exploiting the unfathomable energy and darkness found in the world’s depths. These terrestrial manifestations of loathsome alien agendas are known as core spawn, and they are as varied in their physiology as they are horrific.

Their concentration in the desolate lands of Blightshore makes the core spawn a challenge to research, and many who have sought to observe or study these nightmarish entities rarely return. Those who do return are often shells of their former selves who speak of horrifying underground labyrinths of twisting caverns and malevolent nests where other denizens of the Miskath Strand are dragged below to some infernal purpose.

Offspring of Calamity. The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right.

Core Spawn Crawler

The smallest and most numerous of the core spawn, these eyeless creatures scurry through the subterranean darkness with the help of their four irregular, gangly arms and hooked prehensile tails. Core spawn crawlers rarely travel alone, and a group of these agile predators is known as a vein of crawlers. Their clattering taloned limbs warn of their presence as they scuttle through the shadow-haunted depths of the earth.

Small Aberration, Chaotic Evil

Armor Class 12
Hit Points 21 (6d6)
Speed 30 ft.,

STR
7 (-1)
DEX
14 (+2)
CON
10 (0)
INT
9 (0)
WIS
12 (+1)
CHA
6 (-2)

Skills Perception +5,
Damage Immunities Psychic,
Condition Immunities Blinded,
Senses Blindsight 30 ft. blind beyond this radius, Tremorsense 60 ft., Passive Perception 15
Languages understands Deep Speech but can't speak
Challenge 1 (200 XP)

Pack Tactics. The crawler has advantage on an attack roll against a creature if at least one of the crawler’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Multiattack. The crawler makes four attacks: one with its bite, two with its claws, and one with its tail.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage and the target must succeed on a DC 11 Wisdom saving throw or become frightened until the start of the crawler’s next turn.

Claws. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Tail. Melee Weapon Attack: +4 to hit, reach 15 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Core Spawn Emissary

These airborne predators serve as assassins and sentinels for the core spawn. The terrible thrum of its insectoid wings and a chittering of mandibles announces an emissary’s arrival.

The core spawn emissary can expel clouds of crystalline spores from tubes in its head. These spores act like a contact poison and can be deadly if inhaled.

Medium Aberration, Chaotic Evil

Armor Class 15 (Natural Armor)
Hit Points 102 (12d8 + 48)
Speed 40 ft., Fly 60 ft. hover,

STR
17 (+3)
DEX
15 (+2)
CON
18 (+4)
INT
8 (-1)
WIS
13 (+1)
CHA
8 (-1)

Saving Throws DEX +5, WIS +4, CHA +2,
Skills Perception +4,
Damage Immunities Psychic,
Condition Immunities Blinded,
Senses Blindsight 30 ft., Tremorsense 60 ft., Passive Perception 14
Languages Telepathy 120 ft., understands Deep Speech but can't speak
Challenge 6 (2,300 XP)

Magic Resistance. The emissary has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The emissary makes three talons attacks.

Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) slashing damage.

Alluring Thrum (Recharges 5-6). The emissary emits a dreadful yet alluring hum. Each creature within 20 feet of the emissary that can hear it and that isn’t an aberration must succeed on a DC 14 Constitution saving throw or be charmed 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.

Crystal Spores (Recharge 6). A 15-foot-radius cloud of toxic crystalline spores extends out from the emissary. The spores spread around corners. Each creature in the area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a creature takes 11 (2d10) poison damage at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Core Spawn Seer

Core spawn seers are humanoid arcanists corrupted by the eldritch power of the Elder Evils through blasphemous rites or accursed encounters. Ravaged by otherworldly radiation and disease, their bodies are covered in horrible protrusions of fluorescent crystals, which emit a psychedelic glow from beneath the tattered folds of their robes.

Medium Aberration, Chaotic Evil

Armor Class 17 (Natural Armor)
Hit Points 153 (18d8 + 72)
Speed 30 ft.,

STR
14 (+2)
DEX
12 (+1)
CON
18 (+4)
INT
22 (+6)
WIS
19 (+4)
CHA
16 (+3)

Saving Throws DEX +6, INT +11, WIS +9, CHA +8,
Skills Perception +9,
Damage Immunities Psychic,
Condition Immunities Charmed, Frightened,
Senses Blindsight 60 ft., Tremorsense 60 ft., Passive Perception 19
Languages Common, Deep Speech, Telepathy (120 ft. ft. ft.), Undercommon,
Challenge 13 (10,000 XP)

Earth Glide. The seer can traverse through nonmagical, unworked earth and stone. While doing so, the seer doesn’t disturb the material it moves through.

Magic Resistance. The seer has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The seer uses Fission Staff twice, Psychedelic Orb twice, or each one once.

Fission Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d6 + 6) bludgeoning damage plus 18 (4d8) radiant damage, and the target is knocked prone.

