(ENG) Kobold Press 5a Ed. - Tome of Beasts 2 - Flip eBook Pages 1-50 (2024)

By Baur, Introcaso, Larwood, Pawlik, and Welham

1 by Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham Developed and Edited by Meagan Maricle

2 Credits DESIGNERS Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, and Mike Welham ADDITIONAL DESIGN Elye J. Alexander, Bryan Armor, Lou Anders, Beth Ball, Jonathan Ball, Zachary Bauer, Dominic “Walking Papercut” Bender, Beyond the Screen, Richard Bis, James Blount, Leopold Boulais, Benjamin A. Brinkley, Charlie Brooks, Peter Bruhn, Adam D. Burdo, Matt Burriss, Clay Christopher, Hamish Clark, Matthew Corley, Nicolas Courtemanche Dan Dillon, Wally DM, Chris Dudley, Benjamin L. Eastman, David Emmons, Caleb Engelke, Robert Fairbanks, John Feiler, Joey Fici, Joe Field, William Fischer, Jake Friday, Thomas Fritz, Scott Gable, David Gazelian, Richard Green, Tyrel B. Harness, Andrew Harshman, Chris Harris, Heath Harris, Sam Hobbs, Jeremy Hochhalter, Samuel Hubbard, TK Johnson, Maximilian Kirchner, Adam Letherbarrow, Nicholas Charles Querci, Gavin MacLean, Robert B. MacPherson, Meagan Maricle, Ryan Thomas McConnell, K McDonnell, Ben McFarland, Taylor L. McLain, Jonathan Miley, Joshua Moreland, Matt Perl, Jason Roberts, Sebastian Rombach, Graham Ruston, Jon Sawatsky, Robert Schwalb, Ryan Shatford, Mike Shea, I-Hsien Sherwood, Joshua D. Simon, Ren Stole, Jaaziah “Jazz” Stone, Jesse Stricker, Benjamin Tait, Ryan Thomas, Trey, Shane Vaiskauskas, Bryan Watson, Benjamin E. Weinberg, Austin Wilson, and D’ Woods DEVELOPMENT LEAD Meagan Maricle ADDITIONAL DEVELOPMENT Jon Sawatsky EDITING LEAD Meagan Maricle ADDITIONAL EDITING Misty Bourne and Marcie Wood PLAYTEST COORDINATOR Ben McFarland COVER ARTIST Hugh Pindur INTERIOR ARTISTS Sarah Dahlinger, Rita Fei, Jess Jackdaw, Dio Mahesa, Marcel Marcado, Julie Metzger, William OBrien, Kiki Moch Rizki, Felipe Pérez, Roberto Pitturru, Craig Spearing, Florian Stitz, Bryan Syme, Egil Thompson, Eva Widermann, and Vika Yarova GRAPHIC DESIGN Marc Radle ADDITIONAL GRAPHICS Addison Rankin and Doug Wohlfeil LAYOUT Marc Radle ADDITIONAL LAYOUT Anne G. S. Gregersen VIRTUAL TABLETOP CONVERSION Nic Bradley and Linda Buth DIRECTOR OF DIGITAL GROWTH Blaine Mcnu*tt ART DIRECTOR Marc Radle EDITORIAL DIRECTOR Amanda Hamon DIRECTOR OF OPERATIONS T. Alexander Stangroom PUBLISHER Wolfgang Baur Kobold Press, Midgard, and their associated logos are trademarks of Open Design. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, graphics, sidebars, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.) Open Game Content: The Open content in this book includes the monster names, descriptions, monster statistics, and monster abilities. No other portion of this work may be reproduced in any form without permission. www.KoboldPress.com ISBN: 978-1-950789-00-9 Printed in the USA © 2020 Open Design LLC 2 4 6 8 10 9 7 5 3 1 Kobold Press PO Box 2811 Kirkland WA 98083 USA

3 WHAT IS UMBRAL AND VOID SPEECH? Umbral is the language of the shadow elves, a corrupted dialect of Elvish, and spoken by most creatures of shadow. Those who speak it can gain a +1 to one Dexterity (Stealth) check 1/day. Void Speech is the language of the Outer Darkness in the Midgard campaign setting, spoken by vile things that are malevolent towards humans and their allies, and who seek to bring about the ruinous apocalypse of the dark gods. Substitute any ancient language with an evil reputation if you are using another setting. Contents A Aalpamac ............................................. 8 Ahu-Nixta............................................ 9 Akaasit................................................ 11 Akhlut.................................................12 Alchemical Skunk................................ 13 Alpha Fish ...........................................14 A-mi-kuk............................................. 15 Angel of Judgment...............................16 Angel, Angelic Enforcer.......................17 Angel, Mead Archon............................18 Angel, Uridimmu ................................19 Animal Lords ..................................... 20 Queen of Scorpions......................... 20 Toad King....................................... 22 Animated Bearskin Rug...................... 24 Aniwye ................................................25 Anzu .................................................. 26 Apaxrusl..............................................27 Ash Phoenix....................................... 28 Ashen Custodian................................ 29 Astral Devourer.................................. 30 Astri.................................................... 31 Attercroppe .........................................32 August Rooster ................................... 33 Aurora Horribilis................................ 34 Avalanche Screamer ............................ 35 Aviere..................................................36 Avulzor ...............................................37 B Barometz ............................................38 Beetles ................................................39 Befouled Weird....................................41 Black Crier......................................... 42 Bleakheart...........................................43 Bloodsapper....................................... 44 Bloodstone Sentinel ............................45 Boneshard Wraith .............................. 46 Bonespitter ........................................ 47 Boreas’ Chosen................................... 48 Brachyura Shambler........................... 49 Brain Hood ........................................ 50 Brimstone Locusthound...................... 51 Broodmother of Leng..........................52 Bulbous Violet .................................... 53 Butatsch..............................................54 C Cadaver Sprite .................................... 55 Carnivorous Ship ................................56 Carnivorous Sod .................................57 Catscratch...........................................58 Chamrosh ..........................................59 Chatterlome.......................................60 Cherufe...............................................61 Chill Haunt........................................ 62 Chimeric Phantom..............................63 Chronomatic Enhancer...................... 64 Clockwork Archon ..............................65 Clockwork Leech................................ 66 Clockwork Mantis.............................. 67 Clockwork Tiger................................. 68 Colláis ............................................... 69 Conjoined Queen ............................... 70 Corpse Worm......................................71 Corrupted Pixie...................................72 Crimson Shambler ..............................73 Crinaea ...............................................74 Crocotta .............................................75 Cryoceros .......................................... 76 Crystalline Monolith ..........................77 SPECIAL THANKS! Special thanks to the 6,524 backers who made this volume possible! ON THE COVER In this battle scene by Hugh Pindur, heroes face a servant of the Unsated God as it summons the demon lord Hriggala.

4 D Dancing Foliage ................................. 79 De Ogen............................................. 80 Death Vulture .....................................81 Deathspeaker..................................... 82 Deathweaver ......................................83 Degmadu ........................................... 84 Demon Lord, Alsikaya ........................85 Demon Lord, Bathael .........................87 Demon Lord, Hriggala .......................88 Demon Lord, Rhopalocerex ..............90 Demon, Baliri ....................................93 Demon, Culicoid................................ 94 Demon, Spawn of Alquam ..................95 Derendian Moth Abomination ........... 96 Derro ................................................ 97 Devil, Arch-Devil, Poena ................... 99 Devil, Arch-Devil, The Curator ......... 100 Devil, Arachnocrat ........................... 102 Devil, Blood Imp ..............................103 Devil, Nephirron.............................. 104 Devil, Scribe .....................................105 Devil, Tzepharion............................. 106 Dimensional Shambler .....................107 Dinosaurs .........................................108 Dragon, Boreal .................................110 Dragon, Imperial ..............................114 Dragonette, Keyhole.......................... 118 Drake, Cave ..................................... 119 Drake, Crater................................... 120 Drake, Diminution .......................... 121 Drake, Hoard ....................................122 Drake, Hoarfrost ............................. 123 Drake, Kelp.......................................124 Drake, Light ................................... 125 Drake, Liminal..................................126 Drake, Sanddrift .............................127 Drake, Vine .......................................128 Dread Walker Excavator .................129 Dryad, Mountain ..............................130 E Edjet Initiate .................................... 131 Elemental, Fire-Infused Water........... 132 Elemental, Ice ................................... 133 Elemental, Magnetic .........................134 Emperor’s Hyena .............................. 135 Empusa............................................. 136 Eonic Savant ..................................... 137 F Fabricator ......................................... 138 Faceless Wanderer............................. 139 Falsifier Fog ..................................... 140 Fane Spirit.........................................141 Far Dorocha .....................................142 Felid Dragon .....................................143 Fey Lords and Ladies ....................... 144 Commander of Horn and Gold ..... 144 Mistress of Midnight Teeth............146 Tarkun the Desiccated ...................148 Fey Revenant ....................................150 Flayed Wraith .................................... 151 Fleshdreg .......................................... 152 Fleshspurned..................................... 153 Flithidir ............................................154 Forest Emperor................................. 155 Fragrant One .................................... 156 Fungi ................................................ 157 G Galidroo ........................................... 161 Garlicle .............................................162 Gaunt One ........................................ 163 Ghast of Leng, Greater......................164 Ghillie Dubh ..................................... 165 Ghouls ..............................................166 Ghul .................................................169 Giant, Abbanith.................................170 Giant, Cave Shaman ......................... 171 Giant, Phase .....................................172 Giant, Shadow .................................. 173 Giant, Snow ......................................174 Giant, Thin ....................................... 175 Glacial Corrupter ..............................176 Glacier Behemoth ............................. 177 Golem, Bearing ................................. 178 Golem, Death Shroud .......................179 Golem, Dragonflesh..........................180 Golem, Vine ..................................... 181 Graknork ..........................................182 Graveyard Dragon ........................... 183 Greed Swarm ....................................184

5 Gremlin, Rum Lord ......................... 185 Grimmlet..........................................186 Guiguai ............................................ 188 Gulper Behemoth ............................ 190 H Haleshi ............................................. 191 Hantu Penanggal...............................192 Harbinger of Wrath ........................... 193 Harefolk............................................194 Harpy, Egret ..................................... 195 Heggarna ..........................................196 Helashruu ........................................197 Herald of Slaughter ...........................198 Herald of the Void .............................199 Hodag..............................................200 Hongaek .......................................... 201 Hooden Horse ................................. 202 Huecambra ...................................... 203 Huli Jing ..........................................204 Husks .............................................. 205 Hverhuldra....................................... 206 Hydra, Bloom .................................. 207 Hydra, Chameleon ........................... 208 I Ice Bogie .......................................... 209 Ikuchi............................................... 210 Illhveli, Kembingur ........................... 211 Illhveli, Nauthveli..............................212 Incarnate Gloom .............................. 213 Infernal Centaur ...............................214 Infernal Swarm ................................. 215 Initiate of the Elder Elementals ........216 Irid ...................................................217 J Jack of Strings ..................................218 K Kachlian ...........................................219 Kamaitachi....................................... 220 Kami.................................................221 Gorao-Ka ......................................221 Hebi-Doku ................................... 222 Naizu-Ha.......................................223 Sasori f*ckurowashi ...................... 224 Kaveph..............................................225 Keelbreaker Crab ............................. 226 Kelp Eel ............................................227 Kezai.................................................228 Khodumodumo................................ 229 Kirikari ............................................ 230 Knight Ab-errant............................... 231 Kobold Spellclerk ..............................232 Kobold War Machine......................... 233 L Lambent Witchfyre ..........................234 Lava Keeper ...................................... 235 Lazavik ............................................236 Lich, Virtuoso....................................237 Linnorm, Vent...................................239 Locksmith ......................................240 Luck Leech........................................241 Lunarchidna ................................... 242 Lunarian ...........................................245 Lycanthrope, Wereowl .................... 246 Lycanthrope, Wereshark....................247 Lymarien ........................................ 248 M Mad Piper .........................................250 Magma Octopus................................ 251 Malleable ..........................................252 Manggus ...........................................256 Mari Lwyd.........................................257 Marsh Dire........................................258 Mei Jiao Shou ...................................259 Moonkite ......................................... 260 Mountain Strider ..............................261 Mummy, Scroll................................. 262 Murgrik ............................................263 Mydnari ........................................... 264 N Naga, Swamp ....................................265 Narshark.......................................... 266 Necrotech .........................................267 Nharyth ........................................... 269 Noth-norren .................................... 270 Nyctli ...............................................271 Nymph, Mountain ............................272 O Oasis Keeper .....................................273 Ogre, One-Horned............................274 Ogrepede ..........................................275 Onyx Magistrate ...............................276 Ooze, Amber ....................................277 Eldritch Ooze ...................................278 Ooze, Ichor .......................................279 Ooze, Mineral ................................. 280 Ooze, Tar ..........................................281 Ophidiotaur ......................................282 Ophinix ............................................283 Orc, Gray ......................................... 284 Orniraptor ........................................285 Orphan of the Black ........................ 286 Ortifex .............................................287 Otterfolk ..........................................288 Overshadow .................................... 289 P Pale Screamer .................................. 290 Pal-Rai-Yuk .......................................291 Parzz’val .......................................... 292 Peat Mammoth .................................293 Pestilence Swarm ............................. 294 Pine Doom........................................295 Plague Spirit .................................... 296 Primal Oozer.....................................297 Pumpkin King ................................. 298 Pustulent Shambler.......................... 299 Putrescent Slime ............................. 300 Q Qiqirn ...............................................301 Quickserpent ...................................303 Quoreq ........................................... 304 R Radiant Spark Swarm .......................305 Repository ...................................... 306 Righteous Sentinel ...........................307 Rock Roach .....................................308 Rotsam ........................................... 309 Runeswarm .....................................310 S Salamander Monarch ....................... 311 Sapphire Jelly .................................... 312 Sarsaok ............................................. 313 Sasquatch..........................................314 Satarre .............................................. 315 Scarlet Ibis ........................................ 318 Scrofin .............................................. 319 Sema ................................................ 320 Servant of the Unsated God .............. 321 Shadow Boxer...................................322

