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Credits
Homebrew - IrishBandit
InDesign Template - Solbera
Draft Feedback - Discord of Many Things
(https://discord.gg/ZrDhU7X)
Feedback - /r/UnearthedArcana
Special Thanks to /u/Phylea for formatting corrections
Revision 18/11/2017

Art Credits
Cover Jinho Bae Jinho Bae
Inside Cover Alexander Trufanov
Dralth Eart CG
Ancient Treant Tianhua Xu
Tree Golem Quico Vicens-Picatto
Mage Eater Tyler Smith
Togre Even Mehl Amundsen
Cultist of the Shattered God Igor Podmogilnikov
Deadwood Guardian Sergey Demidov
Afflicted Beggar Andrey Surnov
Astralthid Alexander Trufanov
Candle Devil Clint Cearly
Candlebearer Tony Sart
Orchid Viper Pauliina Linjama
Kader Nagy Norbert
Leowyvern Ivan Belikov
Saathid Ryan van Dongen
Skulltula Nate Hallinan
Siberian Tigerpede B.R.Guthrie

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Contents
# Name Type CR
1 Dralth fiend (demon) 10
2-3 Ancient Treant plant 20
4 Tree Golem construct 7
5 Mage Eater aberration 8
6 Togre giant 3
7 Cultist of the Shattered God humanoid 6
8 Deadwood Guardian undead 3
9 Afflicted Beggar humanoid 1/2
10 Astralthid aberration 9
11 Astralthid Captain aberration 13
12 Candle Devil fiend (devil) 9
13 Candlebearer humanoid 3
14 Orchid Viper beast 1
15 Kader fey 16
16 Leowyvern monstrosity 8
17 Saathid monstrosity 15
18 Skulltula monstrosity 2
19 Siberian Tigerpede monstrosity 8

D
Dralth
Large fiend (demon), chaotic evil

Armor Class 16 (half plate)


Hitpoints 142 (15d10 + 60)
Speed 25 ft.

STR DEX CON INT WIS CHA


19 (+4) 12 (+1) 18 (+4) 6 (-2) 10 (+0) 8 (-1)

Saving Throws Str +8, Con +8


Damage Resistances cold, fire, lightning; bludgeoning, piercing
and slashing damage from nonmagical attacks
Damage Immunities poison
Condition Immunities blinded, frightened, poisoned
Senses blindsight 60ft. (blind beyond this radius), passive
Perception 10
Languages Abyssal
Challenge 10 (5,900 XP)

Dralth Brutal Critical. The dralth rolls one additional weapon damage
die when determining the extra damage for a critical hit with a
Brutish and stupid, dralth serve as the heavy shock troops of demon melee attack.
armies, with a massive blade instead of an arm and a
penchant for killing. With no eyes and little care for what they Brute. A melee weapon deals one extra die of its damage when
smash, dralth are as deadly an ally as they are an enemy. Dralth the dralth hits with it (included in the attack).
know no fear, but can be easily swayed or tricked by more powerful
demons or mages, wishing to exploit their fearsome strength. Actions
Shock Troopers. Dralth form the vanguard of demon armies, Multiattack. The dralth makes three attacks: one with its boulder
their maces crushing foe and fortification alike. Dralth will never mace and two with its blade arm.
route or surrender, and their choice of weapons is ideal for smash-
ing through the conventional battle lines and squads of humanoid Blade Arm. Melee Weapon Attack: +8 to hit, reach 5 ft., one
armies. Lacking tactical accumen, agility, or ranged capabilities, a target. Hit: 23 (3d12 + 4) slashing damage.
cunning foe can keep out of reach of a dralth while wearing it down
with arrows, bolts, or spells. These weaknesses make a lone dralth Boulder Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one
mearly a brute, but when directed by a smarter leader, dralth can be target. Hit: 20 (3d10 + 4) bludgeoning damage. If the target is a
a decisive asset on the battlefield. Large or smaller creature, it must succeed on a DC 16 Strength
saving throw or be knocked prone. D

Homebrew by IrishBandit - Art By Eart CG - Dralth


1
Ancient Treant
Treants are awakened trees that dwell in ancient forests. Although treants prefer to
while away the days, months, and years in quiet contemplation, they fiercely protect
their woodland demesnes from outside threats.
The Sleeping Tree Awakens. A tree destined to become a treant meditates through
a long cycle of seasons, living normally for decades or centuries before realizing its
potential. Trees that awaken do so only under special circumstances and in places
steeped with nature’s magic. Treants and powerful druids can sense when a tree
has the spark of potential, and they protect such trees in secret groves as they draw
near the moment of their awakening. During the long process of awakening, a tree
acquires face-like features in its bark, a division of the lower trunk into legs, and long
branches bending downward to serve as its arms. When it is ready, the tree pulls
its legs free from the clutching earth and joins its fellows in protecting its woodland
home.
Legendary Guardians. After a treant awakens, it continues to grow exactly as it did
when it was a tree. Treants created from the mightiest trees can reach great sizes
while developing an innate magical power over plants and animals. Such treants
can animate plants, using.them to ensnare and trap intruders. They can call wild
creatures to aid them or carry messages across great distances.
Protectors of the Wild. Even after awakening, a treant spends much of its time
living as a tree. While rooted in place, a treant remains aware of its surroundings,
and can perceive the effects of events taking place miles away based on subtle
changes nearby. Woodcutters who avoid culling healthy living trees and hunters who
take only what they need of the forest’s bounty are unlikely to arouse a treant’s ire.
Creatures careless with fire, those who poison the forest, and those who destroy
great trees, especially a tree close to awakening, face the treant’s wrath.

Ancient Treant Actions


Gargantuan plant, neutral good Multiattack. The treant makes threee attacks: a rock attack and
two slam attacks.
Armor Class 16 (natural armor)
Hitpoints 385 (22d20 + 154) Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Speed 30 ft. Hit: 22 (4d6 + 8) bludgeoning damage and if the target is a Large
or smaller creature it must succeed on a DC 19 Strength saving
STR DEX CON INT WIS CHA throw or be knocked prone.
27 (+8) 6 (-2) 25 (+7) 14 (+2) 18 (+4) 13 (+1)
Rock. Ranged Weapon Attack: +14 to hit, range 60/180 ft., one
Saving Throws Str +14, Con +13, Wis +10 target. Hit: 35 (5d10 + 8) bludgeoning damage.
Damage Resistances bludgeoning, piercing
Damage Vulnerabilities fire Pound. The treant pounds the ground in a 10-foot cube adjacent
Senses passive Perception 14 to it. Each creature in that cube must make a DC 19 Dexterity
Languages Common, Druidic, Elvish, Sylvan saving throw, taking 22 (4d6 + 8) bludgeoning damage and fall-
Challenge 20 (25,000 XP) ing prone on a failed save, or half as much damage and not falling
prone on a successful one.
False Appearance. While the treant remains motionless for more
than 1 minute, it is indistinguishable from a normal tree. Animate Treants (1/Day). The ancient treant magically animates
one or two trees it can see within 60 feet of it. These trees have
Legendary Resistance (3/Day). If the treant fails a saving throw, the same statistics as a treant. An animated tree acts as an ally of
it can choose to succeed instead. the ancient treant. The tree remains animated for 1 day or until it
dies; until the ancient treant dies or is more than 120 feet from
Siege Monster. The treant deals double damage to objects and the tree; or until the ancient treant takes a bonus action to turn it
structures. back into an inanimate tree. The tree then takes root if possible.