Psychedelic Orb. The seer hurls a glimmering orb at one creature it can see within 120 of it. The target must succeed on a DC 19 Wisdom saving throw or take 27 (5d10) psychic damage and suffer a random condition until the start of the seer’s next turn. Roll a d6 for the condition: (1–2) blinded, (3–4) frightened, or (5–6) stunned.

Reactions

Fuse Damage. When the seer is hit by an attack, it takes only half of the triggering damage. The first time the seer hits with a melee attack on its next turn, the target takes an extra 1d6 radiant damage.

Core Spawn Worm

This invertebrate horror has quivering, barbed tentacles set around its massive, toothy maw. The worm’s cracked and stony hide pulses with a dull orange glow, as if it might be composed of primordial lava perpetually on the verge of hardening into solid rock.

Gargantuan Aberration, Chaotic Evil

Armor Class 18 (Natural Armor)
Hit Points 279 (18d20 + 90)
Speed 60 ft., Burrow 40 ft.,

STR
26 (+8)
DEX
5 (-2)
CON
20 (+5)
INT
6 (-2)
WIS
8 (-1)
CHA
4 (-3)

Saving Throws CON +10, WIS +4,
Skills Perception +4,
Damage Vulnerabilities Cold,
Damage Immunities Fire, Psychic,
Condition Immunities Charmed, Frightened,
Senses Blindsight 30 ft., Tremorsense 60 ft., Passive Perception 14
Languages understands Deep Speech but can't speak
Challenge 15 (13,000 XP)

Illumination. The worm sheds dim light in a 20-foot radius.

Radiant Mirror. If the worm takes radiant damage, each creature within 20 feet of it takes that damage as well.

Tunneler. The worm can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.

Actions

Multiattack. The worm makes two attacks: one with its barbed tentacles and one with its bite.

Barbed Tentacles. Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit: 25 (5d6 + 8) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The tentacles can grapple only one creature at a time.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 30 (5d8 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 21 (6d6) fire damage at the start of each of the worm’s turns.

If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Frost Giant Zombie

An unknown Aeorian object of immense power and mystery was uncovered and brought to the Fortress of the Dead Jarl in Eiselcross to please the ruling frost giant, Conessa Berg. The object’s unstable nature unleashed a burst of corroding arcane power, ravaging the denizens of the stronghold with twisting necromantic energies, transforming them into monstrous, rime-infused undead. These hulking brutes now wander the ruined landscape surrounding their cursed home, hunting and destroying all living things with a frightening ferocity.

The battered, butchered, and frozen remains of would-be heroes litter battle sites where these undead giants have been encountered. Underestimating these towering horrors has been the folly of numerous expeditions to the northern reaches of Eiselcross, with only rumors often finding their way back as proof that these frigid monsters even exist.

Hearts of Ice. Within the giants’ glacial hearts, glowing and unbeating, elemental energy stokes an unrivaled fury that pushes the frost giant zombies beyond the meandering speeds of standard zombies, making these behemoths far quicker than a studied mind would think a rotting giant could be.

Numbing Aura. Beyond shaping the unsuspecting frost giants into undying horrors, the Aeorian artifact also infused and amplified the elemental nature of the wandering horde, so that the undead giants exude a deadly aura of slowing cold, ensnaring their prey in icy mist that lessens their chance to escape.

Undead. A frost giant zombie doesn’t require air, food, drink, or sleep.

Huge Undead, Neutral Evil

Armor Class 15 (Patchwork Armor)
Hit Points 138 (12d12 + 60)
Speed 40 ft.,

STR
23 (+6)
DEX
6 (-2)
CON
21 (+5)
INT
3 (-3)
WIS
6 (-2)
CHA
5 (-2)

Saving Throws WIS +2,
Damage Immunities Cold, Poison,
Condition Immunities Poisoned,
Senses Darkvision 60 ft., Passive Perception 8
Languages understands Giant but can't speak
Challenge 9 (5,000 XP)

Numbing Aura. Any creature that starts its turn within 10 feet of the zombie must make a DC 17 Constitution saving throw. Unless the save succeeds, the creature can’t make more than one attack, or take a bonus action on that turn.

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire, radiant, or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Multiattack. The zombie makes two weapon attacks.

Greataxe. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.

Hurl Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Freezing Stare. The zombie targets one creature it can see within 60 feet of it. The target must succeed on a DC 17 Constitution saving throw or take 35 (10d6) cold damage and be paralyzed until the end of its next turn.

Frost Worm

Frost worms burrow through the snow, dirt, ice, and rock of Wildemount’s Biting North. These enormous monstrosities eagerly consume any living creature they can wrap their jaws around.

A frost worm spends most of its time beneath the frozen ground, conserving energy while it waits for prey to pass overhead. Smart travelers can identify a frost worm’s hunting grounds by looking for recently iced-over tunnels. When the worm senses vibrations above, it bursts forth through dirt, ice, and snow. Those who escape its initial assault must still contend with the worm’s haunting trill—a hypnotizing call that stops creatures in their tracks to make them easy prey.