6 Playtesters 5 Idiots in a Dungeon: Clay Christopher (GM); Rain Shultz, Trace Campbell, Travis Marrocco, Blaine Joonas Adventures in Helyanwe: Brandon S. Goodling (GM); Ben Poliner, Colin Mount, Crystal Poliner, Doug McNeill, Nathan Beamer, Morgan Beamer, Stephanie L. Goodling AsteriaQuest!: David Rice (GM); Jean Hamm, Steve Hartwick, Rick Hough, Richard Humpartzoomian, Zafri Mollon, Derek Marsh, Shawn Redmond, Eric Rice, Monique Rice, Olivia Rullo, Pete Scheffler, Bill Somerville, Dave Storey, Shawn Walton Big Deck Problems: Zane Beauchamp (GM); Nicole Betts, Shaun Coles, Dustin Hertel, Christopher Porelle, Alessandra Tiberi, Steve Wayne Big Dumb Heroes: Jason Punda (GM); Mark Viola, Tony Morris, Chris Kelly, Mike Scott, Stephanie Sharpe, Ben Sharpe Breakfast Club (2nd): Brett Fisk (GM); Simone Pietro Spinozzi, Logan Sayers, +3 others Breakfast Club: Nic Hoover (GM); Dropkick Lex, Mike J, Banana, Ott3r, Dani Boy, Nikita, Joe K Butte College Roleplay Gamers Alliance: Dungeon Mister Ty (GM); Alden Ingelson-Filpula, Chris Williams, IJ Fairbanks-Espinoza, Brady Deaton. Casa de Torneos: Ryed Jadun; Daniel S., Jason D., John S., Matthew I Champions of Chico: Dungeon Mister Ty (GM); Brittany Baumier, Erin Baumier, Tim Hayes, Mike Kieran. Chroma Chaos: Andrew “Baron Fortnightly” James (GM); Josh “Trixton” Almond, Hannah “Arveen” Brown, Matt “Rabbit” De Sykes, Sam “Pibbles” Hylands Creme Squad: Ana ADC (GM); Karlo, Jeffers, High Class Cameo Crypts & Cantrips: Thuldan Ironwood (DM); Alistair Crory, Barrius, Bronix, Navarre Pyraxtallinost. D20Dragontales: Tyler Wike (GM); David Badger Humphries, Tim Leisure, Mark Tackett Dawnguard: Eric T (GM); Carl H, Chris Y, Dave W, Faith S, TimM Dice Jockeys: Kellen McIntyre (GM); Jack Tigert, Scott Hendriks, Adam Fuhrmann, Alexandria Somers, Tyson Longfield Difonix Clan: Rodney Hart (GM); Laura Young-Hart, Daniel Acuff, Zachary Hart, Michelle Everhart-Powers, Corinthia Hart, Jordyn Hall, Jonathan George, Christina Hart Distanced Dungeons: Joe Franklin (GM); Mari Avicolli, Lisa Franklin, Catie Grzywacz, Gunnar Rightnour, Karl Terstappen, Shannon Terstappen Do it up live group: Jonathan Burr (GM); Jonathan Flinn, Ryan Lynn, Tyler Renfroe, Amanda Kovach, Lizzy Burr, Adam Reeder, James Roe,Tommy Yakubik, and Casey Cavaliere. Druzith’s Test Dummies: Benjamin L. Eastman (GM); Zachary Prince, Michael Shimoff, Yitzchak Silverman, Sam Stern. EotL: Leonard Krähenbühl(GM); Adrian, Zach, Nastacia, Daniil, Benjamin Esteemed Order of Monster Hunters: David Todd (GM); Andrew A., Adam B., Dalton S., Keon S., Meghan T. Faewalkers: Hannah Jeffers-Huser (GM); Nicholas Bakken, Hunter the Martian, Zach Mundy, Riley Paige Fanboy Crusaders: Chris Swire (GM); Adam Swire, Rupert W, Ste W, T James Whittam, Gillian Borgersen, Brynjar Borgerson Fantasy Fanatics: Andrew OZ_DM(GM); Stewart Zug, James. Mazikus, Asarina Amelia, Marcus Stormhammer, Hermit Engine, William Yewbender Friends with Dice: Emmanuel Guerrero (GM); Alex Cole, Cassie Reid, Marshall Fortnum, Saxon Boone, Crowley Poe Murphy f*cke’s Fierce Fellows: Julian Neziroski (GM); Derek Gilmore, Andy & Maddie Powers, Darren Horn Gear Works: Andrew Crouch (GM); Acejones45, iflounder, Renegade060, xoxoTwitch. Grapes of Wrath: Criss Wootton (GM); David Ko, Deedee Crawford, Benjamin Pifer, Kimmie Cunniff. Gray Company: Raymond Buffington (GM); Adam Stevens, William Buffington, Thomas Cox, Amethyst Stevens Greendale Tabletop Society: Caiden Palazzolo (GM); Cas, Matt, Tracy Guild of Gildeban: Koizumi Shimu (GM); Kougry, Rabumaru, WasaBoy, LionZoned Guild of the Gilded Goat: Craig Johnson (GM); Bishop Johnson, Katie Johnson, Jarrod Holt, Justice Johnson, Ryan Darnell. Heart of Darkness: Eric Holt (GM); Lawrence Wang, Erik Sathe, Laura Alexander, Andre Szejner Sigal, Catherine Taylor Heisters: Good King Enialb (GM); Brottor Torrun, Fallenrien Gylenthar, Kilvar Bloodfist, Oskar Steeltoe Hellowerers: Cody Ell (GM); Keetje Ell, Austen Weihrouch Heroes of Astorhia: Hannah Jeffers-Huser (GM); Nicholas Bakken, Dwight Indermuehle, Robert McGill Jr., Zach Mundy, Mitch Wortham Horkk’s Heroes: Alan Ramsey (GM); Ed Allen, Travis Burkey, Georg Rath, Phil Richardson, William Ritchie. Hunters & Collectors Guild: Damien (GM); Nate, Michele, Daniel, Kristi, Joe Kraken Killers: Jackie (GM); Dan, Lexi, Sam Legendary Pants: Chris Dzura (GM); Aaron Castro, Amy Dzura, B. Alexander Greene, Josh Lownes, Mariah Stanford, Matthew Ian Stanford, John Trainor Lucky Survivors: Emmanuel Boston (GM); Drew Huscher, Micah Huscher, Brayden Buell, Christina Cervantes, Jake Castillo, Paige Ober Maelstrom: Nathon Clerke (GM); Jacob Venetsanakos, Chris Seville, Kevin Dowe, Andrew Roberts, Sheldi Dowe, Angus Harrold, Phillip Greenwood Mangrove Mountain: Ryed Jadun; A. A. Hexa, Blessing, Daniel Hodgkinson, Evan Raines, Madison Light, Tazi Merlin’s Closet: Daniel Smith Jr. (DM); Shawn C., Skyler C., Samantha S., Alexander S., Cheyenne S. Monday Night Gang: Charles Upton (GM); John, Katie, Nick, Sara, Zack New Draco: Ryan McConnell (GM); Deejay Taylor, Dylan Nantel, Minh Ta, Sidney Nantel Shadow of Death .............................. 323 Shimmer Seal ....................................324 Shriekbat ......................................... 325 Shukankor ........................................326 Shurale ............................................327 Silenal ...............................................328 Simian, Sulsha .................................329 Skeleton, Cackling.............................330 Skeleton, Dragon ............................ 331 Skeleton, Swordbreaker .................... 332 Snake with a Hundred Mage Hands . 333 Snow Terror ......................................334 Somberweave .................................. 335 Spellhound ....................................... 336 Ssadar ............................................. 337 Stellar Rorqual .................................. 338 Stone Creeper ................................. 339 Storm Maiden ................................. 340 Stormboar ......................................341 Swamp Lily .......................................342 Swampgas Bubble ...........................343 T Tembril ............................................ 344 Tetomatli ..........................................345 Thornheart Guardian ....................... 346 Thrummren ......................................347 Tidehunter .......................................348 Timingila ......................................... 349 Treant, Mangrove .............................350 Tree Skinner .................................... 351 Troll, Deep ....................................... 352 Trollkin Raider ................................. 353 U Ulnorya ...........................................354 V Valkruung ........................................ 355 Vallowex .......................................... 356 Vampire, Psychic .............................. 357 Vangsluagh ...................................... 359 Vexxeh ........................................... 360 Viiret ................................................ 361 Voidpool ..........................................362 W Walled Horror .................................. 363 Wanyudo...........................................364 Wardu .............................................. 365 Warmth Thief ....................................366

7 Oknarets Research Assistants: Marc Rauer (GM); Phillip A, Will B, Matt S, Chris W Playtest Paradise: Mike “SupersonicMikeD” Delaney(DM); EricM. “thugnasty” Todd, Jack Lehtinen, Charis Maloy, MadMelee, Jack Lehtinen, James “JR” Juden, Justin “CalToxReaper” Bell, Devin Rankin, Megan Fisher, Eddie Anderson Questionable Morality: Ryan F. (GM); Dave C., Mark D., Tony D., Kyle G., Chris P. Reiser: Hamish Clark (GM); Leopold Boulais, Octavia Beaumier SAW GANG: Tom Barber (GM); Ben Joynson, Charlie Swan, Desiree Dalligos, Emily Richardson, Gemma Valentine, Luke O’Brien. Schadenfreude’s Fun Time: Jesse Nash (GM); Alex N., Ben P., Zach H., Michael H. Swords of Savior: Jonna Coombs (GM); Edward Hunter, Mike Ansley, Ozan Demir, Garrison Bouchard-Ferdon, John Korsavidis Team NoHo: Mike Jordan (GM); Alexis Z, Nicole H, Joe K., Mike R., Josh H., Derek H., Bryan S., Nik Y., Dan Z. The Adventure Bros: Andrew Wester (GM); Darryl Capnerhurst, Steve French, Dave Tejada, Dominic Barreiro, Alex Serafico, Chris Wester The Brunch Force: Auron Starglider (GM); Badger, Arkathan, TwistedTechMike, DJForestWoods, Hughwer, Travok (Captain), and RKO281. The Clodhoppers: Mehran Baluch (GM); Matthew Fowle, Stuart Jackson, Meghan Jones, Paul Malcolm, Bryony Page, Calvin Smith The Company: Rob Parks (GM); Ray Phillips, Chance B, Phillip Acton, Logan “Letty” Fitzgerald, Ryan S, Jessica Gerber The D&D Moth Boys: Jack Keenan (DM); Alek R, Alex L, Calia Y, Tam G, Sarah G, Skyler H. The Delvers’ Guild: Paul Nemeth (GM), Scott Delahunt, Chris Marcellus, Kenneth Norgaard, Marc Poulin, Glenn C., Paul T The Dirty Socks: Ian Murphy (GM); Mary L, Rob C, Micheal C, Francesca B, Sam H, Oliver L The Dying Few: Thomas Toynton (GM); Patrick Kloes (backer), Aaron Bentz, Slorcoe Sol’Equine, Kniltsol The Experienced Novices: Emmanuel Guerrero (GM); Andrew Tussuzian, Jessica Tussuzian, Crowley Poe Murphy, Reese Tilbury, Rachel Jane The Fatefinders: Cas Wright (GM); Vlad, Unique, Kansas, Anna, Sydney, Ros The Grimm Guard: James Blount (GM); Kenn, Alaina, Laura, Steve, Kaden, Michaela, Skylar, Hayden, Michael The Guild of the Black Dragon: Eric Reistetter (GM); Lauren Conrad, Matt Matuszewski, Joseph Mendolia, Andrew Potaczala, George Castaldo The Hallow Foxes: Tyler Kuehfuss (GM); Kradaddy, Barrett, Lewnatic, Doc, Nejigren The Legend of Thillep: Jordan (GM); Kyle Yates, Joshua Furlong, Sacha Furlong, Richard Smith, David Mear, Ryan Atherton, Jordan Yates, Andrea Rourke The Lorebreakers: Tony Lavorata (GM); Micaela Andrews, Michael Becker, Logan & Monica Ubel The Most Noble Order of Bandswick: J.Daniel Nobel (GM); Julia N, Judy B, Wes W, Charlie R. The Order of the Silver Claw: Emmanuel Guerrero (GM); Claire Wittlnebel, Jennifer Berry, Lori Penner, Nicole Jackson, Jessica Tussuzian, Melissa Echlin The Party With no Name: Dave (GM); Mike, Mike, James, Dylan, Dave, AJ The Principal’s List: Trevor Ford (GM); Austin Drysdale, Troy Drysdale, Philip Grassie, Kevin Kortekaas, Jacob Metcalfe, Kevin Murphy The Quaranteens: Zane Jensen (GM); Katherine Cortese, David Petry, Alex Shaner, Matthew Slisik The Ravensworn: Dan Mengelkamp (GM); Timothy Baker, Patricia Baker, Tara Mengelkamp, Rhiannon Pullin The Slayers: Chris Stuart (GM); John Macdonnell, Tristan Stuart, Scott Villarreal The Spoke Breakers: Charlie Mars (GM); Greg Webb; Jess Hallett; Michael McCormick; Nick Knott; Scott Neuburger The Test Stressors: Tyler Kuehfuss (GM); Richard Woodco*ck, Nick ‘Bleep’ Brinkmeier, Geoffrey ‘Geo’ Atwood To Hell and Back: Jordan (GM); Mike Parry, Jazz Parry, Harvey Brown, Andrew Carson, Lou Turner, John Horton Treasure Trappers 2.0: Hannah Jeffers-Huser (GM); Ben Berry, BustnChops, Zach Mundy, Zach Palmer, Alex Prince Treasure Trappers: Hannah Jeffers-Huser (GM); Hunter the Martian, Robert McGill Jr., Zach Mundy, Riley Paige, Zach Palmer Unfortunate Souls: Alan Cranston (GM); Liam Anderson, Kaleb Combs, Joshua Francom, James Furman, Dylan Palmer, Fumplegumpe Unnamed Playtest Group: Jeremy Hochhalter (GM); Chaz Callendar, Bryan Gillispie, Noah Grand, Emilie Gunderson, Alex Heckman, Dave Heckman, Hugh Parker, Eric Schubert, John Wilcox Unnamed Playtest Group: K McDonnell (GM); Stannis Aleron, Mohkan, Kruulnar Unnamed Playtest Group: Loiswolf (GM); JtMecm, EspeonLover320, Peach, Kitith Catra, Unnamed Playtest Group: Matt Whittaker (GM); Sue Whittaker, Kaisa Whittaker, Erik Whittaker Unnamed Playtest Group: Patrick Reynolds (GM); Jerome Lucero, Hegan Lucero, Casey Reynolds, Jesse Andrews, Nick Wallace Unnamed Playtest Group: Quinton Meisner (GM); Noah Johnson, Brandy Waffles, Karle Frazier, Jeff Lengyel, Josh Gagnier. Valkyn: Jason C (GM); Jed G, Ken T, Mat V, Paul, Jessie Vanguard: Matthew Nelson (GM); Casey Garske, Keith Hoovestal, Andy Garske, Jim LaManna, Richard Adkins, John Baker, -Mark Hoovestal Vape Spot Crew: Charles Upton (GM); Ben, Jamie, Kevin, Mario, Matthew, Mickey, Stephanie Werynax ...........................................367 Wicked Skull .....................................368 Willowhaunt .....................................369 Windy Wailer.....................................370 Winterghast ...................................... 371 Wintergrim .......................................372 Woe Siphon ...................................... 373 Wood Ward .......................................374 Wraith Bear ...................................... 375 X Xing Tian ..........................................376 Y Yaojing.............................................. 377 Yathon .............................................. 378 Yavalnoi ............................................379 Yowler...............................................380 Yumerai ............................................ 381 Z Zalikum ............................................382 Zeitgeist ........................................... 383 Zombie, Cavefish ..............................384 Zombie, Dragon ............................... 385 Zouyu ...............................................386 APPENDICES Fantasy Wildlife................................. 387 Creatures by Type ............................. 401 Creatures by Challenge..................... 403 Creatures by Terrain .........................406