Innate Spellcasting. The treant’s spellcasting ability is Wisdom Legendary Actions


(spell save DC 18). The ancient treant can innately cast the
following spells, requiring no material components: The treant can take legendary actions, choosing from the options
below. Only one legendary action can be used at a time and only
At will: animal friendship, animal messenger, beast sense, at the end of another creature’s turn. The treant regains spent
entangle, speak with animals, spike growth legendary actions at the start of its turn.
3/day each: plant growth, speak with plants
2/day each: grasping vine Attack. The treant makes one rock attack or slam attack.
1/day each: awaken, commune with nature Command Treant. The treant commands a treant or animated
tree within 60 feet of it to immediately make a slam attack as a
reaction.
T Smash (Costs 2 Actions). The ancient treant uses its Pound.

Ancient Treant - Art by Tianhua Xu - Homebrew by IrishBandit


2
3
Tree Golem
The combination of golemcraft and druidic magic, tree golems are
Tree Golem lumbering masses of bark and roots. Though not truly trees, tree
golems are able to regenerate from the soil in much the same way,
Large construct, unaligned
making them enduring opponents. Their wooden and typically over-
Armor Class 12 (natural armor) grown exteriors can easily be hidden amongst foliage or in dark for-
Hitpoints 123 (13d10 + 52) ests. Tree golems are imbued with similar magic to other golems,
Speed 25 ft. making them impervious to mundane weapon attacks. However,
being of wooden construction, they are susceptible to fire.
STR DEX CON INT WIS CHA Druidic Golem. Druids and golems typically don’t mix, but a Tree
20 (+5) 9 (-1) 18 (+4) 3 (-4) 12 (+1) 1 (-5) Golem makes for an excellent servant. For some druid circles,
especially those who live deep in forests, tree golems perform
Damage Resistances poison; bludgeoning, piercing and slashing manual labor and guard duty, in place of servant animals or
damage from nonmagical attacks that aren’t adamantine wild shaped druids. Tree golems are also able to sit motionless
Damage Vulnerabilities fire indefinitely, while blending into foliage, making them excellent
Condition Immunities charmed, exhaustion, frightened, petri- sentries or ambushers. Some stories tell of evil druids, who use
fied, poisoned
dark magic to twist treants to their will, transforming them into
Senses darkvision 60 ft., passive Perception 11
mindless, obedient husks not unlike a tree golem. These stories
Languages understands the languages of its creator but can’t
speak cause some druid circles to shun the use of tree golems, fearing
Challenge 7 (2,900 XP) that outsiders may think of them as wicked.

Immutable Form. The golem is immune to any spell or effect


that would alter its form.

Magic Resistance. The golem has advantage on saving throws


against spells and other magical effects.

Magic Weapons. The golem’s weapon attacks are magical.

Take Root. As a bonus action, the golem can spread it roots into
the ground. While rooted, it gains a +2 bonus to its AC, has a
speed of 0, and can’t be moved or knocked prone. The golem
remains rooted until it chooses to unroot itself as a bonus
action. The golem can’t have moved this turn.

Wooden Appearance. The golem has advantage on Dexterity


(Stealth) checks to hide amongst foliage.

Actions
Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.


Hit: 16 (2d10 + 5) bludgeoning damage.

Absorb Nutrients (Recharge 5-6). While rooted, the golem can


regain 22 (4d10) hitpoints.

Tree Golem - Art by Quico Vicens-Picatto - Homebrew by IrishBandit


4
Mage Eater
Large aberration, unaligned

Armor Class 16 (natural armor)


Hitpoints 75 (10d10 + 20)
Speed 20 ft., fly 20ft. (hover)

STR DEX CON INT WIS CHA


12 (+1) 18 (+4) 14 (+2) 5 (-3) 14 (+2) 4 (-3)

Saving Throws Wis +5


Skills Arcana +3
Damage Immunities bludgeoning, piercing and slashing damage
from magical attacks
Damage Resistances bludgeoning, piercing and slashing
damage from nonmagical attacks, damage from spells
Condition Immunities blinded, prone
Senses blindsight 60 ft. (blind beyond this radius), truesight 30
ft. passive Perception 12
Languages —
Challenge 8 (3,900 XP)

Antimagic Weapons. The Mage Eater’s weapon attacks are


magical, and ignore the AC bonus provided by spells such as
mage armor and shield.

Innate Spellcasting. The mage eater’s spellcasting ability is


Wisdom (spell save DC 13). The mage eater can innately cast
the following spells, requiring no material components:

At will: antimagic field, counterspell, detect magic, dispel magic

Magic Resistance. The Mage Eater has advantage on saving


throws against spells and other magical effects.

Reflective Carapace. Any time the Mage Eater is targeted by a


magic missile spell, a line spell, or a spell that requires a ranged
attack roll, roll a d6. On a 1 to 5, the Mage Eater is unaffected.
On a 6, the Mage Eater is unaffected, and the effect is reflected
back at the caster as though it originated from the Mage Eater,
turning the caster into the target.