Gargantuan Monstrosity, Unaligned

Armor Class 18 (Natural Armor)
Hit Points 264 (16d20 + 96)
Speed 40 ft., Burrow 30 ft.,

STR
28 (+9)
DEX
8 (-1)
CON
22 (+6)
INT
1 (-4)
WIS
5 (-2)
CHA
5 (-2)

Saving Throws CON +12, WIS +4,
Damage Vulnerabilities Fire,
Damage Immunities Cold,
Senses Tremorsense 60 ft., Blindsight 30 ft., Passive Perception 7
Languages --
Challenge 17 (18,000 XP)

Freezing Body. A creature that touches the worm or hits it with a melee attack while within 5 feet of it takes 10 (3d6) cold damage.

Death Burst. When the worm dies, it explodes in a burst of frigid energy. Each creature within 60 feet of it must make a DC 20 Dexterity saving throw, taking 28 (8d6) cold damage on a failed save, or half as much damage on a successful one. Creatures inside the worm when it dies automatically fail this saving throw.

Tunneler. The worm can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.

Actions

Multiattack. The worm makes two bite attacks, or uses its Trill and makes a bite attack.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage plus 10 (3d6) cold damage. If the target is a Large or smaller creature, it must succeed on a DC 20 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 10 (3d6) acid damage and 10 (3d6) cold damage at the start of each of the worm’s turns.

If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm.

Trill. The frost worm emits a haunting cry. Each creature within 60 feet of the worm that can hear it must succeed on a DC 20 Wisdom saving throw or be stunned for 1 minute. A creature can repeat the saving throw each time it takes damage and at the end of each of its turns, ending the effect on itself on a success. Once a creature successfully saves against this effect, or if this effect ends for it, that creature is immune to the Trill of all frost worms for the next 24 hours. Frost worms are immune to this effect.

Gearkeeper Construct

Rolling, deadly whirlwinds of metal plates and curving blades, these clockwork automatons were initially designed by tinkerers and mage engineers to be sentries and guardians in the deepest of vaults during the Age of Arcanum. While most of these majestic and deadly curiosities have fallen to rust and ruin, forgotten along with their long-destroyed and buried societies, some continue to patrol the tunnels and pathways of forgotten tombs and dungeons, following their original operations and directives to protect the contents of their domain.

Resembling a rolling ball of shield-like plates, a gearkeeper construct can rapidly travel through corridors to seek intruders. Upon discovering an unrecognized creature, the shields expand to reveal gaps where numerous metallic legs emerge for precision movement. Bladed appendages whir around the construct, threatening any unlucky delvers who wander too close, while heavy spears of steel can be fired from within the construct’s core, impaling unwanted guests. If overwhelmed, the construct can discharge a spray of heated, jagged metal fragments to subdue groups of intruders.

Reverse engineering from the recovered shells and scraps of excavated gearkeeper constructs, a number of modern tinkerers have developed updated variations of these sentinels. Such designs are only recently seeing use in select prisons, or by wealthy collectors seeking to keep their collections safe.

Constructed Nature. A gearkeeper construct doesn’t require air, food, drink, or sleep.

Large Construct, Unaligned

Armor Class 18 (Natural Armor)
Hit Points 161 (17d10 + 68)
Speed 60 ft.,

STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
3 (-3)
WIS
11 (0)
CHA
1 (-4)

Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks,
Damage Immunities Fire, Poison, Psychic,
Senses Blindsight 120 ft., Passive Perception 10
Languages understands the languages of its creator but can't speak
Challenge 10 (5,900 XP)

Immutable Form. The gearkeeper is immune to any spell or effect that would alter its form.

Rapid Shifting. Opportunity attacks made against the gearkeeper have disadvantage.

Whirling Blades. Any creature that starts its turn within 5 feet of the gearkeeper takes 4 (1d8) slashing damage.

Actions

Multiattack. The gearkeeper makes two Arm Blade attacks, or one Arm Blade attack and one Spear Launcher attack.

Arm Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.

Spear Launcher. Ranged Weapon Attack: +9 to hit, range 90 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the target is knocked prone.

Shrapnel Blast (Recharge 6). The gearkeeper jettisons a spray of jagged metal in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one.

Gloomstalker

A gloomstalker is a terrifying, winged predator resembling a wyvern composed of twisting shadows, with glowing eyes and dagger-like teeth.

Shadows of Doom. Hailing from the cursed lands of the Shadowfell, these nightmarish creatures hunt the barrens of that desolate plane, freezing prey in their tracks with their woeful shrieks before pulling them into the skies with their talons to be ripped apart and devoured.