A TOME OF BEASTS 2 8 A chimeric beast with the body of a massive trout and the front claws and head of a fierce wolverine bursts up from the icy water. Its eyes glow with a lambent green light, and the air around it bends and distorts as if viewed through a thick lens. Hungry Lake Monsters. The aalpamac is a dangerous freshwater predator native to lakes and rivers. While primarily a water-dwelling monster, the aalpamac can haul itself onto shore with its front claws and does so to attack prey drinking or moving at the water’s edge. While not evil, the aalpamac is a ravenous and territorial creature, ranging over an area of up to a dozen miles in search of fresh meat. Aalpamacs are not picky about what they consume and even attack large boats if sufficiently hungry. They are solitary creatures and tolerate others of their own kind only during mating seasons. Local Legends. An aalpamac that terrorizes the same lake or river for many years often develops a reputation among the locals of the area, particularly those living along the body of water in question. Inevitably, this gives rise to a number of stories exaggerating the size, ferocity, disposition, or powers of the aalpamac. The stories often give aalpamacs names that highlight their most prominent features or are specific to the area in which they live, such as “Chompo” or “the Heron Lake Monster.” These stories also make the aalpamac the target of adventurers and trophy hunters, most of whom either do not locate the beast or fall victim to it. AALPAMAC Huge monstrosity, unaligned Armor Class 16 (natural armor) Hit Points 136 (13d12 + 52) Speed 15 ft., swim 50 ft. STR DEX CON INT WIS CHA 21 (+5) 10 (+0) 19 (+4) 2 (–4) 16 (+3) 10 (+0) Saving Throws Con +7 Skills Perception +6 Damage Resistances cold Senses darkvision 60 ft., passive Perception 16 Languages — Challenge 7 (2,900 XP) Amphibious. The aalpamac can breathe air and water. Distance Distortion Aura. The presence of an aalpamac distorts the vision of creatures within 60 feet of it. Each creature that starts its turn in that area must succeed on a DC 15 Wisdom saving throw or be unable to correctly judge the distance between itself and its surroundings until the start of its next turn. An affected creature has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight, and it can’t move more than half its speed on its turn. On a successful saving throw, the creature is immune to the aalpamac’s Distance Distortion Aura for the next 24 hours. Creatures with blindsight, tremorsense, or truesight are unaffected by this trait. ACTIONS Multiattack. The aalpamac makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Aalpamac

9 TOME OF BEASTS 2 A At the core of its clockwork armor, the creature is a shapeless horror from beyond the stars. Weak and easy prey in their natural state, the ahu-nixta (Creature Codex, p. 11) long ago mastered the art of clockwork design, building armor that could carry them through the voids between stars and bolster their physical abilities. After mastering clockwork design, the ahu-nixta turned to enhancing themselves to better utilize greater and greater clockwork creations. Evolved Terrors. As ahu-nixta age and prove themselves against their people’s enemies, they are forcibly evolved in eugenic chambers and given new armor. The ahu-nixta are comprised of drudges, rank-and-file ahu-nixta (Creature Codex, p. 11), and cataphracts. The drudges are the least evolved and lowest form of ahu-nixta, evolving into standard citizens after years of meeting rigorous physical and mental demands from their superiors. Boundless Potential. The bodies of ahu-nixta are highly responsive to forced evolution, leaving the creatures with seemingly endless potential for advancement. Scholars speculate that undiscovered stages of ahu-nixta evolution exist, hidden by the leaders of the ahu-nixta until called upon to serve the wishes of their evil gods. AHU-NIXTA CATAPHRACT Large aberration, neutral evil Armor Class 17 (clockwork armor) Hit Points 135 (18d10 + 36) Speed 30 ft., fly 30 ft. (hover), swim 30 ft. STR DEX CON INT WIS CHA 20 (+5) 8 (–1) 14 (+2) 19 (+4) 13 (+1) 10 (+0) Skills Perception +4 Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone Senses darkvision 60 ft., passive Perception 14 Languages Deep Speech, Void Speech Challenge 8 (3,900 XP) Clockwork Encasem*nt. The creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a variety of manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. When the ahu-nixta is reduced to 0 hp, its clockwork armor breaks and the ahu-nixta exits it. Once out of its armor, the creature’s pulpy mass no longer receives the benefits of the listed Damage or Condition Immunities, except for psychic and prone. Without its clockwork armor, the ahu-nixta has the following statistics: AC 12, hp 37 (5d10 + 10), Strength 9 (-1), and all its modes of travel are reduced to 20 feet. In addition, it has no attack actions, though it can still cast its spells. The ahu-nixta’s body can form eyes, mouths, and grabbing appendages. Its grabbing appendages can pick up objects and manipulate them, but the appendages can’t be used for combat. The ahu-nixta’s extra appendages can Ahu-Nixta open and close glass-covered viewing ports in the clockwork armor, requiring no action, so it can see and interact with objects outside the armor. The ahu-nixta can exit or enter its clockwork armor as a bonus action. Immutable Form. The ahu-nixta’s clockwork armor is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor. Innate Spellcasting. The ahu-nixta’s innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The ahu-nixta can innately cast the following spells, requiring no material components: At will: fear, firebolt (2d10), telekinesis

A TOME OF BEASTS 2 10 ACTIONS Multiattack. The cataphract makes three melee attacks. It can cast one at will spell in place of two melee attacks. Alternatively, it can use its Arcane Cannon twice. Whirring Blades. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) slashing damage, and the target must succeed on a DC 15 Dexterity saving throw or take 5 (2d4) slashing damage at the start of its next turn. Pronged Scepter. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing damage. Bashing Rod. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage Arcane Cannon. Ranged Spell Attack: +7 to hit, range 100 ft., one target. Hit: 18 (4d8) force damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone. AHU-NIXTA DRUDGE Medium aberration, neutral evil Armor Class 13 (clockwork armor) Hit Points 26 (4d8 + 8) Speed 30 ft., fly 30 ft. (hover), swim 30 ft. STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) Skills Perception +2 Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone Senses darkvision 60 ft., passive Perception 11 Languages Deep Speech, Void Speech Challenge 1/2 (100 XP) Clockwork Encasem*nt. The creature within the machine is a somewhat shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a few manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. Unlike other ahu-nixta, the drudge can’t live outside its armor and dies when its armor is reduced to 0 hp. Immutable Form. The drudge’s clockwork armor is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor. Innate Spellcasting. The ahu-nixta’s innate spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). The ahunixta can innately cast the following spells, requiring no material components: At will: firebolt (1d10) 1/day: fear ACTIONS Whirring Blades. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

11 TOME OF BEASTS 2 A ACTIONS Multiattack. The akaasit makes two arm blade attacks. Arm Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 3 (1d6) force damage. REACTIONS Time-Assisted Counterattack. The akaasit’s awareness of the near future allows it to see attacks before they happen. When a creature the akaasit can see attacks it while within 5 feet of it, the akaasit can attack the creature before the creature’s attack hits. The akaasit makes a single arm blade attack against the creature. If the creature is reduced to 0 hp as a result of the akaasit’s attack, the creature’s attack doesn’t hit the akaasit. Akaasit Weapon (dagger), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. This dagger is crafted from the armblades of a defeated akaasit. You can use an action to activate a small measure of prescience within the dagger for 1 minute. If you are attacked by a creature you can see within 5 feet of you while this effect is active, you can use your reaction to make one attack with this dagger against the attacker. If your attack hits, the dagger loses its prescience, and its prescience can’t be activated again until the next dawn. AKAASIT BLADE A cloud of unconnected, flat gray triangles in the vague shape of a mantis flickers unpredictably from one position to another, clicking softly as its arm blades swing outward. Akaasits are constructed beings from a plane destroyed by a catastrophic misuse of time magic. They were altered by this catastrophe and now exist in the present and in fractions of a second in the past and future. Mindless. The akaasit has no mind, at least as understood by denizens of the Material Plane, and its motives are inscrutable. Each akaasit is always found moving toward some unknown destination. It may attack other creatures, or it may ignore them. It protects itself if attacked, but rarely does an akaasit pursue a retreating foe. Unknown Origin. The home of the akaasit is unknown, but they are often encountered in areas touched or altered by time magic. Although a few wizards have discovered magical methods of summoning them, none have found a way to control or communicate with them. Akaasits seem to be drawn to spellcasters with some mastery of time magic, though it is always a gamble if an individual akaasit will protect or ruthlessly attack such a spellcaster. An akaasit’s demeanor can change each day, and many time magic spellcasters have been found slain by the same akaasit that faithfully protected them the day prior. Dispersed Destruction. If an akaasit is destroyed, it falls apart into a pile of gray triangles. These triangles fade out of existence over the next ten minutes, leaving only the akaasit’s two armblades. Construct Nature. The akaasit doesn’t require air, food, drink, or sleep. AKAASIT Medium construct, unaligned Armor Class 15 (natural armor) Hit Points 91 (14d8 + 28) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 14 (+2) 3 (–4) 10 (+0) 5 (–3) Damage Resistances piercing Damage Immunities poison, psychic Condition Immunities blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses truesight 60 ft., passive Perception 10 Languages — Challenge 6 (2,300 XP) Immutable Form. The akaasit is immune to any spell or effect that would alter its form. Unfixed in Time. To those properly fixed in time, the akaasit flickers in and out of time, its position never fully clear. Attack rolls against the akaasit have disadvantage. If it is hit by an attack, this trait ceases to function until the start of its next turn. Magic Resistance. The akaasit has advantage on saving throws against spells and other magical effects.

A TOME OF BEASTS 2 12 Akhlut AKHLUT Large beast, unaligned Armor Class 14 (natural armor) Hit Points 120 (16d10 + 32) Speed 40 ft., swim 60 ft. STR DEX CON INT WIS CHA 19 (+4) 15 (+2) 15 (+2) 4 (–3) 12 (+1) 10 (+0) Skills Perception +4, Stealth +5 Damage Resistances cold Senses blindsight 120 ft., passive Perception 14 Languages — Challenge 6 (2,300 XP) Echolocation. The akhlut can’t use its blindsight while deafened. Hold Breath. The akhlut can hold its breath for 30 minutes. Keen Hearing and Smell. The akhlut has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The akhlut has advantage on attack rolls against a creature if at least one of the akhlut’s allies is within 5 feet of the creature and the ally isn’t incapacitated. ACTIONS Multiattack. The akhlut makes two attacks: one with its bite and one with its tail slam. It can’t make both attacks against the same target. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage. Tail Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (4d8 +4) bludgeoning damage. Possessing the body, head, and tail of a killer whale and the powerful legs of a huge wolf, the akhlut is the alpha predator of the polar landscape. Truly personifying the term “seawolf,” these intelligent and resilient creatures travel freely between the land and sea in search of prey. Akhluts are the masters of their domain. Though they have been seen across all of the world’s oceans and many of its coastlines, akhluts are most comfortable in cold regions with easy access to the sea. Because their pods can reach almost a dozen members, anything is fair game from reindeer and seals to mammoths and whales. The only beings powerful enough, or foolhardy enough, to evict a pod of akhluts from their territory are dragons and other akhluts. Playful Predators. Akhluts possess undeniable cunning and inquisitiveness, with no two pods using the same strategies to solve problems or hunt prey. Easily bored, akhluts crave stimulation and are known to follow ships and caravans for miles in the hopes that someone might provide something new or exciting to experience. They can be especially mischievous, freeing fish and game from traps purely to hunt he creatures themselves. Dangerous Steeds. The akhlut’s natural power, intelligence, and versatility make them incredibly desirable mounts, but the effort to tame one of these creatures is dangerous and not to be taken lightly. Even akhluts who have been mounts for years are willful enough to assert themselves from time to time. With a great deal of patience and a little luck, akhluts can become fiercely loyal and protective companions.