Mage Eater Actions


Multiattack. The mage eater makes two tentacle attacks.
Terrifying and unnatural creatures from the Far Realm, Mage Eat-
ers feed on magical energy, and are drawn to the material plane Tentacle. Melee Weapon Attack: +7 to hit, reach 5 ft., one
to graze. Their chitinous exoskeletons are repulsive to magic, target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target has
repelling and even reflecting the most powerful of magical attacks. spell slots, it must succeed on a DC 16 saving throw or expend
While exceptionally useful for the crafting of magic resistant a spell slot. The type of save is determined by the target’s spell-
armor, this exoskeleton will quicky degrade upon death if not casting ability. The expended spell slot is of the highest level
properly preserved. While rather docile to mundane people, they the target has available. The Mage Eater regains hitpoints equal
will ruthlessly attack and feed off of any magic wielders they come to twice the level of the spell slot expended.
across. M

Homebrew by IrishBandit - Art by Tyler Smith - Mage Eater


5
Togre Togre
Large giant, chaotic neutral
Ogres with the head and hide of tigers, togres hunt in jungles and
savannas. While equally as stupid and cruel as their ogre cousins, Armor Class 13 (hide armor)
the harsher environments in which togres live force them to be Hitpoints 93 (11d10 + 33)
slightly more tempered and cautious than a regular ogre. Togres Speed 45 ft.
combine the brutal strength of an ogre with the dexterity and
speed of a tiger, pouncing upon their unwary prey and cracking STR DEX CON INT WIS CHA
their skulls before the unlucky adventurer or tribesman can react. 19 (+4) 13 (+1) 16 (+3) 5 (-3) 8 (-1) 7 (-2)
This combination of traits, along with their taste for humanoids,
makes the togre a fearsome adversary for any that cross its path. A Senses darkvision 60 ft., passive Perception 9
togre’s colorful, thick pelt is a mark of great strength, and many a Languages Common, Giant
tribesman has died seeking to claim one for themselves. Challenge 3 (700 XP)

Pounce. If the togre moves at least 20 feet straight toward a


creature and then hits it with a claw attack on the same turn,
that target must succeed on a DC 13 Strength saving throw or
be knocked Prone. If the target is Prone, the togre can make
one greatclub attack against it as a bonus action.

Actions
Multiattack. The togre makes two attacks: one with its claw and
one with its greatclub.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit: 8 (1d8 + 4) slashing damage.

Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one


target. Hit: 13 (2d8 + 4) bludgeoning damage.

Togre - Art by Even Mehl Amundsen - Homebrew by IrishBandit


6
Cultist of the Shattered God
Cultist of the Shattered God
Medium humanoid (any race), any non-good alignment The Cult of the Shattered God believes that before the creation of
the world all the gods were one singular being, but soon after
Armor Class 16 (half plate) creation it was shattered into all the disparate gods known today.
Hitpoints 72 (16d8) The cult believes that the “shattering”, as they call it, is a great
Speed 30 ft. wound upon creation, one that can only be healed by reuniting
the gods into one being once more. Adorning armor and wielding
STR DEX CON INT WIS CHA weapons resembling broken mirrors, cultists spread their message
13 (+1) 12 (+1) 10 (+0) 14 (+2) 18 (+4) 17 (+3) and cut down their opposition.
Defacers and Pillagers. One of the cult’s primary activities is
Saving Throws Wis +7, Cha +6 defacing the holy sites of what they see as false gods and faiths. The
Skills Persuasion +6, Religion +5 cult takes great care to destroy any and all idols and iconography
Senses type passive Perception 14
of the other faiths, and to steal any valuables for their own use. The
Languages any two languages
cult’s own shrines are made up of other gods’ images, crudely stuck
Challenge 6 (2,300 XP)
together in a symbolic re-joining of the gods.
Devotion. The cultist has advantage on saving throws against
being Charmed or Frightened.

Shattermaster. The cultist’s shatter spell deals an additional 13


(3d8) radiant damage.

Spellcasting. The cultist is a 7th-level spellcaster. Its spellcasting


ability is Wisdom (spell save DC 15, +7 to hit with spell at-
tacks). The cultist of the shattered god has the following cleric
spells prepared:

Cantrips (at will): guidance, light, mending, sacred flame


1st level (4 slots): command, guiding bolt, healing word, shield
of faith
2nd level (3 slots): hold person, shatter, silence, spiritual
weapon
3rd level (3 slots): dispel magic, spirit guardians
4th level (1 slots): guardian of faith

Actions
Multiattack. The cultist makes a shatterblade attack and casts a
cantrip.

Shatterblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: 6 (1d10 + 1) piercing damage and 5 (1d10) radiant
damage. Up to two additional creatures within 5 feet of the tar-
get must make a DC 15 Dexterity saving throw, taking 4 (1d8)
slashing damage and 4 (1d8) radiant damage on a failed save, or
half as much damage on a successful one.

Homebrew by IrishBandit - Art by Igor Podmogilnikov - Cultist of the Shattered God


7
Deadwood Guardian
Assembled out of a multitude of animal and humanoid bones,
deadwood guardians are protectors of dying and diseased forests,
shielding them against outside interference. Contrary to their
undead nature, deadwood guardians patrol the wilds in harmony
with beasts and plants, a stark constrast to more standard undead.
Darwinian Enforcers. Deadwood guardians are the product of
a specific brand of forest spirit or druid circle, one that believes
in the harshness of nature, that the natural order must be held
paramount. To them, survival of the fittest, and the raw survival of
the wilderness is the true way of the world, and they do not tolerate
the meddling of what they see as softer, weaker peoples. Deadwood
guardians watch over blighted places, ensuring they are not
disturbed by opportunists or travelers.
Force Multipliers. Deadwood guardians are imbued with druidic
magic, and act as a beacon of their creator’s view of the world.
They tend to travel alongside the native beasts of their protected
lands, aiding the strongest while allowing the weak to perish.
Deadwood guardians rigidly enforce nature’s course wherever they
go through powerful magic auras, rendering their packs completely
invulnerable to interference by outsiders. A normal pack of wildlife
is a danger, but a deadwood guardian’s pack is
capable of overwhelming even experienced
adventurers. However, deadwood guardians care
only for their forests, and will not give
chase beyond their glades.

Deadwood Guardian attacks). The deadwood guardian can innately cast the following
spells, requiring no material components:
Large undead, lawful neutral
At will: druidcraft
Armor Class 14 (natural armor) 2/day each: ensnaring strike, faerie fire, ray of sickness
Hitpoints 102 (12d10 + 36) 1/day each: ray of enfeeblement, spike growth
Speed 60 ft.
Nature’s Course. Friendly beasts and plants within 60 feet of
STR DEX CON INT WIS CHA
the deadwood guardian are immune to damage caused by other
17 (+3) 14 (+2) 16 (+3) 7 (-2) 16 (+3) 9 (-1)
creatures that are not beasts or plants
Skills Perception +5
Speak with Beasts and Plants. The deadwood guardian can
Damage Immunities poison
communicate with beasts and plants as if they shared a language.
Condition Immunities exhaustion, poisoned
Senses darkvision 60ft., passive Perception 15
Languages Druidic, Sylvan
Actions
Challenge 3 (700 XP) Multiattack. The deadwood guardian makes two attacks: one ram
attack and one with its claws.
Charge. If the deadwood guardian moves at least 20 feet
straight towards a target and then hits it with a ram attack Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
on the same turn, the target takes an extra 7 (2d6) piercing Hit: 9 (1d12 + 3) slashing damage.
damage. If the target is a creature, it must succeed on a DC 13
Strength saving throw or be pushed up to 10 feet away and Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
knocked prone. 10 (2d6 + 3) bludgeoning damage.