Night Hunters. A gloomstalker’s proclivity for darkness makes it extremely dangerous at night or in heavily shaded places where it can blend in with their shadowed surroundings, but more dangerous than the lone hunter is a pack of gloomstalkers. Small packs of three to six are common. Larger packs of ten or more, called frenzies, are often harbingers of a greater evil yet to come.

Terror Mounts. Gloomstalkers were employed by arcanists and the followers of the Betrayer Gods as mounts in the ancient battles of the Calamity. A respectable number of gloomstalkers, now free of their burden, still hold hidden lairs scattered across the wastes of Xhorhas.

Large Monstrosity, Neutral Evil

Armor Class 15 (Natural Armor)
Hit Points 90 (12d10 + 24)
Speed 40 ft., Fly 80 ft.,

STR
22 (+6)
DEX
16 (+3)
CON
14 (+2)
INT
5 (-2)
WIS
17 (+3)
CHA
14 (+2)

Saving Throws STR +9, DEX +6,
Skills Athletics +9, Intimidation +5, Perception +6, Stealth +6,
Damage Vulnerabilities Radiant,
Senses Darkvision 240 ft., Passive Perception 16
Languages understands Common but can't speak
Challenge 6 (2,300 XP)

Shadowstep. As a bonus action, the gloomstalker can teleport up to 40 feet to an unoccupied space it can see.

Sunlight Sensitivity. While in sunlight, the gloomstalker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The gloomstalker makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 15 (2d8 + 6) piercing damage plus 7 (2d6) necrotic damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage.

Snatch. Melee Weapon Attack: +9 to hit, reach 5 ft., one Medium or smaller creature. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage, and the target is grappled (escape DC 17). While grappled in this way, the target is restrained.

Shriek (Recharge 6). The gloomstalker emits a terrible shriek. Each enemy within 60 feet of the gloomstalker that can hear it must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of the enemy’s next turn.

Horizonback Tortoise

Desolate badlands and soggy marshes are home to the ancient and massive horizonback tortoises of Eastern Wynandir. Nearly fifty feet from nose to tail, and with a habit of remaining stationary for long periods, a horizonback tortoise is easy to mistake for a low hill at a distance. But when these impressive creatures rise to begin their march, the sight inspires fear and awe in equal parts. An omnivore of incredible size, these scavengers prefer to feed on dead vegetation, but make use of whatever edible matter they come across.

Friend to the Wastefolk. Referred to as “kinespaji” by the goblins of the east, these majestic and slow-moving beasts have long enjoyed a symbiotic relationship with the denizens of Xhorhas. Horizonback tortoises provide mobile homesteads and can act as siege weapons in times of crisis.

Gargantuan Monstrosity, Unaligned

Armor Class 17 (Natural Armor, 22 While In Its Shell)
Hit Points 227 (13d20 + 91)
Speed 20 ft.,

STR
28 (+9)
DEX
3 (-3)
CON
25 (+7)
INT
4 (-3)
WIS
10 (0)
CHA
5 (-2)

Saving Throws STR +12, CON +10,
Damage Immunities Poison,
Condition Immunities Poisoned,
Senses Darkvision 60 ft., Passive Perception 10
Languages understands Goblin but can't speak
Challenge 7 (2,900 XP)

Amphibious. The tortoise can breathe air and water.

Massive Frame. The tortoise can carry up to 20,000 pounds of weight atop its shell, but moves at half speed if the weight exceeds 10,000 pounds. Medium or smaller creatures can move underneath the tortoise while it’s not prone.

Any creature under the tortoise when it falls prone is grappled (escape DC 18). Until the grapple ends, the creature is prone and restrained.

Actions

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) bludgeoning damage.

Shell Defense (Recharge 4–6). The tortoise withdraws into its shell, falls prone, and gains a +5 bonus to AC. While the tortoise is in its shell, its speed is 0 and can’t increase. The tortoise can emerge from its shell as an action, whereupon it is no longer prone.

Husk Zombie

The wastes of Eastern Wynandir retain many curses and corruptions from the time of the Calamity, the worst of which pervert the sanctity of death. One such curse manifests as a terrible roving fog that draws the corpses of the fallen to rise as husk zombies—resilient undead of frightening speed and bloodlust. As well, some of the more heinous fiends that walk these scarred lands feed on the life force of the living, leaving these terrible undead in their wake.

Psychotic Frenzy. Unlike typical zombies, which are ponderous and lumbering stalkers, a husk zombie races quickly toward its prey, eager to tear flesh from bone. Each kill it makes drives it into a fighting frenzy, during which it howls with delight. It doesn’t feed on those it kills, but rather leaves the corpses to rot. Humanoids killed by a husk zombie become husk zombies themselves, rising quickly to join their slayer in merry carnage.

Undead. A husk zombie doesn’t require air, food, drink, or sleep.