13 TOME OF BEASTS 2 A The large skunk waddles forward, sniffing at a spilled potion. As a sound nearby startles it, the skunk raises its tail, and the stripes on its back change color. Magical Prank. The unfortunate result of a magic school prank, alchemical skunks were created when an ordinary skunk was forced to drink a combination of potions. Despite their larger size, alchemical skunks still look and act like ordinary skunks, except for the ever-changing color of the stripes on their backs. Experienced foresters know that the colors on the alchemical skunk’s back indicate which magical malady the creature is about to spray and do their best to avoid aggravating these dangerous creatures. Laboratory Pests. Alchemical skunks forage the same as their nonmagical kin, but they are also regularly found scavenging the waste of alchemical laboratories. They enjoy feasting on potions and potion components, much to the dismay of alchemists and adventurers alike. ALCHEMICAL SKUNK Small monstrosity, unaligned Armor Class 15 (natural armor) Hit Points 66 (12d6 + 24) Speed 30 ft., burrow 10 ft. STR DEX CON INT WIS CHA 13 (+1) 17 (+3) 14 (+2) 2 (–4) 12 (+1) 7 (–2) Skills Perception +3, Stealth +5 Senses blindsight 10 ft., passive Perception 13 Languages — Challenge 4 (1,100 XP) Keen Hearing and Smell. The alchemical skunk has advantage on Wisdom (Perception) checks that rely on hearing or smell. Magic Resistance. The alchemical skunk has advantage on saving throws against spells and other magical effects. ACTIONS Multiattack. The alchemical skunk uses its Alchemical Spray. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Alchemical Spray. The alchemical skunk raises its tail and sprays an alchemical mixture. The skunk is immune to its own spray effects and to the spray effects of other alchemical skunks. Roll a d6 to determine the skunk’s spray. 1. Pleasant Mist. The skunk produces a rosy mist. Each creature within 10 feet of the skunk must succeed on a DC 13 Charisma saving throw or be charmed until the end of its next turn. 2. Shrinking Cloud. The skunk releases a yellow gas. Each creature in a 15-foot cone must succeed on a DC 13 Constitution saving throw or be reduced as if targeted by the enlarge/reduce spell 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. 3. Laughing Gas. The skunk emits a sparkling orange cloud. Each creature in a 15-foot cone must succeed on a DC 13 Wisdom saving throw or become incapacitated as it laughs 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. 4. Blinding Spray. The skunk shoots a stream of a green fluid. Each creature in a line that is 30 feet long and 5 feet wide must succeed on a DC 13 Dexterity saving throw or be blinded for 1 minute, or until the creature uses an action to wipe its eyes. 5. Sleeping Fog. The skunk sprays a sweet-smelling blue fog. Each creature within 10 feet of the skunk must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. 6. Poison Fog. The skunk excretes a foul-smelling purple fog around itself until the start of its next turn. Each creature that starts its turn within 20 feet of the skunk must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. Alchemical Skunk

A TOME OF BEASTS 2 14 ALPHA FISH Large beast, unaligned Armor Class 13 (natural armor) Hit Points 59 (7d10 + 21) Speed 0 ft., swim 50 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 16 (+3) 1 (–5) 10 (+0) 12 (+1) Skills Intimidation +5, Perception +3 Senses passive Perception 13 Languages — Challenge 3 (700 XP) Defensive Frenzy. When it has half its hit points or fewer, the alpha fish can make one headbutt attack as a bonus action. Frightening Display. When the alpha fish uses its Fin Flare, it looks one size category larger than it actually is to any creature that can see it until the start of its next turn. Too Aggressive. The alpha fish attacks anything it thinks is threatening, even inanimate objects or illusions. It automatically fails ability checks and saving throws to detect or see through illusions. Water Breathing. The fish can breathe only under water. ACTIONS Multiattack. The alpha fish uses its Fin Flare. It then makes two headbutt attacks. Headbutt. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Fin Flare. The alpha fish flares its fins in an attempt to frighten its opponents. Each creature within 30 feet that can see the fish must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the alpha fish’s Fin Flare for the next 24 hours. Alpha Fish Alpha fish scales are coveted spell components. When a spellcaster uses an alpha fish scale as a spell component while casting an enchantment or illusion spell, the spellcaster can increase the DC of the spell by 1 or increase the DC of the Intelligence (Investigation) check to determine if the illusion is false by 1. If the spell is 4th level or higher, the scale is consumed in the casting of the spell— otherwise, it remains. ALPHA FISH SCALES A fish as large as a rowboat serenely floats beneath the surface of the water, its flowing fins and iridescent scales shimmering in the waves. When disturbed, it attacks with a ferocity unexpected of such a delicate-looking creature. Alpha fish are solitary and extremely territorial creatures. They are always found alone, except during the few short weeks of mating season each year when schools of the fish gather. Dazzling Dominance. Before attacking, alpha fish often attempt to intimidate potential rivals or predators away by flaring their colorful fins to make themselves appear much larger. If successful, they usually refrain from attacking. Aggressive. If intimidation doesn’t work, alpha fish defend their chosen homes by viciously attacking. They have been known to attack creatures much larger than themselves and, occasionally, objects they don’t recognize. Valuable. Many aristocrats seek the beautiful, shimmering fish as pets in massive, personal aquariums, and the alpha fish’s scales are valuable spell components.

15 TOME OF BEASTS 2 A Icy Slime. The a-mi-kuk’s body is covered in a layer of greasy, ice-cold slime that grants it the benefits of freedom of movement. In addition, a creature that touches the a-mi-kuk or hits it with a melee attack while within 5 feet of it takes 7 (2d6) cold damage from the freezing slime. A creature grappled by the a-mi-kuk takes this damage at the start of each of its turns. ACTIONS Multiattack. The a-mi-kuk makes two attacks: one with its bite and one with its grasping claw. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. Grasping Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage, and the target is grappled (escape DC 16). The a-mi-kuk has two grasping claws, each of which can grapple only one target at a time. Strangle. The a-mi-kuk strangles one creature grappled by it. The target must make a DC 16 Strength saving throw. On a failure, the target takes 27 (6d8) bludgeoning damage, can’t breathe, speak, or cast spells, and begins suffocating. On a success, the target takes half the bludgeoning damage and is no longer grappled. Until this strangling grapple ends (escape DC 16), the target takes 13 (3d8) bludgeoning damage at the start of each of its turns. The a-mi-kuk can strangle up to two Medium or smaller targets or one Large target at a time. A-mi-kuk Crimson slime covers this ungainly creature. Its tiny black eyes sit in an abnormally large head, and dozens of sharp teeth fill its small mouth. Its limbs end in large, grasping claws that look strong enough to crush the life out of a bear. Hidden Terror. The dreaded a-mi-kuk is a terrifying creature that feasts on any who venture into the bleak and icy expanses of the world. A-mi-kuks prowl the edges of isolated communities, snatching those careless enough to wander too far from camp. They also submerge themselves beneath frozen waters, coming up from below to grab and strangle lone fishermen. Fear of Flames. A-mi-kuks have a deathly fear of fire, and anyone using fire against one has a good chance of making it flee in terror, even if the fire-user would otherwise be outmatched. A-mi-kuks are not completely at the mercy of this fear, however, and lash out with incredible fury if cornered by someone using fire against them. Unknown Origins. A-mi-kuks are not natural creatures and contribute little to the ecosystems in which they live. The monsters are never seen together, and some believe them to be a single monster, an evil spirit made flesh that appears whenever a group of humans has angered the gods. A-mi-kuks have no known allies and viciously attack any creatures that threaten them, regardless of the foe’s size or power. A-MI-KUK Huge aberration, chaotic evil Armor Class 14 (natural armor) Hit Points 115 (10d12 + 50) Speed 30 ft., burrow 20 ft., swim 40 ft. STR DEX CON INT WIS CHA 21 (+5) 8 (–1) 20 (+5) 7 (–2) 14 (+2) 10 (+0) Skills Athletics +10, Perception +5, Stealth +2 Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold Condition Immunities paralyzed, restrained Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 15 Languages understands Common but can’t speak Challenge 7 (2,900 XP) Hold Breath. The a-mi-kuk can hold its breath for 30 minutes. Fear of Fire. The a-mi-kuk is afraid of fire, and it won’t move toward any fiery or burning objects. If presented forcefully with a flame, or if it is dealt fire damage, the a-mi-kuk must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. After it has been frightened by a specific source of fire (such as the burning hands spell), the a-mi-kuk can’t be frightened by that same source again for 24 hours.

A TOME OF BEASTS 2 16 Angel of Judgment With faces of light and stern appraisal, these angels see both sides and render a verdict. Angels of judgment are cosmic agents of balance. Unlike most angels, they exist to enforce equality between law and chaos. They prefer to solve disputes verbally but use force when prudent. Two-Faced. Each angel of judgment bears two aspects: a dispassionate angel and a fiendish judge. When called to violence by the heavenly host or infernal legions, its dispassionate face changes to that of an avenging angel. Witnesses to History. In times of turmoil and upheaval, angels of judgment watch over events. While observing, the angel is a stoic spectator, intervening only if it sees a threat to universal harmony. Even then, they prefer to send sammael angels (Creature Codex, p. 19) to carry out their judgments, taking direct action only against the direst of threats. Cosmic Arbiters. Angels of judgment arbitrate claims between the lords of righteousness and the masters of madness. If either party violates the terms, the angel destroys the offender and patiently waits for a new representative to take their place. Immortal Nature. An angel of judgment doesn’t require food, drink, or sleep. ANGEL OF JUDGMENT Huge celestial, neutral Armor Class 19 (natural armor) Hit Points 229 (17d12 + 119) Speed 40 ft., fly 120 ft. STR DEX CON INT WIS CHA 23 (+6) 18 (+4) 25 (+7) 22 (+6) 24 (+7) 20 (+5) Saving Throws Int +12, Wis +13, Cha +11 Skills History +12, Investigation +12, Perception +13, Religion +12 Damage Resistances necrotic, poison, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened Senses truesight 120 ft., passive Perception 23 Languages all, telepathy 120 ft. Challenge 18 (20,000 XP) Change Face. As a bonus action, the angel of judgment can change its face and demeanor to exhibit aspects of chaos or law, as needed by its assignment. It can have only one face active at a time and can end the effect on its turn as a bonus action. • Face of Chaos. The angel of judgment becomes a harbinger of chaos. It is treated as a fiend by spells and other magical effects that affect fiends and has advantage on attack rolls against celestials and devils. • Face of Law. The angel becomes a harbinger of law and has advantage on attack rolls against demons, fey, and undead. Divine Awareness. The angel of judgment knows if it hears a lie. Magic Resistance. The angel of judgment has advantage on saving throws against spells and other magical effects. Penance Gaze. When a creature that can see the angel of judgment’s eyes starts its turn within 30 feet of the angel, the angel can force it to make a DC 18 Wisdom saving throw if the angel isn’t incapacitated and can see the creature. On a failure, the creature is stunned until the start of its next turn. On a success, the creature is restrained. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the angel until the start of its next turn, when it can avert its eyes again. If the creature looks at the angel in the meantime, it must immediately make the save. Weapons of Balance. The angel of judgment’s weapon attacks are magical. When the angel of judgment hits with any weapon, the weapon deals an extra 6d8 force damage (included in the attack). Innate Spellcasting. The angel of judgment’s spellcasting ability is Charisma (spell save DC 19). The angel can cast the following spells, requiring no material components: At will: detect evil and good, detect magic, detect thoughts, invisibility (self only) 3/day each: calm emotions, dispel evil and good, speak with dead 1/day each: divine word, holy aura, raise dead ACTIONS Multiattack. The angel of judgment makes two melee attacks. Greataxe. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage plus 27 (6d8) force damage.

17 TOME OF BEASTS 2 A A gold-furred, lion-headed angel with white wings gives an intense stare, releasing a roar as it raises a flaming greatsword. Angelic enforcers are lion-headed celestials that hunt rogue angels. Divine Mission. Angelic enforcers are made from souls selected for their unwavering adherence to the tenants of law and good. These elite angels have a special task: police other angels that go rogue. If an angel breaks one of its god’s tenets but remains good at heart, the enforcers usually only seek to capture the offending celestial to stand trial in the upper planes. If an angel becomes fully corrupted by evil, one or more enforcers are sent to destroy the fallen celestial. Nothing Gets in the Way. Angelic enforcers show no mercy to any creature or obstacle between them and their quarries. Those who obstruct the enforcers stand in the way of divine justice and are therefore considered agents of evil. Any killings or collateral damage done by enforcers are usually seen as the fault of their quarry for stepping out of line in the first place. Immortal Nature. An angelic enforcer doesn’t require food, drink, or sleep. ANGELIC ENFORCER Large celestial, lawful good Armor Class 18 (natural armor) Hit Points 152 (16d10 + 64) Speed 30 ft., fly 90 ft. STR DEX CON INT WIS CHA 22 (+6) 18 (+4) 18 (+4) 18 (+4) 20 (+5) 20 (+5) Saving Throws Wis +9, Cha +9 Skills Insight +9, Intimidation +9, Perception +9, Survival +9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities radiant Condition Immunities charmed, exhaustion, frightened Senses truesight 120 ft., passive Perception 19 Languages all, telepathy 120 ft. Challenge 12 (8,400 XP) Blazing Weapons. The angelic enforcer’s weapon attacks are magical. When the enforcer hits with any weapon other than its bite, the weapon deals an extra 4d8 fire damage (included in the attack). Divine Awareness. The angelic enforcer knows if it hears a lie. Magic Resistance. The enforcer has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The angelic enforcer’s spellcasting ability is Charisma (spell save DC 17). The enforcer can innately cast the following spells, requiring only verbal components: At will: detect evil and good 3/day each: counterspell, dispel evil and good, dispel magic, protection from evil and good ACTIONS Multiattack. The angelic enforcer makes two melee attacks, but can use its bite only once. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or be cursed for 1 minute. While cursed, the target can’t regain hit points or benefit from an angel’s Healing Touch action. The curse can be lifted early by a remove curse spell or similar magic. Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 18 (4d8) fire damage. Change Shape. The angelic enforcer magically polymorphs into a humanoid or a lion that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the enforcer’s choice). In a new form, the enforcer retains its own game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has. Angel, Angelic Enforcer

A TOME OF BEASTS 2 18 An amber-skinned angelic figure clad in leather armor spreads its white wings as it takes a long pull from an enormous drinking horn. Mead archons are the emissaries of deities who enjoy battle and strong drink. Fight Hard, Party Harder. Mead archons are good-natured, bombastic warriors who inspire others in battle with their bravery and feats of strength. In times of desperation, a god sends these archons to bolster the ranks of mortal soldiers who serve the deity’s cause. If the day is won, mead archons relish staying on the Material Plane to celebrate, drinking ale, bellowing songs, and sharing stories of victory. Divine Trainers. When a mortal champion of a deity is part of an athletic competition or important battle, a mead archon is often sent to help prepare the mortal for the event. Mead archons are tough but encouraging trainers who enjoy celebrating wins and drinking away losses. Immortal Nature. The mead archon doesn’t require food, drink, or sleep. MEAD ARCHON Medium celestial, chaotic good Armor Class 14 (leather armor) Hit Points 82 (11d8 + 33) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 17 (+3) 14 (+2) 18 (+4) 20 (+5) Saving Throws Con +5, Wis +6, Cha +7 Skills Athletics +7 Damage Resistances poison, radiant; bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, poisoned Senses darkvision 60 ft., passive Perception 14 Languages all, telepathy 60 ft. Challenge 4 (1,100 XP) Magic Resistance. The mead archon has advantage on saving throws against spells and other magical effects. Magic Weapons. The mead archon’s weapon attacks are magical. Innate Spellcasting. The mead archon’s spellcasting ability is Charisma (spell save DC 15). The archon can innately cast the following spells, requiring only verbal components: 1/day each: aid, enhance ability, lesser restoration, protection from poison, zone of truth ACTIONS Multiattack. The mead archon makes two melee attacks. Alternatively, it can use its Radiant Bolt twice. It can use its Drunken Touch in place of one melee attack. Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. Radiant Bolt. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) radiant damage. Drunken Touch. The mead archon touches a creature within 5 feet of it. The creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. If a creature poisoned this way takes damage, it can repeat the saving throw, ending the condition on a success. Create Potion of Healing (1/Day). The mead archon touches a container containing 1 pint of alcohol and turns it into a potion of healing. If the potion is not consumed within 24 hours, it reverts back to its original form. Divine Guzzle (Recharge 4–6). The mead archon drinks a pint of alcohol and chooses one of the following effects: • The archon belches fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. • The archon has advantage on attack rolls and saving throws until the end of its next turn. • The archon regains 10 hit points. Angel, Mead Archon