Innate Spellcasting. The deadwood guardian’s spellcasting Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone
D ability is Wisdom (spell save DC 13, +5 to hit with spell creature. Hit: 21 (4d8 + 3) bludgeoning damage.

Deadwood Guardian - Art by Sergey Demidov - Homebrew by IrishBandit


8
Afflicted Beggar
Medium humanoid (any race), chaotic evil
Afflicted Beggar
Ordinary people are susceptible to affliction by many forces,
Armor Class 14 (hide armor) whether it be a demonic pact gone wrong, a terrible disease, water
Hitpoints 14 (4d8 - 4) contamined with tarrasque blood, a vile curse, or any number of
Speed 30 ft. other ways. Those whose bodies are mutated into hideous form
find themselves unwanted and uncared for in most societies,
STR DEX CON INT WIS CHA resorting to panhandling and thievery on the streets to survive.
12 (+1) 14 (+2) 9 (-1) 9 (-1) 11 (+0) 9 (-1) Obsessed Pickpockets. The corruption that mutates the body
of an afflicted beggar also infects their mind, making them erratic
Skills Sleight of Hand +6 and obsessive. Afflicted are consumed by the need to acquire a
Senses passive Perception 10 specific thing, whether it be food, gems, or drugs, the beggar will
Languages any one language fight and steal to gain posession of it. Barring that, all beggars seek
Challenge 1/2 (100 XP) to acquire coin to both sustain themselves and purchase objects of
their obsession.
Nimble Escape. The beggar can take the Disengage or Hide
action as a bonus action on each of its turns.
Beggar Obsessions
Pickpocket’s Sense. The beggar has advantage on Wisdom d10 Obsession d10 Obsession
(Perception) checks to find people who are carrying coins or 1 Drugs 6 Keys
the beggar’s obsession. 2 Gems 7 Alcohol
3 Food 8 Precious Metals
Actions 4 Water 9 Feathers
Swipe. Melee Weapon Attack: +4 to hit, reach 5 ft., one 5 Jugs 10 Weapons
creature. Hit: 4 (1d4 + 2) bludgeoning damage, and the beggar
steals 7 (2d6) coins from the target. The coins are of the most
valuable type the target is carrying.

Homebrew by IrishBandit - Art by Andrey Surnov - Afflicted Beggar


9
Astralthid
Medium aberration, lawful evil

Armor Class 18 (exo-mantle)


Hitpoints 104 (16d8 + 32)
Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA


11 (+0) 14 (+2) 14 (+2) 19 (+4) 17 (+3) 17 (+3)

Saving Throws Int +8, Wis +7, Cha +7


Skills Arcana +12, Deception +7, Insight +7, Perception +7,
Persuasion +7
Senses darkvision 120 ft., passive Perception 17
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 9 (5,000 XP)

Exo-Mantle. The astralthid can breathe normally in any


environment (including a vacuum) and has advantage on saving
throws against harmful gases (such as those created by a
cloudkill spell, a stinking cloud spell, inhaled poisons, and the
breath weapons of some dragons).

Magic Resistance. The astralthid has advantage on saving


throws against spells and other magical effects.

Innate Spellcasting (Psionics). The astralthid’s innate


spellcasting ability is Intelligence (spell save DC 16). It can
innately cast the following spells, requiring no components:

At will: detect thoughts, levitate


1/day each: dominate monster, plane shift (self only),
telekinesis

Actions
Multiattack. The astralthid makes three exo-grasper attacks.

Exo-Grasper. Melee Weapon Attack: +8 to hit, reach 10 ft., one


target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is
grappled (escape DC 16). Until this grapple ends, the target is
restrained and takes 7 (2d6) bludgeoning damage at the start of
each of its turns. The astralthid has three exo-graspers, each of
which can grapple only one target.

Tentacles. Melee Weapon Attack: +8 to hit, reach 5 ft., one


creature. Hit: 15 (2d10 + 4) psychic damage. If the target is
Medium or smaller, it is grappled (escape DC 16) and must
succeed on a DC 16 Intelligence saving throw or be stunned
Astralthid
until this grapple ends. This grapple overrides an exo-grasper For the few illithid colonies that still possess one, a nautiloid is a
grapple. great and priceless asset. Nautiloids are entrusted to astralthids,
illithids highly trained in the operation, maintenance, and defense
Extract Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., of their ancient ships. Astralthids are equipped with advanced,
one incapacitated humanoid grappled by the astralthid. Hit: magical suits called exo-mantles, allowing them to operate in the
The target takes 55 (10d10) piercing damage. If this damage harsh environment of the astral plane. The suit also bears three
reduces the target to 0 hit points, the astralthid kills the target long, prehensile tentacles that the astralthid uses to maneuver and
by extracting and devouring its brain. manipulate objects easily in low gravity. These tentacles also serve
as potent weapons in the defense of a colony or ship.
Mind Blast (Recharge 5–6). The astralthid magically emits Rare Specialists. Even among illithid colonies, a nautiloid is rare,
psychic energy in a 60-foot cone. Each creature in that area and astralthids generally stay with their colony’s nautiloid, fighting
must succeed on a DC 16 Intelligence saving throw or take
to the death to defend it. This makes astralthids an even rarer
22 (4d8 + 4) psychic damage and be stunned for 1 minute. A
sight than their molluscoid ships, although their unique talents
creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. may occasionally be employed elsewhere in service to the colony.
Astralthids are a potent fighting force as part of a nautiloid-based
colony, able to both attack from and defend their ship with ease.
A