Medium Undead, Neutral Evil

Armor Class 10
Hit Points 37 (5d8 + 15)
Speed 35 ft.,

STR
16 (+3)
DEX
10 (0)
CON
16 (+3)
INT
3 (-3)
WIS
6 (-2)
CHA
5 (-2)

Saving Throws CON +5, WIS +0,
Damage Immunities Poison,
Condition Immunities Poisoned,
Senses Darkvision 60 ft., Passive Perception 8
Languages understands the languages it knew in life but can't speak
Challenge 1 (200 XP)

Curse of the Husk. A humanoid slain by a melee attack from the zombie revives as a husk zombie on its next turn.

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Multiattack. The zombie makes two claw attacks. For each of these attacks that reduces a creature to 0 hit points, the zombie can make an additional claw attack.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

VARIANT: HUSK ZOMBIE BURSTERS

Some husk zombies become bloated with disease and bile, their frenzied state pushing them to rush other living creatures, explode, and spread their horrid infection. A husk zombie burster has the following additional action option:

Burst. The zombie explodes and is destroyed. Each creature within 5 feet of it must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. A humanoid creature killed by this damage rises as a husk zombie after 1 minute.

Merrow Shallowpriest

Some of the many merrow that dwell in the watery shadows of the Menagerie Coast learn to harness the magical aspects of the elements. Often working as guides leading merrow hunting parties, some of these shallowpriests rise to become powerful leaders, inspiring their clans to terrorize coastal communities and passing ships.

Rumors speak of underground waterways and lakes carved into the rock beneath Wildemount, where shallowpriests hold court over huge subterranean communities of merrow. These evil creatures are thought to seek the means of flooding the surface world, allowing them to steal away who and what they will to the dark waters below.

While most shallowpriests do not bind themselves in the service of a specific deity, some are drawn to the worship of entities that reign over regions of the Elemental Plane of Water, hoping to find means of expanding their dominion into the seas of Exandria. These merrow often spearhead the construction of intricate shrines and temples along the bottom of the ocean, preparing a sacred space for planar doorways to their master’s realm to be opened and maintained.

Large Monstrosity, Chaotic Evil

Armor Class 15 (Natural Armor)
Hit Points 75 (10d10 + 20)
Speed 10 ft., Swim 40 ft.,

STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
11 (0)
WIS
16 (+3)
CHA
9 (0)

Senses Darkvision 60 ft., Passive Perception 13
Languages Abyssal, Aquan,
Challenge 4 (1,100 XP)

Amphibious. The merrow can breathe air and water.

Spellcasting. The merrow is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The merrow has the following druid spells prepared:

Cantrips (at will): druidcraft, minor illusion, shocking grasp

1st level (4 slots): cure wounds, fog cloud, thunderwave

2nd level (3 slots): hold person, mirror image, misty step

3rd level (3 slots): dispel magic, lightning bolt (see “Actions” below), sleet storm

Actions

Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Medium or smaller creature, the merrow can pull it 10 feet closer.

Lightning Bolt (3rd-Level Spell; Requires a Spell Slot). The merrow unleashes a stroke of lightning in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.

Moorbounders

One of the many predators to stalk the marshlands and muddy foothills of Xhorhas, moorbounders are known as dangerous killers to those who try to avoid them on their travels—and as prized mounts for those willing to capture and train them. Though the process of domesticating a moorbounder is fraught with peril, these creatures can become favored hunting companions and powerful war mounts.

Natural Hunters. Moorbounders hunt with elongated tusks and retractable claws. With a vague resemblance to large hunting cats, their muscular bodies are built for combat, granting them incredible prowess at leaping and a running speed that makes them dominant carnivores.

Large Beast, Unaligned

Armor Class 13 (Natural Armor)
Hit Points 30 (4d10 + 8)
Speed 70 ft.,

STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
2 (-4)
WIS
13 (+1)
CHA
5 (-2)

Senses Darkvision 60 ft., Passive Perception 11
Languages --
Challenge 1 (200 XP)

Standing Leap. The moorbounder’s long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.

Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) slashing damage.

Bristled Moorbounder

Bristled Moorbounders. A weird and deadly offshoot of the moorbounder has rows of long, bladelike bristles covering its sleek body. The creature weaponizes these blades, using them to slash nearby creatures to ribbons. However, these blades make the bristled moorbounder less suitable as a mount.

Large Beast, Unaligned

Armor Class 15 (Natural Armor)
Hit Points 52 (7d10 + 14)
Speed 70 ft.,

STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
2 (-4)
WIS
13 (+1)
CHA
5 (-2)

Senses Darkvision 60 ft., Passive Perception 11
Languages --
Challenge 3 (700 XP)

Bladed Hide. At the start of each of its turns, the moorbounder deals 5 (2d4) piercing damage to any creature grappling it.

Standing Leap. The moorbounder’s long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.