19 TOME OF BEASTS 2 A This tall, muscular humanoid has bronze skin and the wings of a hawk. Its head is that of a majestic hunting hound with the teeth and reddish-gold mane of a lion, and it holds a flaming mace in its hands. Bastard Sons of Chaos. The first uridimmus were the illegitimate offspring of a demon lord and an unknown entity of chaos and were soundly defeated by a powerful deity of law. After their defeat, the uridimmus chose to serve the god as guardians of the heavenly realm. The tainted origin of uridimmus manifests in the chaotic mass of fire, lightning, and radiance that clings to the heads of their maces. Tainted Servants of Law. Uridimmus are tireless guardians, and most are tasked with guarding the portals into the lawful planes. Some also serve the deities directly as bodyguards or lead groups of lesser celestials in battle. While uridimmus are unwavering and steadfast guardians, they are also completely merciless in combat and not above making examples out of trespassers. This tendency sometimes causes friction between the urdimmu and other angels, like planetars, who claim that the souls of uridimmus are still tainted with evil. Immortal Nature. An uridimmu doesn’t require food, drink, or sleep. URIDIMMU Large celestial, lawful good Armor Class 18 (natural armor) Hit Points 150 (12d10 + 84) Speed 30 ft., fly 90 ft. STR DEX CON INT WIS CHA 22 (+6) 17 (+3) 24 (+7) 14 (+2) 18 (+4) 21 (+5) Saving Throws Con +12, Wis +9, Cha +10 Skills Insight +14, Perception +9 Damage Resistances fire, lightning, radiant; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened Senses truesight 90 ft., passive Perception 19 Languages all, telepathy 60 ft. Challenge 14 (11,500 XP) Chaos Mace. The uridimmu’s attacks with its mace are magical. When the uridimmu hits with its mace, the mace deals an extra 4d8 fire, lightning, or radiant damage (included in the attack). The uridimmu chooses the type of damage when making the attack. Heroic Aura. Each friendly creature within 20 feet of the uridimmu can’t be charmed or frightened. In addition, when a friendly creature within 20 feet of the uridimmu makes an attack roll or a saving throw, it can roll a d4 and add the result to the attack roll or saving throw. The uridimmu’s aura doesn’t work in the area of an antimagic field spell or while in a temple, shrine, or other structure dedicated to a chaotic deity. Magic Resistance. The uridimmu has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The uridimmu’s spellcasting ability is Charisma (spell save DC 18). The uridimmu can innately cast the following spells, requiring no material components: At will: detect evil and good, light, protection from evil and good 3/day each: dispel magic, glyph of warding, lightning bolt 1/day each: flame strike, heal, wall of fire ACTIONS Multiattack. The uridimmu makes three attacks: one with its bite and two with its mace. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage. Mace. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 18 (4d8) fire, lightning, or radiant damage. Heavenly Roar (Recharge 5–6). The uridimmu can unleash a powerful roar imbued with divine power in a 30-foot cone. A target caught within this cone must make a DC 18 Constitution saving throw, taking 45 (10d8) thunder damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target is also frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Fiends have disadvantage on this saving throw. Angel, Uridimmu

A TOME OF BEASTS 2 20 While humanoids have vast pantheons and divine figures of every stripe, the animals of the world have much simpler forms of faith. Among each species there is always one paragon that embodies the animal spirit in a humanoid form, the better to speak to others and represent the animals in celestial councils. Animal Lords Queen of Scorpions The unearthly beauty of this woman is marred by her sinister eyes and the large scorpion tail rising up behind her head. Exiled Lord. Known as Chelamma by the nearby locals, the Queen of Scorpions was once a powerful member of the animal lords, until her appetites for blood and murder led to her exile. This punishment is an affront to her pride, and she plots revenge against the other animal lords and anyone they hold dear. Mistress of Poison. The Queen of Scorpions resides in an ancient desert temple carved in the side of a stone cliff. The temple is a complex network of canyons filled with scorpions, spiders, and shrouded cultists. Assassin’s guilds, thieves’ dens, and other underworld organizations rely on the Queen of Scorpions for the deadliest poisons and most potent acids. She operates her shipments of poisons via her shrouded cultists and a network of go-betweens. Only a select few of her customers are aware of the true identity of their supplier. Murderer of Monarchs. The long exile imposed on the Queen of Scorpions turned her lust for murder into a dangerous addiction. She delights in seducing nobles, kings, and queens with promises of power or magic and slowly poisoning them to watch her prey wither to death. Her delight often gets the better of her as she lingers over a dying person just a little too long, leaving her dangerously close to being caught. The other animal lords believe it is only a matter of time before her luck runs out. REGIONAL EFFECTS The presence of the Queen of Scorpions warps the region containing her temple, which creates one or more of the following effects: • The area within 5 miles of the temple attracts spiders and scorpions of all sizes. The Queen of Scorpions can choose to see or hear through the senses of any arachnid in this area and can speak through it while doing so. • Arachnids within 5 miles of the Queen of Scorpions’ temple have advantage on all Dexterity (Stealth) checks made to hide. The animal lords first appear in the Creature Codex. Two additional animal lords are presented here: the Queen of Scorpions, an exiled animal lord who manipulates the mortal world through a complex network of thieves and spies from her desert home, and the Toad King, a burgeoning animal lord who seeks apotheosis by sending brave heroes on complex quests.

21 TOME OF BEASTS 2 A • The Queen of Scorpions leaves no physical evidence of her passage when within 1 mile of her temple unless she wishes to. In addition, creatures and plants native to her domain don’t cause her harm or cost her extra movement when she moves through the area. If the Queen of Scorpions dies, these effects fade over the course of 1d10 days. QUEEN OF SCORPIONS Medium fey (shapechanger), lawful evil Armor Class 17 (natural armor) Hit Points 142 (15d8 + 75) Speed 40 ft., burrow 20 ft., climb 40 ft. STR DEX CON INT WIS CHA 22 (+6) 15 (+2) 20 (+5) 18 (+4) 16 (+3) 18 (+4) Saving Throws Con +9, Wis +7, Cha +8 Skills Arcana +8, Deception +8, Perception +7, Persuasion +8, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities charmed, exhaustion, frightened, incapacitated, poisoned, stunned Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 17 Languages all, telepathy 120 ft. Challenge 13 (10,000 XP) Arachnid Passivism. No scorpion or spider can willingly attack the Queen of Scorpions. They can be forced to do so through magical means. Legendary Resistance (3/Day). If the Queen of Scorpions fails a saving throw, she can choose to succeed instead. Magic Resistance. The Queen of Scorpions has advantage on saving throws against spells and other magical effects. Magic Weapons. The Queen of Scorpions’ weapon attacks are magical. Rejuvenation. If she dies, the Queen of Scorpions’ soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another scorpion on the Material Plane, which then becomes the Queen of Scorpions (with all of the hp and abilities thereof). Only killing every scorpion on the Material Plane will prevent this trait from functioning. Shapechanger. The Queen of Scorpions can use her action to polymorph into a Huge giant scorpion, a Medium human woman of unearthly beauty, or back into her true Medium, scorpion-tailed humanoid form. Her statistics, other than her size, are the same in each form—with the exception that only her scorpion and true forms retain her climbing and burrowing speeds. Any equipment she is wearing or carrying transforms with her. She reverts to her true form if she dies. Speak with Arachnids. The Queen of Scorpions can communicate with scorpions and spiders as if they shared a language. Spider Climb. The Queen of Scorpions’ can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Innate Spellcasting. The Queen of Scorpions’ innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: invisibility (self only), pass without trace, poison spray 3/day each: giant insect (scorpions and spiders only), ray of enfeeblement 1/day each: etherealness, eyebite, freedom of movement ACTIONS Multiattack. In human form, the Queen of Scorpions makes two scimitar attacks. In scorpion form, she makes three attacks: two with her claws and one with her sting. In her true form, she makes three attacks: one with her sting and two with her scimitar. Claw (Scorpion Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage and the target is grappled (escape DC 17). While in scorpion form, the Queen has two claws, each of which can grapple only one target. Scimitar (Humanoid or True Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage plus 3 (1d6) poison damage. Sting (Scorpion or True Form Only). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. Acidic Bile (Recharge 5–6). The Queen of Scorpions spews acid from her mouth in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw. On a failure, a creature takes 45 (10d8) acid damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. LEGENDARY ACTIONS The Queen of Scorpions can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Queen of Scorpions regains spent legendary actions at the start of her turn. • At Will Spell. The Queen of Scorpions casts one of her at will spells. • Burrow (Scorpion or True Form Only). The Queen of Scorpions moves up to her burrowing speed without provoking opportunity attacks. • Scimitar (Costs 2 Actions; Humanoid or True Form Only). The Queen of Scorpions makes one scimitar attack.

A TOME OF BEASTS 2 22 This human-sized toad has an enormous head and expressive onyx eyes. His broad smile, accentuated by wrinkles and warts, complements his regal bearing and attire. King of Frogs. All amphibians respect the Toad King, but frogs and toads follow his orders. He lives among them in swampy areas and often adds his voice to their croaking choruses. Fairy-tale Nobility. Comporting himself with dignity, the Toad King enjoys pretending to be a prince or king cursed to take a toad’s form. He spins a grand tale about witches or fey enchanters and convinces listeners to undertake elaborate quests to break the curse. He is generous with castings of heroism to aid those who agree to do his bidding, but he often insists on casting geas to ensure compliance. The Toad King hints at rewards but tries not to promise anything specific. If he does guarantee a reward, he is obligated to make good on his promise if his pawns succeed. On the Cusp of Legend. The Toad King has not quite achieved status equivalent to other animal lords. However, he expects he will undergo apotheosis when he convinces a hero or group of heroes to complete a grand adventure on his behalf. TOAD KING Medium fey (shapechanger), neutral Armor Class 15 Hit Points 150 (20d8 + 60) Speed 30 ft., swim 60 ft. STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 17 (+3) 16 (+3) 13 (+1) 21 (+5) Saving Throws Dex +9, Con +7, Cha +9 Skills Acrobatics +9, Deception +9, History +7, Insight +5, Nature +7, Survival +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Toad King

23 TOME OF BEASTS 2 A Condition Immunities charmed, exhaustion, frightened, poisoned, stunned Senses darkvision 120 ft., passive Perception 11 Languages all, telepathy 120 ft. Challenge 10 (5,900 XP) Amphibious. The Toad King can breathe air and water. Anuran Passivism. No frogs or toads can willingly attack the Toad King. They can be forced to do so through magical means. Feint. As a bonus action before taking an action to attack, the Toad King can attempt to feint an opponent within 5 feet of him. The target must succeed on a DC 17 Wisdom saving throw, or the Toad King has advantage on his next attack. Magic Resistance. The Toad King has advantage on saving throws against spells and other magical effects. Magic Weapons. The Toad King’s weapon attacks are magical. Rejuvenation. If he dies, the Toad King’s soul reforms on the Astral Plane.In 1d6 days, it inhabits the body of another frog or toad on the Material Plane, which then becomes the Toad King (with all of the hp and abilities thereof). Only killing every frog and toad on the Material Plane will prevent this trait from functioning. Royal Croak. As a bonus action, the Toad King croaks at a frog or toad within 30 feet of him. If the target can hear him, it can make one weapon attack as a reaction against any creature that has attacked the Toad King since the end of his previous turn. Shapechanger. The Toad King can use his action to polymorph into a Large emerald frog, a Medium male human, or back into his true Medium bipedal toad form. His statistics, other than his size, are the same in each form—with the exception that only his true and frog forms retain his swimming speed. Any equipment he is wearing or carrying transforms with him. He reverts to his true form if he dies. Speak with Frogs and Toads. The Toad King can communicate with frogs and toads as if they shared a language. Standing Leap. The Toad King’s long jump is up to 20 feet and his high jump is up to 10 feet, with or without a running start. Innate Spellcasting. The Toad King’s innate spellcasting ability is Charisma (spell save DC 17). He can innately cast the following spells, requiring no material components: At will: heroism, suggestion 3/day each: expeditious retreat, grease 1/day each: geas, water walk ACTIONS Multiattack. In frog form, the Toad King makes two bite attacks. In humanoid form, he makes three rapier attacks. In his true form, he makes three attacks: one with his bite and two with his rapier. Bite (Frog Form and True Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage plus 7 (2d6) poison damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, the Toad King can automatically hit the target with his bite, and he can’t make bite attacks against other targets. When the Toad King moves, any Medium or smaller target he is grappling moves with him. Rapier (Human and True Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. REACTIONS Parry (Human and True Form Only). The Toad King adds 4 to his AC against one melee attack that would hit him. To do so, the Toad King must see the attacker and be wielding a melee weapon. The Toad King enjoys sending adventurers on elaborate quests to cure his “curse,” often spinning tales of his woeful plight wrought at the hands of evil fey or witches. Here are some example quests for particularly helpful adventurers: • Retrieve the warty nose of a green hag who lives deep in the swamp, then burn it in the remains of a yowler (see page 380). The Toad King must inhale the rotten perfume. • Collect a dozen thornless roses from the cursed forest and sprinkle the petals in an ellipse around the Toad King at midnight on the night of a full moon. • Bathe a false gemstone from an arachnocrat (see page 102) in the molten saliva of a hoard drake (see page 122), then place the glistening jewel on the Toad King’s forehead. • Obtain a gallon of water once inhabited by a crinaea (see page 74). The water must be freely given and free of poison, and the Toad King must bathe in it for 24 hours. THE TOAD KING’S QUESTS • Soak the feather of a lymarien (see page 248) in the tears of guardian naga. The Toad King must consume the tear-soaked feather before the next crescent moon. • Bring the Toad King a cloak of winter wolf fur held together by a clasp made from a haleshi’s (see page 191) clam. The clam must have been used by the haleshi at least once to magically transport itself and others. • The Toad King must consume a potion made of basilisk eyes, pixie dust, and holy water. The potion must be frozen by an ice bogie (see page 209) before consumption. • Weave a crown made of hair from a sea hag, an orphan of the black (see page 286), and a mountain nymph (see page 272), then place the crown on the Toad King’s head. • Coat an acorn in a paste made from ashes left in an ashen custodian’s (see page 29) wake and plant it in the soil of the Toad King’s home. The first seed the tree bears will cure the Toad King.