Astralthid - Art by Alexander Trufanov - Homebew by IrishBandit


10
Astralthid Captain Lair Actions
When fighting inside its lair, an astralthid captain can use lair
Every ship needs a captain, and the captain of a nautiloid is among
the most fearsome of illithids. Those astralthids who are entrusted actions. On initiative count 20 (losing initiative ties), an
with this honor are the most powerful of their ilk, more powerful astralthid captain can take one lair action to cause one of the
than even an ulitharid in body and mind. Astralthid captains are following effects; the astralthid can’t use the same lair
powerful psions, able to single-minded command their crew and action two rounds in a row:
direct their ancient ships. They become one with their nautiloid, • The astralthid casts reverse gravity without expending a spell
never leaving its bridge. A captain will defend their ship to the usage.
death, or go down with it in case of disaster. • The astralthid commands one friendly creature it can sense
within 120 feet of it. The target gains a surge of energy and
An Astralthid Captain's Lair can immediately take an action or a bonus action. If the target
doesn’t, or can’t, use this benefit in that time, the energy is lost.
A nautiloid looks like an enormous conch shell fitted with an
exterior deck and a large mass of rubbery tentacles. Its interior • The astralthid activates defenses within the nautiloid. Mechanical
slightly resembles the layout of a regular ship, but twisted and tentacles, similar to those of an exo-mantle, extend from the
alien in construction, designed only to be traversed with the aid walls of the interior. Any creature within 10 feet of a wall must
of an exo-mantle. Strange illithid mechanisms and markers cover make a DC 19 Dexterity saving throw or be grappled by the
the walls, devices the astralthids use to maintain and operate the tentacles (escape DC 15) and pulled 5 feet towards the wall.
vessel. Each tentacle retracts upon failing to grapple, or the grapple
being broken.

Astralthid Captain Actions


Medium aberration, lawful evil
Multiattack. The astralthid makes three exo-grasper attacks.
Armor Class 18 (exo-mantle)
Exo-Grasper. Melee Weapon Attack: +11 to hit, reach 10 ft.,
Hitpoints 130 (20d8 + 40)
one target. Hit: 13 (2d6 + 6) bludgeoning damage, and the
Speed 30 ft., fly 30 ft. (hover)
target is grappled (escape DC 19). Until this grapple ends, the
target is restrained and takes 7 (2d6) bludgeoning damage at
STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 14 (+2) 22 (+6) 18 (+4) 18 (+4)
the start of each of its turns. The astralthid has three exo-grasp-
ers, each of which can grapple only one target.
Saving Throws Int +11, Wis +9, Cha +9
Skills Arcana +16, Deception +9, Insight +9, Perception +9, Tentacles. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Persuasion +9 creature. Hit: 17 (2d10 + 6) psychic damage. If the target is
Damage Resistances bludgeoning, piercing, and slashing Medium or smaller, it is grappled (escape DC 19) and must
damage from nonmagical attacks succeed on a DC 16 Intelligence saving throw or be stunned
Condition Immunities frightened, prone until this grapple ends. This grapple overrides an exo-grasper
Senses darkvision 120 ft., passive Perception 19 grapple.
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 13 (10,000 XP) Extract Brain. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one incapacitated humanoid grappled by the astralthid. Hit:
The target takes 55 (10d10) piercing damage. If this damage
Creature Sense. The astralthid is aware of the presence of
reduces the target to 0 hit points, the astralthid kills the target
creatures within 2 miles of it that have an Intelligence score
by extracting and devouring its brain.
of 4 or higher. It knows the distance and direction to each
creature, as well as each creature’s Intelligence score, but can’t
Gravity Slam (Recharge 5–6). The astralthid magically reverses
sense anything else about it. A creature protected by a mind
gravity in a 20-foot radius centered on a point it can see. Each
blank spell, a nondetection spell, or similar magic can’t be
creature in that area is flung into the air, then slammed to the
perceived in this manner.
ground, and must make a DC 19 Dexterity saving throw. On a
failed save, a target takes 27 (4d10 + 5) bludgeoning damage,
Exo-Mantle. The astralthid can breathe normally in any
falls prone, and is stunned until the end of the astralthid’s next
environment (including a vacuum) and has advantage on saving
turn. On a successful save, a target takes half as much damage
throws against harmful gases (such as those created by a
and falls prone.
cloudkill spell, a stinking cloud spell, inhaled poisons, and the
breath weapons of some dragons).

Magic Resistance. The astralthid has advantage on saving


Legendary Actions
throws against spells and other magical effects. The astralthid can take 3 legendary actions, choosing from the
options below. Only one legendary action can be used at a time
Innate Spellcasting (Psionics). The astralthid’s innate and only at the end of another creature’s turn. The astralthid
spellcasting ability is Intelligence (spell save DC 19). It can regains spent legendary actions at the start of its turn.
innately cast the following spells, requiring no components:
Attack. The astralthid makes one exo-grasper attack.
At will: detect thoughts, levitate Move. The astralthid moves up to half its speed.
1/day each: dominate monster, plane shift (self only), reverse Control (Costs 2 Actions). If the astralthid is in its lair, it
gravity, telekinesis immediately takes a lair action. A

Homebrew by IrishBandit - Art by Alexander Trufanov - Astralthid


11
Candle Devil Devil’s Sight. Magical darkness doesn’t impede the devil’s
darkvision.
Large fiend (devil), lawful evil
Fuel the Flames. Whenever the devil is subjected to fire damage,
Armor Class 16 (natural armor) its candles and lanterns burn with greater intensity until the end
Hitpoints 171 (18d10 + 72) of its next turn. While under this effect, the devil sheds bright
Speed 30 ft. light for an additional 30 feet and dim light for an additional 30
feet, and its attacks deal an extra 9 (2d8) fire damage.
STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 18 (+4) 16 (+3) 17 (+3) 19 (+4)
Innate Spellcasting. The devil’s spellcasting ability is Charisma
(spell save DC 16, +8 to hit with spell attacks). The devil can
Saving Throws Con +8, Wis +7, Cha +8
innately cast the following spells, requiring no material compo-
Skills Perception +7
nents:
Damage Resistances cold; bludgeoning, piercing, and slashing
from nonmagical attacks that aren’t silvered
At will: control flames, dancing lights, fire bolt, light, thaumaturgy
Damage Immunities poison
2/day each: guiding bolt, hellish rebuke, searing smite
Condition Immunities poisoned
1/day each: blinding smite, branding smite, continual flame
Senses darkvision 120 ft., passive Perception 17
Languages Infernal, telepathy 120 ft.
Magic Resistance. The devil has advantage on saving throws
Challenge 9 (5,000 XP)
against spells and other magical effects.

Candlekeeper. The devil sheds bright light in a 30-foot radius, Actions


and dim light for an additional 30 feet. Open flames within the
Multiattack. The devil makes three lantern attacks.
devil’s light can’t be extinguished except by magical means.
Living wicks within the light are automatically lit under the
Lanterns. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
devil’s control and do not lose hitpoints from being lit.
C Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) fire damage.