Actions

Multiattack. The moorbounder makes two attacks: one with its blades and one with its claws.

Blades. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) slashing damage.

Nergaliid (Devil Toad)

Corpulent, scaled, and utterly repulsive, these vicious devils stalk the dark edges of society away from prying eyes, subsisting on the life force of unsuspecting humanoids. Creatures that die to the nergaliid’s feeding leave a corrupted undead corpse behind known as a husk zombie (presented earlier in this chapter).

The nergaliid favors feeding on the life force of sleeping humanoids, feasting on the same prey nightly—so long as its victim remains unaware. This ensures a lasting source of nourishment, with the victim beset by terrible nightmares as long as the feeding continues. When a nergaliid is discovered, it tries to strike a deal with the one who uncovered it. It might offer material wealth in exchange for freedom and silence. Only when an accord seems unlikely does the nergaliid attack.

Large Fey (Devil, ), Lawful Evil

Armor Class 12 (Natural Armor)
Hit Points 42 (4d10 + 20)
Speed 30 ft.,

STR
18 (+4)
DEX
12 (+1)
CON
20 (+5)
INT
12 (+1)
WIS
10 (0)
CHA
12 (+1)

Skills Deception +5, Perception +2, Stealth +5,
Damage Resistances Cold, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered,
Damage Immunities Fire, Poison,
Condition Immunities Poisoned,
Senses Darkvision 120 ft., Passive Perception 12
Languages Common, Infernal,
Challenge 3 (700 XP)

Shadow Stealth. While in dim light or darkness, the nergaliid can take the Hide action as a bonus action.

Standing Leap. The nergaliid’s long jump is up to 30 feet and its high jump is up to 20 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tongue Lash. Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.

Siphon Life (Recharge 4–6). The nergaliid magically draws the life from a humanoid it can see within 40 feet of it. The target must make a DC 15 Wisdom saving throw. An incapacitated target fails the save automatically. On a failed save, the creature takes 10 (3d6) psychic damage, and the nergaliid gains temporary hit points equal to the damage taken. On a successful save, the target takes half as much damage, and the nergaliid doesn’t gain temporary hit points. If this damage kills the target, its body rises at the end of the nergaliid’s current turn as a husk zombie (see earlier in this chapter).

Sahuagin Warlock of Uk’otoa

The slumbering leviathan Uk’otoa preys on the fears and ambitions of humanoids that brave the depths of the Lucidian Ocean. Countless communities of sahuagin inhabit uncharted pockets of water along the Menagerie Coast, and the most ambitious among them often hear the call of the leviathan in their dreams, urging them to take his power and use it to achieve their bloodsoaked dreams.

Sahuagin who answer the call of Uk’otoa tend to have one ambition in common: vengeance against the land dwellers of the Clovis Concord for daring to sail oceans that do not belong to them. As these devotees receive dark boons from their leviathan lord, other sahuagin begin to gather to their side, drawn to their displays of power and seeking their own pathway to power. Over time, these warlocks eventually become empty husks, mere receptacles for Uk’otoa’s power, and puppets that the slumbering leviathan can control as he pleases.

VARIANT: ROD OF RETRIBUTION

Sahuagin warlocks of Uk’otoa who have exceptional potential in the eyes of the leviathan lord are granted a rod of retribution (see chapter 6) in addition to Uk’otoa’s typical blessing, the Sword of Fathoms. A sahuagin warlock of Uk’otoa holding this rod gains the following reaction:

Retribution (3/Day). When a creature the warlock can see within 60 feet of it damages the warlock, the creature must make a DC 13 Dexterity saving throw, taking 11 (2d10) lightning damage on a failed save, or half as much damage on a successful one.

Medium Humanoid (Sahuagin, ), Neutral Evil

Armor Class 14 (Natural Armor)
Hit Points 22 (5d8)
Speed 30 ft., Swim 40 ft.,

STR
14 (+2)
DEX
10 (0)
CON
11 (0)
INT
8 (-1)
WIS
8 (-1)
CHA
16 (+3)

Skills Arcana +1, Persuasion +5,
Senses Darkvision 120 ft., Passive Perception 9
Languages Common, Sahuagin,
Challenge 3 (700 XP)

Blood Frenzy. The warlock has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Innate Spellcasting. The warlock’s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: eldritch blast (see “Actions” below), minor illusion

1/day each: armor of Agathys, arms of Hadar, counterspell, crown of madness, invisibility, hunger of Hadar.

Limited Amphibiousness. The warlock can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Shark Telepathy. The warlock can magically command any shark within 120 feet of it, using a limited telepathy.

Actions

Multiattack. The warlock makes two attacks: one with its bite and one with its Sword of Fathoms.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Sword of Fathoms. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) slashing damage, and if the target is a creature, it must succeed on a DC 13 Constitution saving throw or begin choking. The choking creature is incapacitated until the end of its next turn, when the effect ends on it.