A TOME OF BEASTS 2 24 A shaggy rug made from the skin of a bear suddenly rises up like a billowing sheet. The head snaps its jaws and the whole thing lunges forward, flat and threatening. Animated bearskin rugs are exactly what their name suggests: bearskin rugs given life by magic. Inn Protection. Inns and hunting lodges in remote locations often hire mages to make animated bearskin rugs. The rugs serve as seemingly harmless decorations that can instantly turn into guardians to drive away burglars, or into bouncers to break up bar fights. Bearserk. There are rare cases of animated bearskin rugs suddenly going berserk and refusing to follow the commands of their masters. It is unknown what triggers such violence in the constructs. Berserk rugs need to be put down swiftly, as they attack any creature they notice. Construct Nature. An animated bearskin rug doesn’t require air, food, drink, or sleep. ANIMATED BEARSKIN RUG Large construct, unaligned Armor Class 13 (natural armor) Hit Points 65 (10d10 + 10) Speed 20 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 12 (+1) 1 (–5) 3 (–4) 1 (–5) Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6 Languages — Challenge 4 (1,100 XP) Antimagic Susceptibility. The bearskin rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. Damage Transfer. While it is grappling a creature, the bearskin rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. False Appearance. While the bearskin rug remains motionless, it is indistinguishable from a normal bearskin rug. ACTIONS Multiattack. The animated bearskin rug makes two attacks: one with its bite and one with its claws. It can use its Envelop in place of its claw attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target not grappled by the bearskin rug. Hit: 11 (2d6 + 4) slashing damage. Envelop. Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escaped DC 14). Until this grapple ends, the target is restrained, and the rug can’t envelop another target. Menacing Roar (Recharge 6). The bearskin rug lets out a hideous, supernatural howl. Each creature within 20 feet of the rug that can hear the roar must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature frightened this way must spend its turns trying to move as far away from the rug as it can. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. At the end of each of its turns and when it takes damage, the creature can repeat the saving throw, ending the effect on itself on a success. Animated Bearskin Rug

25 TOME OF BEASTS 2 A The ogre shifts and contorts, dropping to all fours as it takes the form of a vicious bear-sized skunk with razor-sharp claws and teeth. Noxious Terrors. The aniwye is a magical monstrosity that resembles a cross between an enormous skunk and a wolverine. They go out of their way to hunt humans and gnomes, particularly those tied to the natural world. Aside from their savage claws and teeth, the aniwye can also spray a deadly musk at opponents, the poison burning the eyes and lungs of those who inhale it. Aniwye also use this musk to mark their territory—a tree trunk or boulder covered in fresh musk is a sure sign an aniwye is not far away. Unsubtle Shapeshifters. Aniwye can shapeshift into an ogre or giant, but this transformation is unstable and conspicuous. An aniwye in ogre or giant form is most often recognized by its horrible body odor and the white stripe running through its otherwise black hair. Unlike many natural shapeshifters, aniwye are unable to use these forms to deceive others for long or to ingratiate themselves into the communities of humanoids or giants. In spite of this, the aniwye’s shapeshifting often allows it to get close enough to humanoids to strike with its deadly spray. Hunting Comrades. While aniwye do not get along with most creatures, they have been known to ally with predators that share their passion for human flesh, such as wampus cats (Tome of Beasts, p. 405), gulons (Creature Codex, p. 212), and manticores. Rarely, a group of aniwye will band together to take over an area, decimating the region of life and covering everything in their fetid stench. ANIWYE Large monstrosity (shapechanger), neutral evil Armor Class 15 (natural armor) Hit Points 102 (12d10 + 36) Speed 40 ft. (burrow 20 ft., climb 20 ft. in skunk form) STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 16 (+3) 8 (–1) 14 (+2) 9 (–1) Skills Perception +6, Stealth +6 Senses darkvision 60 ft., passive Perception 16 Languages Common, Giant Challenge 5 (1,800 XP) Shapechanger. The aniwye can use its action to polymorph into a Large ogre or Huge hill giant, or back into its true form, which is a skunk-like monstrosity. Its statistics, other than its size, are the same in each form, with the exception that only the aniwye’s skunk form retains its burrowing and climbing speeds. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Unstable Form. If the aniwye takes 30 or more points of damage on a single turn while in ogre or giant form, it can immediately shift to its skunk form. ACTIONS Multiattack. In ogre or giant form, the aniwye makes two slam attacks. In skunk form, it makes three attacks: one with its bite and two with its claws. Slam (Giant or Ogre Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. Bite (Skunk Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Claw (Skunk Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Rock (Giant Form Only). Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage. Deadly Musk (Recharge 5–6; Skunk Form Only). The aniwye releases a cloud of highly poisonous musk from its tail in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 24 (7d6) poison damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn’t stunned. Aniwye

A TOME OF BEASTS 2 26 A giant raptor roars out its fury in spouts of fire and scalding water while lightning crackles through its feathers. Territorial. Anzu are fierce and territorial predators, claiming ranges along the edges of deserts, wide grasslands, or high mountains. Extremely long-lived, they mate for life, producing two or three eggs every decade. Elemental Birthright. Offspring of a wind god or primordial wind spirit, anzu are the personification of the south wind, lightning, and the driving monsoon. Uniquely tied to the elements of fire, water, and wind, they react poorly to weather-altering magic. ANZU Large monstrosity, neutral Armor Class 16 (natural armor) Hit Points 152 (16d10 + 64) Speed 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 18 (+4) 7 (–2) 15 (+2) 10 (+0) Skills Perception +6 Damage Resistance fire, lightning Senses darkvision 90 ft., passive Perception 16 Languages Common, Primordial Challenge 9 (5,000 XP) Keen Sight. The anzu has advantage on Wisdom (Perception) checks that rely on sight. ACTIONS Multiattack. The anzu makes three attacks: one with its bite and two with its talons. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) lightning damage. Talons. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 12 (2d6 + 5) slashing damage. Breath Weapons (Recharge 5–6). The anzu uses one of the following breath weapons: • Fire Breath. The anzu exhales fire in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one. • Water Breath. The anzu exhales a wave of water in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 38 (11d6) bludgeoning damage and is pushed up to 30 feet away from the anzu and knocked prone. On a success, a creature takes half as much damage and isn’t pushed or knocked prone. Lightning Relocation. The anzu teleports up to 60 feet to an unoccupied space it can see. When it does, it briefly transforms into a bolt of lightning, flashes upwards, then crashes down unharmed at its destination. Each creature within 5 feet of the anzu’s starting location or destination must succeed on a DC 16 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much on a successful one. A creature within 5 feet of both locations makes this saving throw only once. Anzu In the Midgard campaign setting, anzu are the children of the windlord Khamsin the South, and many anzu guard the escarpment along the eastern side of the Chelamite Mountains. Others can be found on the Rothenian Plains and in the grasslands of the far East. ANZU IN MIDGARD

27 TOME OF BEASTS 2 A Thick desert grit encrusts a decayed form as it stalks forward, clouds of biting sand flitting about at its behest. Apaxrusl, or sand drudges, are created through dark rituals that merge a corpse with desert sand. Soul Infusion. The rituals used to create an apaxrusl call for infusing damned souls into the sand, and would-be creators regularly make bargains with demons to acquire this unique component. Oftentimes, the deal goes poorly for the creator, leaving the resulting apaxrusl to wander the desert without a master. Abyssal Intelligence. The damned souls filling the apaxrusl give it intelligence, but its constructed form keeps it loyal, making it a valuable asset to its creator. Necromancers often create apaxrusl to lead small groups of undead on specific tasks, confident in the construct’s ability to execute orders and lead the undead while away from the direct control of the necromancer. Construct Nature. The apaxrusl doesn’t require air, food, drink, or sleep. APAXRUSL Medium construct, neutral Armor Class 13 (natural armor) Hit Points 60 (8d8 + 24) Speed 30 ft., burrow 30 ft. STR DEX CON INT WIS CHA 17 (+3) 13 (+1) 16 (+3) 9 (−1) 6 (−2) 7 (−2) Skills Stealth +3 Damage Vulnerabilities thunder Damage Immunities fire, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 8 Languages Abyssal and one language of its creator Challenge 3 (700 XP) Earth Glide. The apaxrusl can burrow through nonmagical, unworked earth and stone. While doing so, the apaxrusl doesn’t disturb the material it moves through. Fiendish Construct. The apaxrusl’s sand is infused with the souls of the damned. Its type is fiend in addition to construct when determining the effects of features such as a paladin’s Divine Smite or a ranger’s Primeval Awareness. ACTIONS Multiattack. The apaxrusl makes two slam attacks. If both attacks hit the same creature, the target is blinded for 1 minute or until it uses an action to wipe its eyes. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Fiery Sands (Recharge 5–6). Sand whips violently around the apaxrusl. Each creature within 10 feet of the apaxrusl must make a DC 13 Constitution saving throw, taking 10 (3d6) slashing damage and 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. REACTIONS Shifting Sands. The apaxrusl can shift the flowing sands of its body to avoid harm. When the apaxrusl takes damage, roll a d12. Reduce the damage it takes by the number rolled. Apaxrusl

A TOME OF BEASTS 2 28 A massive raptor made of ash and shadow screeches as it dives, its eyes like glowing coals. Impossibly, it stops its dive mere feet from the ground, and its powerful wings whip up ash that carries the chill of the grave. Ash phoenixes are the animated ashes of mass funerary pyres, which seek the eradication of all life around their birth pyres. Cremated Birth. For an ash phoenix to be created, a group of humanoids must be burned in a mass pyre in an area tainted with necrotic energy, and the blood of a magical avian, such as an august rooster (see page 33) or firebird (Tome of Beasts, p. 201), must be mixed into the pyre as it smolders. Necromancers often follow the armies of warring nations in secret, with the blood of a magical bird in hand, for the chance to create such powerful undead. Unfortunately for the necromancers who create them, ash phoenixes are nearly impossible to control, often leaving the creator as the phoenix’s first victim. Disturbed Souls. The creation of the ash phoenix disrupts the natural passage of souls into the afterlife, infusing the phoenix with the angry spirits. The presence of these spirits gives the ash phoenix some level of intelligence but also drives it to seek vengeance against all living creatures. Ash phoenixes never stray more than a few miles from their birthplace and are reborn in those same ashes each time they are slain. To end an ash phoenix’s reign in a region, the original site where it was created must be purified and the souls properly put to rest, usually through performing burial rites and casting the hallow spell at the site. Undead Nature. The ash phoenix doesn’t require air, food, drink, or sleep. ASH PHOENIX Large undead, neutral evil Armor Class 15 Hit Points 105 (14d10 + 28) Speed 0 ft., fly 90 ft. (hover) STR DEX CON INT WIS CHA 17 (+3) 20 (+5) 15 (+2) 8 (–1) 14 (+2) 9 (–1) Saving Throws Wis +5 Skills Perception +5, Stealth +8 Damage Vulnerabilities radiant Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone Senses darkvision 120 ft., passive Perception 15 Languages — Challenge 9 (5,000 XP) False Appearance. While the ash phoenix hovers and remains motionless, except for drifting on air currents, it is indistinguishable from a normal cloud of ash and smoke. Rejuvenation. If the ash phoenix’s birth site hasn’t been purified by holy rites, a destroyed ash phoenix gains a new body in 1d10 days, regaining all its hp and becoming active again. The new body appears within 5 feet of its birth site. Shadow Stealth. While in dim light or darkness, the ash phoenix can take the Hide action as a bonus action. Wind Weakness. While in an area of strong wind (at least 20 miles per hour), the ash phoenix has disadvantage on attack rolls and ability checks. ACTIONS Multiattack. The ash phoenix makes two ash talon attacks. If both attacks hit the same target, the phoenix plunges its beak into the target, and the target must succeed on a DC 16 Strength saving throw or take 7 (2d6) necrotic damage. The ash phoenix regains hp equal to half the necrotic damage dealt. Ash Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 7 (2d6) fire damage. Ash Storm (Recharge 5–6). The ash phoenix furiously beats its wings, throwing clinging ash into a 30-foot cone. Each creature in the area must make a DC 16 Dexterity saving throw. On a failure, a creature takes 28 (8d6) necrotic damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn’t blinded. Ash Phoenix

29 TOME OF BEASTS 2 A Warming Presence. When a hostile creature starts its turn within 10 feet of the ashen custodian, the creature must succeed on a DC 15 Constitution saving throw or take 3 (1d6) fire damage. When a friendly creature within 10 feet of the ashen custodian regains hp, the creature regains an extra 1d6 hp. Innate Spellcasting. The ashen custodian’s innate spellcasting ability is Charisma (spell save DC 15). The ashen custodian can innately cast the following spells, requiring no material components: At will: druidcraft, produce flame 3/day each: burning hands, cure wounds, flame blade, fog cloud 1/day each: conjure elemental (fire elemental only), wall of fire ACTIONS Multiattack. The ashen custodian makes two cleansing strike attacks. Cleansing Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 9 (2d8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. Ashen Custodian A fire-haired woman with ashen skin gently touches a dying tree, igniting it and the surrounding undergrowth. Wardens of Wildfire. This beautiful fey with fiery hair and ashen skin wears a cloak of soot as she treads the forests of the world. The ashen custodian cleanses forests with flames, allowing them to grow anew and maintaining the natural cycle of death and rebirth. Though ashen custodians primarily live solitary lives, forest drakes (Creature Codex, p. 128) are sometimes found in their company or service. The drakes enjoy acting as intermediaries between a forest’s ashen custodian and local druid circles. Life from the Ashes. Ashen custodians are born out of the fallen forms of dryads who lost their trees to wildfires. The custodians emerge from the ashes of their charred mothers with new purpose. Double-Edged Fire. Ashen custodians set fires to cleanse old growth forests and allow new growth, but they do not revel in forest fires. An ashen custodian is just as likely to prevent a forest fire as she is to set one. The ashen custodian values the role of fire in a forest’s life cycle and severely punishes those who start or prevent fires outside of this cycle. ASHEN CUSTODIAN Medium fey, neutral Armor Class 15 Hit Points 99 (18d8 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 21 (+5) 12 (+1) 14 (+2) 15 (+2) 18 (+4) Saving Throws Con +4 Skills Nature +5, Perception +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire Senses darkvision 60 ft., passive Perception 15 Languages Elvish, Sylvan Challenge 6 (2,300 XP) Fire Controller. As a bonus action, the ashen custodian can create or extinguish a nonmagical fire in a 5-foot cube within 30 feet of her, or she can expand an existing fire within 30 feet of her by 5 feet in one direction. If she creates or expands a fire, the target location must have suitable fuel for the fire, such as paper or wood. If the ashen custodian targets a fire elemental with this trait, the fire elemental has advantage (expanded) or disadvantage (extinguished) on attack rolls until the end of its next turn. Forest Cleanser. When the ashen custodian hits a plant or plant creature with her Cleansing Strike, the target takes an extra 2d8 fire damage. Magic Resistance. The ashen custodian has advantage on saving throws against spells and other magical effects.