Candle Devil - Art by Clint Cearley - Homebrew by IrishBandit


12
Candle Devil Candlebearer
The weakest of the greater devils, candle devils appear as Candlebearers are the acolytes and cultists who serve candle
monstrous, waxy humanoids, with a multitude of arms each devils. They seek to burn and sear away those who oppose them,
holding a candle, lantern, or torch. Candle devils prefer to gather using light and radiance traditionally associated with good clerics.
followers and form cults to expand their influence, promising Candle cults use this to operate more openly than a typical
forbidden knowledge and powers, and revel in shining light on and devil cult, branding themselves as an organization of light and
uncovering secrets, fugitives, and infiltrators. They also create wax knowledge. The most developed of such cults may have entire
constructs called Living Wicks (Tome of Beasts p.278) to serve groups of followers who are unaware of the true leader and
them, their flames kept ever-burning by the devil’s magic. purpose of the organization.

Candlebearer
Medium humanoid (any race), any evil alignment

Armor Class 12 (studded leather)


Hitpoints 44 (8d8 + 8)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 10 (+0) 13 (+1) 15 (+2) 16 (+3) 13 (+1)

Skills Perception +5, Religion +4


Damage Resistances fire, radiant
Senses passive Perception 15
Languages Common, Infernal
Challenge 3 (700 XP)

By Candlelight. The candlebearer’s holy symbol is a lit candle


it holds, which can be extinguished like any other open flame.
While the candle is extinguished, the candlebearer can’t cast
spells. While the candle is lit, it sheds bright light in a 5-foot
radius, and dim light for an additional 5 feet .

Dark Devotion. The candlebearer has advantage on saving


throws against being charmed or frightened.

Infernal Light. While the candlebearer’s candle is lit, whenever it


would deal fire damage, it deals radiant damage instead.

Spellcasting. The candlebearer is a 5th-level spellcaster. Its


spellcasting ability is Wisdom (spell save DC 13, +5 to hit with
spell attacks). The candlebearer has the following cleric spells
prepared:

Cantrips (at will): light, sacred flame, thaumaturgy


1st level (4 slots): burning hands, faerie fire, guiding bolt
2nd level (3 slots): continual flame, flaming sphere, scorching
ray
3rd level (2 slots): daylight, fireball

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

Re-Light. The candlebearer magically re-lights its candle if it has


been extinguished.

Homebrew by IrishBandit - Art by Tony Sart - Candlebearer


13
“The
se
get s flowers
o ma are a
— La ny?” mazi
ng! W
Orchid Viper Gard s
ener
t wo
r d s of
Laur
a Jaff
hen
did I
At first glance, an orchid viper merely appears to be a beautiful, e, Am
large orchid flower. This innocuous disguise is an orchid viper’s ateur
greatest asset, allowing it to get the drop on even otherwise description, slashing and
perceptive prey. Upon striking, the viper injects its prey with burning them on sight lest they
an insidious toxin, both eating away at them and effecting their reveal themselves to be deadly predators.
mind and perceptions. The venom of an orchid viper causes its Orchid Venom (Injury). This special poison is harvested from the
victims to become infatuated with flowers, impulsively seeking glands of an orchid viper, or brewed from one’s petals. A creature
out any flowers in their vicinity. Exploiting this effect, orchid subjected to this poison must make a DC 13 Constitution saving
vipers congregate in large numbers, forming what appears to be throw. On a failed save, the creature takes 10 (3d6) poison damage
a veritable bloom of colorful orchid flowers. When a target is bit and must succeed on a DC 13 Wisdom saving throw or become
by one viper, they are drawn to the rest of the orchid vipers, who charmed by flowers for 1 minute. While charmed in this way, the
quickly overwhelm and kill their unfortunate victim. This strategy appearance and smell of flowers becomes exaggerated for the
allows orchid vipers to predate on creatures much larger than creature, and they seek to be around as many flowers as possible.
themselves, including humanoids, a behavior that has led many
communities within their home ranges to fear large flowers of any

Orchid Viper
Small beast, unaligned

Armor Class 14
Hitpoints 22 (5d6 + 5)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 18 (+4) 13 (+1) 3 (-4) 12 (+1) 3 (-4)

Skills Perception +3, Stealth +6


Senses blindsight 10 ft., passive Perception 13
Languages —
Challenge 1 (200 XP)

Ambusher. The viper has advantage on attack rolls against


surprised creatures.

False Appearance. While the viper remains motionless, it is


indistinguishable from an ordinary plant.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d4 + 4) piercing damage. If the target is a creature, it
must make a DC 13 Constitution saving throw. On a failed save,
the target takes an extra 10 (3d6) poison damage and must
succeed on a DC 13 Wisdom saving throw or become charmed
by flowers for 1 minute. While charmed in this way, the
appearance and smell of flowers becomes exaggerated for the
target, and they seek to be around as many flowers as possible.

Orchid Viper - Art by Pauliina Linjama - Homebrew by IrishBandit


14
Kader
The Shrouded Oracle is a figure of mystery
and legend. Some say they are a fey spirit of fate,
who knows all possible futures yet can’t see the
present. Others say they are an evil devil seeding the
world with dire prophecies and ill omens.
Mysterious Illusionist. Kader is known to appear in
dark woods on gloomy nights, and toy with travelers
using all manner of trickery and illusion magic. One
might see a copy of themselves, just out of reach in the
mists, or the land itself may change to something entirely
unrecognizable, leaving you lost and aimless. When
Kader’s fog descends, strange noises and senses are
heard by all within. Such illusions as the disembodied
whisper of a loved one calling for help, or the lost
taste of a favorite childhood food. Kader seems to
relish in the distress and confusion they sow.
Knower of All. Able to discern even the
most hidden of secrets or esoteric of knowledge, Kader
appears to know all truths and all lies, past, present,
or future. Kader does not distinguish between true
and false, past or present, as all times and places look
the same to the Shrouded Oracle.
Seer of All. Within the otherworldly mists that Kader
dwells, all things become eyes for Kader, making hiding
from the spirit a fruitless endeavor. Their fogs seem to
twinkle with eye-like lights, locked in a hundred
unearthly stares with anyone caught within.
Timeless and Placeless. Kader knows no bounds,
geographic or temporal. Tales of their hauntings appear
equally in the oral stories of ancient tribes, and the
scholarly records of the most advanced civilizations.
Innate Spellcasting. Kader’s innate spellcasting ability is Wisdom
Kader, The Shrouded Oracle (spell save DC 21). They can innately cast the following spells,
Medium fey, lawful evil requiring no components:

Armor Class 9 At will: augury, detect thoughts, fog cloud, misty step
Hitpoints 130 (20d8 + 40) 3/day each: banishment, cloudkill, divination, legend lore, scrying
Speed 15 ft., fly 5 ft. (hover)
Spellcasting. Kader is a 20th-level spellcaster. Their spellcasting
STR DEX CON INT WIS CHA ability is Wisdom (spell save DC 21, +13 to hit with spell attacks).
9 (-1) 8 (-1) 14 (+2) 25 (+7) 27 (+8) 20 (+5) Kader has the following cleric spells prepared:
Saving Throws Int +12, Wis +13, Cha +10 Cantrips (at will): guidance, minor illusion
Skills Insight +18 1st level (4 slots): color spray, fog cloud, silent image
Condition Immunities blinded, charmed, deafened, frightened, 2nd level (3 slots): blur, invisibility, mirror image
petrified, stunned 3rd level (3 slots): fear, hypnotic pattern, major image
Senses blindsight 15 ft. (blind beyond this radius), passive 4th level (3 slots): greater invisiblity, hallucinatory terrain,
Perception 18 phantasmal killer
Languages Sylvan 5th level (3 slots): dream, mislead
Challenge 16 (15,000 XP) 6th level (2 slots): programmed illusion, true seeing
Boundless Vision. Kader’s blindsight extends to fill the area of 7th level (2 slots): mirage arcane, project image, simulacrum
any spell they cast, as well as to within 10 feet of any illusion 8th level (1 slot): telepathy
they create. 9th level (1 slot): weird

Fey Magic. Kader doesn’t require material or verbal components


Actions
to cast their spells. False Prophecy. Kader ordains a twisted fate on one creature
they can see. Kader chooses an action, such as Attack or Cast a
Fogbringer. Kader doesn’t need to concentrate on the fog cloud Spell, and curses the target. The next time the target takes the
spell. specified action, it takes 32 (5d12) psychic damage. This curse
lasts for 24 hours, or until it is triggered.
Foresight. Kader can’t be surprised and has advantage on attack
rolls, ability checks, and saving throws. Additionally, other Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. K
creatures have disadvantage on attack rolls against Kader. Hit: 2 (1d6 - 1) bludgeoning plus 6 (1d12) necrotic damage.

Homebrew by IrishBandit - Art by Nagy Norbert - Kader


15
Leowyvern
With leathery wings and a tail bearing a stinger,
and the head and powerful claws of a lion, the
origin of the leowyvern’s name is obvious.
A creature of uncertain origin and chimeric
make, the leowyvern shares many behaviors
and aspects with its component creatures
of wyverns and lions.
Aerial Hunters. A leowyvern doesn’t fight on the
ground unless it can’t reach its prey by any
other means, or if it has been fooled into a
position from which aerial combat isn’t an option.
If forced into a confrontation on the ground, a
leowyvern charges, attempting to scatter its
opponents.
Tamed Leowyverns. Like its wyvern
cousins, the leowyvern offers a tantalizing
mount and companion to prospective
tamers. However, the leowyvern’s rarity,
heightened aggression, and enhanced
ferocity makes taming one a near-suicidal
prospect. Anyone who could successfully tame
a leowyvern would be a force to be reckoned
with, and a legendary figure in their own right.

Leowyvern Actions
Huge monstrosity, unaligned Multiattack. The leowyvern makes four attacks: one with its bite,
one with its claws, one with its stinger, and one with its wings.
Armor Class 14 (natural armor)
Hitpoints 123 (13d12 + 39) Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Speed 30 ft., fly 80 ft. Hit: 12 (2d6 + 5) piercing damage.
STR DEX CON INT WIS CHA Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
20 (+5) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2) Hit: 14 (2d8 + 5) slashing damage.
Saving Throws Str +8 Stinger. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Skills Perception +4 creature. Hit: 12 (2d6 + 5) piercing damage. The target must
Senses darkvision 60 ft., passive Perception 14 make a DC 16 Constitution saving throw, taking 24 (7d6)
Languages — poison damage on a failed save, or half as much damage on a
Challenge 8 (3,900 XP) successful one.

Air Pounce. If the leowyvern flies at least 30 feet straight toward Wings. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
a creature and then hits it with an attack on the same turn, that Hit: 9 (1d8 + 5) bludgeoning damage.
target must succeed on a DC 16 Strength saving throw or be
L knocked prone.

Leowyvern - Art by Ivan Belikov - Homebrew by IrishBandit


16
Saathid, the Arachnomancer Web Walker. Saathid ignores movement restrictions caused by
webbing.
Gargantuan monstrosity, chaotic neutral
Webmaster. Saathid’s web spell lasts until dispelled, and he
Armor Class 18 (natural armor) doesn’t need to concentrate on it.
Hitpoints 290 (20d20 + 80)
Speed 30 ft., climb 30 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. Saathid makes three attacks: two with his skewers
16 (+3) 18 (+4) 18 (+4) 20 (+5) 15 (+2) 13 (+1) and one with his mandibles. He can use his bite instead of his
mandibles.
Saving Throws Con +9
Skills Arcana +15, Perception +7, Stealth +9 Mandibles. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Damage Resistances bludgeoning, piercing, and slashing from target. Hit: 29 (4d12 + 3) piercing damage, and the target must
nonmagical attacks succeed on a DC 16 Strength saving throw or be grappled.
Damage Immunities poison
Condition Immunities poisoned Skewer. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Senses blindsight 10 ft., darkvision 60 ft., passive Perception target. Hit: 25 (4d10 + 3) piercing damage, and the target must
17 succeed on a DC 16 Strength saving throw or be grappled and
Languages Common, Elvish knocked prone.
Challenge 15 (13,000 XP)
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature
Innate Spellcasting. Saathid’s innate spellcasting ability is grappled by Saathid. Hit: 31 (8d6 + 3) piercing damage, and the
Intelligence (spell save DC 18). He can innately cast the target must make a DC 16 Constitution saving throw, taking 52
following spells, requiring no components: (5d20) poison damage on a failed save, or half as much damage
on a successful one.
At will: acid splash, animal friendship (spiders only), catapult,
speak with animals (spiders only), web
3/day each: conjure animals (spiders only)
Legendary Actions
2/day each: haste, polymorph (spiders only) Saathid can take 3 legendary actions, choosing from the options
1/day each: animal shapes (spiders only), shapechange (spiders below. Only one legendary action can be used at a time and
only) only at the end of another creature’s turn. Saathid regains spent
legendary actions at the start of his turn.
Spider Climb. Saathid can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability Attack. Saathid makes one skewer attack.
check. Entrap. Saathid casts web.
Reposition. (Costs 2 Actions). Saathid moves up to his speed
Web Sense. While in contact with a web, Saathid knows the along webbing, this movement doesn’t provoke opportunity
exact location of any other creature in contact with the same attacks. S
web.