Eldritch Blast (Cantrip). Ranged Spell Attack: +5 to hit, range 120 ft., one creature. Hit: 5 (1d10) force damage.

Sea Fury

In times of great danger, sea hags form massive covens to channel powerful magic against outside threats. But when the threat is vanquished, these covens often destroy themselves from within. One sea hag grows more powerful than the others, killing its kin one by one and siphoning their magical power as it does so.

Driven to madness by the power it claims—and by the loneliness that is the cost of its killing spree—the hag becomes a sea fury, which hoards treasure, spreads rumors, and does everything within its power to lure sailors and explorers to its lair. By doing so, it hopes to break its loneliness for a time—and then to destroy its new playthings when they have outlived their usefulness.

Medium Fey, Chaotic Evil

Armor Class 14 (Natural Armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft., Swim 50 ft.,

STR
19 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
12 (+1)
CHA
18 (+4)

Skills Deception +8, Insight +5, Perception +5, Stealth +6,
Damage Immunities Cold, Fire, Poison, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered,
Condition Immunities Paralyzed, Poisoned,
Senses Darkvision 120 ft., Passive Perception 15
Languages Aquan, Common, Giant,
Challenge 12 (8,400 XP)

Amphibious. The sea fury can breathe air and water.

Innate Spellcasting. The sea fury’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: witch bolt

1/day each: bestow curse, fear, thunderwave

Legendary Resistance (3/Day). If the sea fury fails a saving throw, it can choose to succeed instead.

Magic Resistance. The sea fury has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The sea fury makes two attacks with its claws.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Death Glare. The sea fury targets one frightened creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or drop to 0 hit points.

Legendary Actions

The sea fury 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 sea fury regains spent legendary actions at the start of its turn.

As Water. The sea fury transforms into a wave of foaming seawater, along with whatever it is wearing or carrying, and moves up to its speed without provoking opportunity attacks. While in this form, it can’t be grappled or restrained. It reverts to its true form at the end of this movement.

Fearsome Apparition (Costs 2 Actions). The sea fury conjures an apparition of one of its dead sisters, which appears in an unoccupied space the sea fury can see within 30 feet of it. Enemies of the sea fury that can see the apparition must succeed on a DC 16 Wisdom saving throw or be frightened of it until it vanishes at the end of the sea fury’s next turn.

Conjure Snakes (Costs 3 Actions). The sea fury disgorges a swarm of poisonous snakes, which occupies the same space as the sea fury, acts on its own initiative count, and attacks as directed by the sea fury. The sea fury can control up to three of these swarms at a time.

A Sea Fury’s Lair

A sea fury lurks in the caverns where its coven once dwelled, decorating the walls with the bones of its slain kin, as well as baubles stolen from sunken wrecks.

A sea fury encountered in its lair has a challenge rating of 14 (11,500 XP).

Lair Actions

On initiative count 20 (losing initiative ties), the sea fury can take a lair action to cause one of the following magical effects, but can’t use the same effect two rounds in a row:

  • Caverns, tunnels, and pools of water within 120 feet of the sea fury become foggy or murky, to the extent that the area becomes heavily obscured.
  • The sea fury conjures a 15-foot cube of water that fills an unoccupied space it can see within 30 feet of it, then moves the water in a straight line up to 60 feet, after which the water disperses. Any creature that comes into contact with the rushing wave must succeed on a DC 16 Strength saving throw or be knocked prone by it and pushed 15 feet along its course.
  • The sea fury calls forth the spirit of a dead sailor or sea hag that met its end in the lair. This spirit has the statistics of a specter and lasts until the sea fury uses another lair action. The specter appears in an unoccupied space within 30 feet of the sea fury and obeys the sea fury’s commands.

Regional Effects

The region containing a sea fury’s lair is warped by the sea fury’s magic, which creates the following effects:

  • Sea water within 5 miles of the lair becomes coarse and choppy, as if whipped by an unseen wind.
  • Sea grass within 1 mile of the lair is imbued with a foul mockery of life, grasping ineffectually at any creature that passes within 5 feet of it.
  • Ordinary crabs and octopi within 1 mile of the lair grow in size to become giant crabs and giant octopi, respectively. These creatures serve the sea fury as spies and guards.

Shadowghast

A shadowghast is an undead assassin. Leaping out from the shadows and trailing tendrils of darkness, it closes in on its prey with nary a sound, then tears into a victim with its paralyzing claws and furious bite.

Medium Undead, Chaotic Evil

Armor Class 15
Hit Points 49 (9d8 + 9)
Speed 35 ft.,

STR
14 (+2)
DEX
20 (+5)
CON
12 (+1)
INT
12 (+1)
WIS
11 (0)
CHA
8 (-1)

Skills Perception +3, Stealth +8,
Damage Resistances Necrotic,
Damage Immunities Poison,
Condition Immunities Charmed, Poisoned, Exhaustion,
Senses Darkvision 60 ft., Passive Perception 13
Languages --
Challenge 5 (1,800 XP)

Stench. Any creature that starts its turn within 5 feet of the shadowghast must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to this Stench for 24 hours.