A TOME OF BEASTS 2 30 A swarm of strange, faceless gray snakes flies through the air—wingless, as if through water. Their mouths are rasping irises of gnashing fangs, and the sides of each snake are lined with milky, unblinking eyes. When enough serpents on the Astral Plane gather, they form a collective creature called an astral devourer. The astral devourer has a hive mind made up of all the minds of its component creatures and possesses a great cunning that makes it more adept at hunting. All for the Whole. The individual astral serpents that make up the astral devourer have no thoughts or wills of their own, and the collective freely uses the individuals as weapons. The astral devourer often flings serpents at hard-to-reach prey to consume it. The flung serpents return to the astral devourer, bringing the consumed life force back to the collective. When food is particularly scarce or the devourer is in danger, it can split into subgroups of the main collective, feeding the individuals while keeping the whole safely dispersed. Planar Hunters. Hunger constantly drives astral devourers. They love the taste of sentient planar travelers, and they roam the multiverse, favoring desolate landscapes. Reports indicate they’re adept at finding portals between worlds and relentlessly hunt prey through these portals. ASTRAL DEVOURER Medium swarm of Tiny aberrations, chaotic evil Armor Class 16 (natural armor) Hit Points 90 (12d8 + 36) Speed 30 ft., fly 30 ft. (hover), swim 30 ft. STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 17 (+3) 14 (+2) 16 (+3) 12 (+1) Saving Throws Dex +6, Int +5 Skills Perception +6, Stealth +6 Damage Resistances bludgeoning, piercing, slashing Damage Immunities poison, psychic Condition Immunities grappled, paralyzed, petrified, poisoned, prone, restrained, stunned Senses darkvision 60 ft., passive Perception 16 Languages Deep Speech, Void Speech Challenge 8 (3,900 XP) Collective Mind. The astral devourer’s individual serpents are connected via a hive mind. It can telepathically communicate with any of its individual serpents within 1 mile of it, and it can’t be surprised. Magic Resistance. The astral devourer has advantage on saving throws against spells and other magical effects. Swarm. The astral devourer can occupy another creature’s space and vice versa, and the devourer can move through any opening large enough for a Tiny serpent. Except via Serpent Spray and Recombine, the astral devourer can’t regain hp or gain temporary hp. ACTIONS Multiattack. The astral devourer makes two melee attacks. Hungering Serpents. Melee Weapon Attack: +7 to hit, reach 0 ft., one target in the swarm’s space. Hit: 8 (2d8) piercing damage, or 4 (1d8) piercing damage if the swarm has half of its hit points or fewer, plus 14 (4d6) poison damage. Serpent Spray (Recharge 6). The astral devourer flings biting astral serpents outward. Each creature within 20 feet of the astral devourer must make a DC 16 Dexterity saving throw, taking 14 (4d6) piercing damage and 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. The astral devourer regains hp equal to the single highest amount of piercing damage dealt by this spray. REACTIONS Divide. When an astral devourer that is Small or larger takes bludgeoning, piercing, or slashing damage, it can split into two new astral devourers if it has at least 10 hp. Each new devourer has hp equal to half the original creature, rounded down. New astral devourers are one size smaller than the original. While within 1 mile of each other, the new astral devourers share one collective mind. Recombine. When one or more astral devourers that are Small or smaller and share a collective mind are within 5 feet of each other, they can combine into a new astral devourer. The new astral devourer is one size larger than the largest original creature, and it has hp equal to the combined total of the original creatures. The new astral devourer’s hp can’t exceed the normal hp maximum of a Medium astral devourer. Astral Devourer

31 TOME OF BEASTS 2 A Human hands sit at the ends of the raccoon-headed creature’s four short legs. It flicks its banded tail as it turns toward cries for help, setting its vivid blue eyes on those in need. Good Samaritans. Astri range the badlands and deserts of the Material Plane, seeking opportunities to assist lost and dying travelers. When an astri encounters people in distress, it works to grant them the assistance they need—be it food, healing, or a safe place to rest—and remains until they no longer require its help. Bringers of Hope. When they aren’t helping individuals or small groups, astri quietly watch over villages in their territories. They keep the surroundings clear of threats, aerate the soil, and dig out wells in places with limited access to clean water. Astri become quite fond of the settlements under their protection and take pride in the residents’ successes. Enemies of Greed. Mercenary behavior offends the sensibilities of astri, but they understand many people have strong selfish streaks. Astri counter this selfishness by magically enforcing the desire to help others. Before an astri assists an intelligent creature, it asks the creature to promise to do good deeds over the next few weeks. If a creature won’t make the promise, the astri still assists, but the creature must contend with the geas that may be attached to the helping hand. ASTRI Small celestial, chaotic good Armor Class 15 Hit Points 112 (15d6 + 60) Speed 30 ft., burrow 30 ft. STR DEX CON INT WIS CHA 12 (+1) 21 (+5) 18 (+4) 15 (+2) 16 (+3) 20 (+5) Saving Throws Wis +6, Cha +8 Skills Perception +6, Stealth +8, Survival +9 Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion Senses darkvision 90 ft., passive Perception 16 Languages Common, telepathy 120 ft. Challenge 8 (3,900 XP) Enforce Good Deeds. A creature that has received assistance, such as food or healing, from the astri must succeed on a DC 16 Wisdom saving throw or be affected by the geas spell for 30 days. While under the geas, the affected creature must assist nonhostile creatures suffering from injury or exhaustion by alleviating the injury or exhaustion. Helping Hand. The astri can take the Help action as a bonus action on each of its turns. Magic Resistance. The astri has advantage on saving throws against spells and other magical effects. Magic Weapons. The astri’s weapon attacks are magical. Innate Spellcasting. The astri’s spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The astri can cast the following spells, requiring no material components: At will: create or destroy water, detect poison and disease, produce flame, purify food and drink 3/day each: bless, create food and water, lesser restoration 1/day each: remove curse ACTIONS Multiattack. The astri makes three bite attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) radiant damage. Healing Touch (3/Day). The astri touches another creature. The target magically regains 14 (3d8 + 1) hit points and is freed from any disease, poison, blindness, or deafness. REACTIONS Defensive Counter. When a creature within 5 feet of the astri makes an attack against a creature other than the astri, the astri can bite the attacker. To do so, the astri must be able to see the attacker. Astri Astri sightings are most common in the Wasted West. The celestials are known to the dust goblins of the wastes, especially members of the Maimed Ones and Scarlet Rovers who skirmish with them. Astri are also known in the Southlands. They are particularly active in the Crescent Desert, where most of the small villages and settlements have been adopted by the benevolent creatures. Astri are treated as divine messengers of Aten by some Southlands tribes who leave gifts of sweetmeat and cream for them. ASTRI IN MIDGARD

A TOME OF BEASTS 2 32 Emerging from the water with barely a ripple is a slender, serpentine creature with human arms and a wicked grin on its wide, lizard-like mouth. The creature is no more than a foot long and has pale green skin and blood-red eyes. Ophidian Fey. While attercroppes have a vaguely snakelike appearance, they are not cold-blooded creatures and have nothing but disdain for true snakes and reptilian creatures like lizardfolk and nagas. They hate other creatures just as much and despise everything that is beautiful and pure in the world. Poisonous Fey. Attercroppes radiate supernatural poison from their bodies. While their poisonous aura cannot harm living creatures directly, it is remarkably good at poisoning fresh sources of drinking water, such as wells and ponds. Rivers, streams, and lakes are usually too large for a single attercroppe to poison, but several attercroppes working together can poison a larger body of still or slow-moving water. Fey Enemies. Water-dwelling fey, such as kappa (Creature Codex, p. 234) and lorelei (Tome of Beasts, p. 279), and many forest-dwelling fey, such as dryads, hate attercroppes with a passion and seek to slay the horrid creatures whenever possible, even going so far as to team up to wipe out an attercroppe nest. Because of this, attercroppes are never encountered with other types of fey. Their only allies are evil monstrosities and aberrations with a tolerance for poison and a lust for destruction. Egg-Laying Fey. Attercroppes are hermaphrodites and reproduce by laying eggs. They typically lay hundreds of eggs at a time, the eggs hatching after a few days, when the young attercroppes are abandoned by their parents. Young attercroppes resemble tiny green worms for their first year of life, until they develop their poisonous aura and magical abilities. Few attercroppes survive to adulthood, but those that do become a blight on the natural world. ATTERCROPPE Tiny fey, chaotic evil Armor Class 14 Hit Points 21 (6d4 + 6) Speed 20 ft., climb 20 ft., swim 30 ft. STR DEX CON INT WIS CHA 8 (–1) 18 (+4) 12 (+1) 11 (+0) 13 (+1) 15 (+2) Saving Throws Dex +6 Skills Acrobatics +6, Perception +5, Stealth +6 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 15 Languages Aquan, Common, Sylvan Challenge 1/2 (100 XP) Poisonous Aura. The attercroppe radiates an aura of insidious poison that slowly pollutes any water source. in which it immerses itself. Each hour the attercroppe is fully immersed in water, its aura transforms up to 10 gallons of the water into a deadly poison. A creature that drinks this poisoned water must succeed on a DC 12 Constitution saving throw or take 10 (3d6) poison damage and become poisoned for 1 hour. Water Invisibility. While fully immersed in water, the attercroppe is invisible. If it attacks, it becomes visible until the start of its next turn. The attercroppe can suppress this invisibility until the start of its next turn as a bonus action. Innate Spellcasting. The attercroppe’s spellcasting ability is Charisma (spell save DC 12). The attercroppe can innately cast the following spells, requiring no material components: At will: poison spray 3/day each: create or destroy water, fog cloud 1/day each: misty step, suggestion ACTIONS Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Attercroppe

33 TOME OF BEASTS 2 A An amalgam of various bird species crows proudly as it hops forward. Chimeric Avian. The body of an august rooster is nearly human-sized with the head of a pheasant, the body of a perching duck, the tail of a peaco*ck, the legs of a heron, the beak of a parrot, and the wings of a swallow. There is wide variation among specimens of this hybrid, however, with different creators replacing portions of the creature depending on the material they have on hand during the creation process. Most august roosters are created entirely of avian material, though specimens evidencing snake necks, turtle shells, and stag bodies have been encountered. Once created, an august rooster can reproduce with any species of bird, which usually results in an exotic-looking example of the bird. Only three percent of eggs fertilized or laid by an august rooster hatch into another august rooster. An august rooster fused by magic is full grown at creation, while one that hatches naturally grows to adulthood over the span of six to eight months. Selfish and Self-serving. August roosters display the basest instincts of their creators, and they have the mental faculties and temperament of a spoiled, malicious child. Their sole concern is their own comfort, and they use their natural gifts to force nearby humanoids to tend to their wants and needs. Young august roosters are brazen about their collections of servants, often working the servants to exhaustion with constant demands. More mature individuals have a strong sense of self-preservation and have their servants see to their needs only when they know it will not raise suspicion. AUGUST ROOSTER Medium monstrosity, neutral evil Armor Class 14 (natural armor) Hit Points 75 (10d8 + 30) Speed 25 ft. STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 16 (+3) 8 (–1) 7 (–2) 18 (+4) Damage Resistances psychic Condition Immunities charmed Senses passive Perception 8 Languages Common Challenge 4 (1,100 XP) Aura of Subservience. A beast or humanoid that ends its turn within 30 feet of the august rooster and can see or hear it must succeed on a DC 14 Wisdom saving throw or be charmed for 1 day. A charmed creature that moves more than 100 feet away from the august rooster ceases to be charmed. If the august rooster requests that a charmed creature do more than tend to the creature’s own needs, pay devotion to the august rooster, or bring the rooster food and gifts, the charmed creature can make a new saving throw with advantage. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the august rooster’s Aura of Subservience for 24 hours. Dive Bomb. If the august rooster is flying and moves at least 20 feet straight toward a target and then hits it with a talon attack on the same turn, the target takes an extra 7 (2d6) slashing damage. Jumper. The august rooster can fly up to 40 feet on its turn, but it must start and end its movement on a solid surface such as a roof or the ground. If it is flying at the end of its turn, it falls to the ground and takes falling damage. Innate Spellcasting. The august rooster’s innate spellcasting ability is Charisma (spell save DC 14). The august rooster can innately cast the following spells, requiring no material components. At will: dancing lights, mage hand, message, vicious mockery 3/day each: bane, charm person, hideous laughter 1/day each: healing word, hold person ACTIONS Multiattack. The august rooster makes two talon attacks. Talon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. August Rooster