Homebrew by IrishBandit - Art by Ryan Van Dongen - Saathid


17
Skulltula
Small monstrosity, unaligned

Armor Class 15 (natural armor)


Hitpoints 39 (7d6 + 14)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 16 (+3) 15 (+2) 2 (-4) 11 (+0) 4 (-3)

Saving Throws Con +4


Skills Stealth +7
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Languages —
Challenge 2 (200 XP)

Ambusher. The spider has advantage on attack rolls against


surprised creatures.

Spider Climb. The spider can climb difficult surfaces, including


upside down on ceilings, without needing to make an ability
check.

Web Sense. While in contact with a web, the spider knows the
exact location of any other creature in contact with the same
web.

Web Walker. The spider ignores movement restrictions caused


by webbing.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 7 (1d8 + 3) piercing damage, and the target must
make a DC 13 Constitution saving throw, taking 17 (3d10)
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 Saathid
regaining hit points, and is Paralyzed while Poisoned in this way. Stories tell that Saathid was once a great drow wizard, a master of
transmutation and transfiguration. Driven to the surface by drow
Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, culture, he remained devoted to Lolth and sought to spread her
range 30/60 ft., one creature. Hit: The target is Restrained by influence wherever he went. He became obsessed with spiders,
webbing. As an action, the Restrained target can make a DC
the symbol of his goddess, and began to surround himself them.
13 Strength check, bursting the webbing on a success. The
Through greater and more complicated magical experiments, he
webbing can also be attacked and destroyed (AC 10; hp 5;
vulnerability to fire damage; immunity to bludgeoning, poison,
created deadly new strains of spiders that he released into the
and psychic damage). world. The cuulmination of all his effort was to turn his magic unto
himself, becoming the greatest spider ever known.
Arachnomancy. Monster hunters and adventurers beware, for
the great beast Saathid is no mere spider. His intellect and magic
Skulltula Tactics are as potent as they ever were before his transfiguration, able to
Ambush. Skulltulas use stealth and terrain to get the drop on their harness hoards of his fellow arachnids, and shape the environment
prey, catching them unaware and vulnerable. to his whim. With great skewers for legs, and wielding incredibly
Control. Skulltulas use their web abilities to restrict the movement potent venom, Saathid is not a monster to be trifled with.
and capabilities of their enemies, while being immune to the
effects themselves
Hit and Run. Skulltulas strike hard with their venomous attacks,
then back off to strike again from a strong position. They attempt
Skulltula
A devious creation of Saathid, the venomous spiders known as
to break contact and keep themselves from being targeted.
Skulltulas take their name from the shells that they inhabit, the
skulls of their victims. The additional protection provided by the
skull, as well as their enhanced venom, makes them a cut above
S other spiders one might encounter.

Skulltula - Art By Nate Hallinan - Homebrew by IrishBandit


18
Siberian Tigerpede Many-Limbed. The tigerpede can grapple up to 4 creatures at once,
Huge monstrosity, unaligned has advantage on Strength (Athletics) checks to grapple Large or
smaller creatures, and has advantage on saving throws to avoid
Armor Class 15 (natural armor) being grappled or falling prone.
Hitpoints 171 (18d12 + 54)
Speed 60 ft., climb 60ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The tigerpede can use its Tail Pound. It then makes
23 (+6) 16 (+3) 16 (+3) 3(-4) 13 (+1) 8 (-1) two attacks, one with its bite and one with its claws. The
tigerpede can replace any of its attacks with a grapple attempt.
Saving Throws Str +9
Skills Athletics +9, Perception +4, Stealth +9 Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
Damage Resistances cold 15 (2d8 + 6) slashing damage.
Senses passive Perception 14
Languages — Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
Challenge 8 (3,900 XP) Hit: 17 (2d10 + 6) piercing damage, and the target must
succeed on a DC 14 Constitution saving throw or take 13 (3d8)
Great Pounce. If the tigerpede moves at least 20 feet straight poison damage. If the poison damage reduces the target to 0
toward a creature and then hits it with a claw attack on the hit points, the target is stable but poisoned for 1 hour, even
same turn, that target must succeed on a DC 17 Strength saving after regaining hitpoints, and is paralyzed while poisoned in this
throw or be knocked prone and stunned until the end of its next way.
turn. If the target is prone, the tiger can make one bite attack
against it as a bonus action. Tail Pound. The tigerpede strikes the ground repeatedly with its
massive tail, causing tremors in a radius of 20 feet from it. Each
Keen Smell. The tigerpede has advantage on Wisdom other creature in the area must succeed on a DC 17 Dexterity
(Perception) checks that rely on smell. saving throw or be knocked prone.

Siberian Tigerpede
Combining the speed and ferocity of a tiger with
the dexterity and venom of a giant centipede, the
siberian tigerpede is a great and terrible sight to
behold for anyone unfortunate to be in its path. A
bizarre chimeric creature, its true origins are lost
to time, though many legends surround its creation.
Some records indicate that the tigerpede originated
in an ancient magical zoo, as a marvelous attraction
created to maintain the attention of an audience
bored by regular creatures. Others say that it is
a manifestation of angry mountain spirits, sent
to hunt and kill any who would exploit the riches
locked away in icy peaks.
Alpine Predators. Tigerpedes dwell in high, snowy
peaks, lairing in craggy caves far from civilization.
They regularly hunt mountain goats and other such
creatures, and especially love to poach the herds
of anyone who dares live in their territory. When
starved for food, tigerpedes are known to venture
out of their regular terrain into nearby forests or
hills to find food, spelling danger for anyone in
the region. Tigerpedes generally do not seek out
humanoids as their prey, but when hungry, they
will easily devour an entire caravan of hapless
travelers. For this reason, mountain dwellers always
try to keep enough livestock to appease a hungry
tigerpede, lest it eat them as well.

Siberian Tigerpede Tactics


Ambush. Tigerpedes use stealth and terrain to get the drop on their
prey, catching them unaware and vulnerable.
Hold Down. Tigerpedes use their tail pound to knock its prey
prone, and then its massive size and many limbs to keep them
there, all the easier to tear to shreds.
Terrain Master. Tigerpedes prefer to fight in their favored terrain of
mountains and crags, where they can use their climbing speed and
pounce to greatest effect.
Homebrew by IrishBandit - Art by B.R.Guthrie - Siberian Tigerpede
19

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