Shadow Stealth. While in dim light or darkness, the shadowghast can take the Hide action as a bonus action.

Actions

Multiattack. The shadowghast makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) slashing damage plus 5 (1d10) necrotic damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Swavain Basilisk

Pearl divers and seafloor scavengers sometimes tell tales of mysterious ocean gardens filled with statues of sea creatures and sailors—the underwater grottoes of the deadly Swavain basilisk. Though named for the Swavain Islands where they are most commonly found, these dangerous hunters have been known to wander inland waterways, and have even been spotted in subterranean sewer systems.

Death’s Slimy Embrace. Physically dissimilar to its land-based cousins, the Swavain basilisk is a thin, elongated sea serpent that commonly grows to lengths of twenty-five feet. Its sinuous body lets it move rapidly through the water and ensnare prey with equal ease. Unlike the deadly gaze of its land-based cousin, the Swavain basilisk secretes a thick oil that can turn other creatures to stone. Petrified prey sinks to the ocean floor, where the basilisk feeds at its leisure, the devoured bits returning to flesh once consumed. If processed properly under the supervision of an experienced alchemist, the basilisk’s oil can be used to reverse the petrification effects it causes.

Shipwreck Steward. Swavain basilisks occasionally hunt ashore under cover of night, but are more often drawn to hunt and nest near the sites of shipwrecks. When salvage parties and treasure hunters seek out those wrecks for profit, the Swavain basilisk adds more drowned stone to its collection.

Huge Monstrosity, Unaligned

Armor Class 16 (Natural Armor)
Hit Points 85 (10d12 + 20)
Speed 15 ft., Swim 40 ft.,

STR
15 (+2)
DEX
16 (+3)
CON
15 (+2)
INT
2 (-4)
WIS
8 (-1)
CHA
7 (-1)

Damage Immunities Poison,
Condition Immunities Poisoned,
Senses Darkvision 60 ft., Passive Perception 9
Languages --
Challenge 7 (2,900 XP)

Amphibious. The basilisk can breathe air and water.

Petrifying Secretions. A creature must make a DC 13 Constitution saving throw if it hits the basilisk with a weapon attack while within 5 feet of it or if it starts its turn grappled by the basilisk. Unless the save succeeds, the creature magically begins to turn to stone and is restrained, and it must repeat the saving throw at the end of its next turn. On a successful save, the effect ends. On a failure, the creature is petrified.

Actions

Multiattack. The basilisk makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (3d6 + 3) piercing damage plus 10 (3d6) poison damage.

Tail. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 12).

Udaak

Known commonly as the brutes of Xhorhas, these enormous creatures resemble an immense, demonic cross between ox and gorilla. Udaaks are solitary wanderers, found most commonly along the edges of settled lands in the barrens of Eastern Wynandir. Though they often scavenge for food, a hungry udaak will attack almost any prey, its four sets of red eyes and its tangle of teeth and tusks striking fear into the heart of any creature.

Living Siege Engine. Originally brought to Exandria from the Abyss, udaaks lost their connection to that realm after the Divergence and have roamed the world freely ever since. In recent years, the warmasters of the Kryn Dynasty have developed arcane collars that can keep an udaak under control, and they have begun using these dread creatures in the war against the Dwendalian Empire.

Gargantuan Fey, Neutral Evil

Armor Class 18 (Natural Armor)
Hit Points 165 (10d20 + 60)
Speed 50 ft.,

STR
26 (+8)
DEX
14 (+2)
CON
22 (+6)
INT
3 (-3)
WIS
11 (0)
CHA
10 (0)

Saving Throws STR +13, CON +11,
Damage Vulnerabilities Thunder,
Damage Immunities Poison, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks,
Condition Immunities Frightened, Grappled, Poisoned, Restrained,
Senses Darkvision 120 ft., Passive Perception 10
Languages --
Challenge 16 (15,000 XP)

Charge. If the udaak moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 27 (6d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away from the udaak and knocked prone.

Siege Monster. The udaak deals double damage to objects and structures.

Actions

Multiattack. The udaak makes three attacks: one with its bite and two with its slam.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 21 (2d12 + 8) piercing damage, and the target is grappled (escape DC 21). Until this grapple ends, the target is restrained, and the udaak can’t bite another target.

Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage.

Swallow. The udaak makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the udaak, and it takes 21 (6d6) acid damage at the start of each of the udaak’s turns.

If the udaak takes 30 damage or more on a single turn from a creature inside it, the udaak must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the udaak. If the udaak dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.