A TOME OF BEASTS 2 34 A ribbon of light flies just above the ground, its gleam flickering in and out of view as it emits a discordant tune. Hidden Among Polar Lights. Though auroras horribilis can manifest anywhere on a world, they prefer to dance and sing within naturally-occurring auroras. When they notice admirers of boreal lights, they descend from the sky to share their songs. Unfortunately, they are unaware of the bewilderment their songs invoke in listeners and are subsequently surprised by hostile action toward them. Terrible Harbinger. While an aurora’s direct effects on most creatures is cause for alarm, the aurora’s presence is typically a prelude to something worse. Auroras tend to attach themselves to the forefront of a wave of devastation wrought by unknowable beings. Given the nature of such beings, auroras can precede the beings by days or even centuries. Lessons from the Void. Because auroras horribilis travel with ancient beings from the Void, they hear many secrets about the universe, which they incorporate into their songs. An inability to understand the incomprehensible knowledge contained in their songs often induces madness in their listeners. This makes the auroras valuable to apocalypse cults welcoming the beings they herald, as well as to the desperate who seek to avert the coming catastrophe. AURORA HORRIBILIS Large aberration, chaotic neutral Armor Class 15 Hit Points 119 (14d10 + 42) Speed 0 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 8 (–1) 20 (+5) 17 (+3) 7 (–2) 14 (+2) 21 (+5) Saving Throws Wis +5, Cha +8 Skills Acrobatics +8, Performance +8 Damage Vulnerabilities force Damage Immunities cold, psychic, radiant Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses blindsight 60 ft., passive Perception 12 Languages Void Speech Challenge 9 (5,000 XP) Incorporeal Movement. The aurora horribilis can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Reality Adjacent. The aurora horribilis does not fully exist in physical space. If the aurora is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. In addition, attack rolls against it have disadvantage. A creature with truesight doesn’t have disadvantage on its attack rolls, but if that creature looks at the aurora, it must succeed on a DC 16 Wisdom saving throw or be incapacitated with a speed of 0 for 1 minute. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. This trait is disrupted while the aurora is incapacitated or has a speed of 0. ACTIONS Multiattack. The aurora horribilis makes two blistering touch attacks. Blistering Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) cold damage plus 10 (3d6) radiant damage. Void Song. The aurora horribilis creates a dissonant song. Each creature within 100 feet of the aurora that can hear the song must succeed on a DC 16 Wisdom saving throw or be charmed until the song ends. This song has no effect on constructs, undead, or creatures that can speak or understand Void Speech. The aurora must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the aurora is incapacitated. While charmed by the aurora, the target suffers the effects of the confusion spell and hums along with the maddening tune. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A target that successfully saves is immune to this aurora’s song for the next 24 hours. A target that stays charmed by the aurora’s song for more than 1 minute gains one long-term madness. Aurora Horribilis

35 TOME OF BEASTS 2 A Ice shards scrape together as this creature moves on its many icicle-like legs. The ice making up much of its body parts to reveal several toothy maws, and a scream erupts from deep within the creature. Primordial Beings. Avalanche screamers were apex predators when the world was younger and covered in ice. As the world thawed, avalanche screamers fled to mountain peaks and polar regions to hunt smaller prey. Avalanche screamer lairs contain a jumble of bones from their victims but have no other commonalities. Devious Hunter. A versatile predator, the avalanche screamer can attack its prey from the ground beneath or from cliffs and trees above. It prefers to pick off its victims one at a time, grabbing stragglers at the back of a group and killing them before returning to the group. When it must face multiple foes simultaneously, it uses its scream to inflict harm on as many targets as possible. In unstable areas, the sound can cause avalanches, which the avalanche screamer rides out unscathed. It then uses its ability to detect vibrations to locate survivors, tunnel its way toward them, and devour them. Summer Hibernation. Because avalanche screamers become lethargic and vulnerable in warmer temperatures, they hide themselves during the brief summers in their mountaintop and polar habitats. In preparation for their summer slumbers, they aggressively hunt prey, fattening themselves or stockpiling in their lairs. As a precaution against hunters that might follow them to their lairs, avalanche screamers often collect their food from miles away and tunnel through the ground to leave no tracks. Those who manage to track the creatures and hope to easily dispatch them while they are sluggish find avalanche screamers quickly shake their torpor to defend themselves. AVALANCHE SCREAMER Large aberration, chaotic evil Armor Class 15 (natural armor) Hit Points 133 (14d10 + 56) Speed 40 ft., burrow 20 ft., climb 30 ft. STR DEX CON INT WIS CHA 18 (+4) 9 (–1) 19 (+4) 5 (–3) 12 (+1) 8 (–1) Saving Throws Wis +4 Skills Athletics +7, Stealth +5 Damage Resistances cold Damage Immunities bludgeoning, thunder Condition Immunities frightened, prone Senses tremorsense 60 ft., passive Perception 11 Languages — Challenge 7 (2,900 XP) Snow Camouflage. The avalanche screamer has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. ACTIONS Multiattack. The avalanche screamer makes three attacks: one with its bite and two with its legs. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) thunder damage. Leg. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. If the avalanche screamer scores a critical hit against a creature that is Medium or smaller, the creature is impaled on the screamer’s leg and grappled (escape DC 15). Until this grapple ends, the target is restrained and takes 3 (1d6) piercing damage at the start of each of its turns. The avalanche screamer can impale up to four creatures. If it has at least one creature impaled, it can’t move. If it has four creatures impaled, it can’t make leg attacks. It can release all impaled creatures as a bonus action. Scream (Recharge 5–6). The avalanche screamer shrieks thunderously in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 27 (6d8) thunder damage and is deafened for 1 hour. On a success, a creature takes half as much damage and isn’t deafened. Avalanche Screamer

A TOME OF BEASTS 2 36 Aviere Some aviere are willing to serve good-aligned spellcasters as a familiar. Such aviere have the following trait. Familiar. The aviere can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the aviere senses as long as they are within 1 mile of each other. While the aviere is within 10 feet of its companion, the companion shares the aviere’s Magic Resistance trait. At any time and for any reason, the aviere can end its service as a familiar, ending the telepathic bond. AVIERE FAMILIARS worshiper of its deity, it has a 75 percent chance of returning to life, regaining all its hit points and becoming active again. This chance increases to 100 percent if a worshiper of the aviere’s deity prays over the aviere’s ashes at dawn. If unholy water is sprinkled on the aviere’s ashes, the aviere can’t return to life, except through a wish spell or divine will. Illumination. The aviere sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Magic Resistance. The aviere has advantage on saving throws against spells and other magical effects. Magic Weapons. The aviere’s weapon attacks are magical. ACTIONS Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 4 (1d8) fire damage. Song of Life. The aviere sings a song against death. The aviere chooses one creature it can see within 30 feet of it that has 0 hp and isn’t an undead or a construct. The creature becomes stable. Song of Healing (1/Day). The aviere sings a song of healing. The aviere chooses one creature within 60 feet of it. If the creature can hear the aviere’s song and isn’t an undead or a construct, it regains 1d4 hp. A small bird with a fiery belly perches on the shoulder of the temple’s acolyte, singing a divine song. Avieres are fiery songbirds created by good deities and sent to holy sites on the Material Plane as protectors and teachers. They innately know the tenets of their deities and encourage those around them to uphold the tenets. They dislike leaving the area they were sent to tend, but they sometimes venture out to heal or evangelize passersby. Songbirds. Locations containing avieres are always filled with beautiful music, as they sing the hymns of their deities at all hours of the day. In doing so, they heal and uplift their surroundings, leading to healthier flora and fauna and calmer weather in the area. Temple Assistants. Avieres in temples spend most days aiding the temple’s priests and priestesses, especially in coaching acolytes or those new to the faith. They take great pleasure in assisting scribes who are writing their deity’s teachings, acting as a light source while singing the teachings to the scribes. AVIERE Tiny celestial, any good Armor Class 12 Hit Points 17 (5d4 + 5) Speed 10 ft., fly 30 ft. STR DEX CON INT WIS CHA 7 (-2) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 14 (+2) Skills Performance +6, Religion +4 Damage Resistances radiant Damage Immunities fire, poison Condition Immunities poisoned Senses passive Perception 11 Languages Celestial, Common, telepathy 60 ft. Challenge 1/2 (100 XP) Divine Rejuvenation. An aviere that dies collapses into a pile of ash. Each day the pile of ash is within 1 mile of a holy site of its deity or a

37 TOME OF BEASTS 2 A A horrid-looking bipedal creature with cracked, leathery skin and long arms and legs—ending in wicked, flensing talons—rears up. A trio of unblinking purple eyes is situated in the monster’s chest, and its neck ends in a nest of lamprey-like heads. It wears a kilt of humanoid bones that rattles unnervingly as it moves. Horrors from Beyond Reality. Avulzors are hideous aberrations native to a dimension inundated with necrotic energy. There they weave plans for dominating the other planes of existence, launching expeditionary forces into other worlds to kidnap humanoids for experimentation, steal useful magical devices, or destroy perceived threats. Their reasons for doing so are largely unknown, yet they despise all other living creatures. Masters of Bone. While avulzors hate all life, they have a disturbingly accurate understanding of humanoid anatomy and use this knowledge to grant their undead constructs extra power. They can also shape bone as if it were putty, transforming an ogre’s pelvis into a usable chair or a dwarf ’s teeth and ribs into a complex musical instrument. While they find undead creatures like skeletons and zombies useful tools, they have no real love for intelligent undead, such as wights and vampires, and only tolerate the creatures when necessary to further their own goals. AVULZOR Large aberration, lawful evil Armor Class 17 (bone kilt) Hit Points 135 (18d10 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 19 (+4) 17 (+3) 14 (+2) 18 (+4) 16 (+3) 15 (+2) Saving Throws Cha +5 Skills Arcana +7, Insight +6, Intimidation +8, Medicine +6, Perception +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic Condition Immunities paralyzed, stunned Senses darkvision 90 ft., passive Perception 16 Languages Common, Deep Speech, Void Speech Challenge 8 (3,900 XP) Bone Shaping. The avulzor can shape bones with its touch, altering the appearance, function, size, and density of bone to match its needs. It can’t use this trait to alter the bones of a living creature, but it can otherwise alter any bone it touches that isn’t being worn or carried. In addition, as a bonus action, the avulzor can touch any skeleton it created with its Animate Bones action and grant the target one of the following benefits until the end of the target’s next turn: • Armor Class increases by 2 • Reach increases by 5 feet • Melee weapon attacks deal an extra 1d4 damage of the weapon’s type. • Speed increases by 10 feet. Bone Kilt. The avulzor wears a kilt made out of the bones of the many humanoids it has slain. The kilt increases the avulzor’s Armor Class by 3. If lost, the avulzor can create a new bone kilt with ample bones and 1 hour of work. The avulzor can use its Animate Bones as a bonus action if it targets the bone kilt. Doing so creates 1 skeleton of CR 2 or lower, but the avulzor subsequently reduces its Armor Class by 3. Turning Defiance. Friendly undead within 30 feet of the avulzor have advantage on saving throws against effects that turn undead. ACTIONS Multiattack. The avulzor makes two claw attacks and two synchronized bite attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Synchronized Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (4d4 + 4) piercing damage. Animate Bones (Recharge 5–6). The avulzor creates a skeleton out of a pile of bones or a the corpse of a Large or smaller creature within 10 feet of it. The skeleton is under the control of the avulzor, obeying the avulzor’s mental commands, and uses the statistics of a CR 1 or lower skeleton of your choice. The avulzor can control up to three skeletons at one time. If the avulzor creates a skeleton while it already has three under its control, the oldest skeleton crumbles to dust. Avulzor

B TOME OF BEASTS 2 38 This creature resembles a large horned goat covered in thick green moss. A vine trails from the beast’s udder to a nearby tree. The creature smells of fresh bread and floral grapes. Born of Fruit. The barometz is a strange plant-like monster that arises spontaneously from a normal fruit tree, some say as the result of ancient druidic magic or fey meddling. A fruit tree bearing a barometz grows an unusually large fruit that soon drops from the tree and bursts open to reveal the goat-like creature. The barometz remains attached to its parent plant by a vine and spends its life clearing the area around the fruit tree of weeds and other noxious plants. A Feast for Kings. The flesh of a barometz is considered a delicacy by almost all humanoids and giants, and few barometz survive for long once they are discovered by a band of trollkin hunters or foraging hill giants. Elves and other woodland humanoids have attempted to breed barometz, without success. The creature does not reproduce naturally and the methods by which they appear are still unknown. BAROMETZ Large plant, chaotic neutral Armor Class 15 (natural armor) Hit Points 95 (10d10 + 40) Speed 20 ft. STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 18 (+4) 5 (–3) 16 (+3) 13 (+1) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 13 Languages understands Sylvan but can’t speak Challenge 6 (2,300 XP) Fruit of the Land. When a barometz dies, its body sprouts a myriad of nourishing fruits and vegetables. If a creature spends 10 minutes consuming the produce, it gains the benefits of a heroes’ feast spell for 8 hours. If the feast isn’t consumed within 1 hour, it disintegrates into a mound of dirt and dried leaves. Parent Vine. The barometz is attached to a nearby tree by a thick vine that is between 50 and 100 feet long. The vine has AC 13, 20 hp, and resistance to all damage except for slashing damage. If this vine is severed, the barometz loses its Regeneration trait and suffers one level of exhaustion per hour until it dies. Regeneration. The barometz regains 5 hit points at the start of its turn. This regeneration can only be halted if the barometz’s parent vine is severed, whereupon it loses this trait. The barometz dies only if it starts its turn with 0 hit points and doesn’t regenerate. Wildland Runner. Difficult terrain composed of forest underbrush, bushes, or vines doesn’t cost the barometz extra movement. In addition, the barometz can pass through magical and nonmagical plants without being slowed by them and without taking damage from them, including plants that are magically created or manipulated, such as those produced by the entangle and wall of thorns spells. ACTIONS Multiattack. The barometz makes two attacks: one with its gore and one with its hooves. Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. If the target is Medium or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. Barometz

39 TOME OF BEASTS 2 B Many types of beetles inhabit the world, and, depending on the location and culture, they are used as food, companions, or beasts of burden by its people. Forest Beetles. Giant bombardier beetles lurk on the forest floor. A placid herbivore content to go about its business, the beetle has a powerful defense mechanism in the form of a boiling liquid it can spray to scald would-be predators as it makes its escape. Arctic Beetles. Giant snow beetles are carrion-eating beetles that inhabit the coldest parts of the world. They collect snow into large balls for use against their enemies, for protection for their lairs, and to house their eggs. When food is abundant, they pack extra carrion into snowballs, saving the food for later or for feeding freshly hatched larvae. When attacked, giant snow beetles fling any snowballs on-hand that don’t contain their young, often splattering attackers with frozen, rotten meat. GIANT BOMBARDIER BEETLE Medium beast, unaligned Armor Class 14 (natural armor) Hit Points 13 (2d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 15 (+2) 3 (–4) 10 (+0) 3 (–4) Saving Throws Con +4 Damage Resistances fire Senses blindsight 30 ft., passive Perception 10 Languages — Challenge 1/4 (50 XP) ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Spray. Ranged Weapon Attack: +4 to hit, range 15/30 ft., one target. Hit: 7 (2d4 + 2) fire damage. Beetles Underworld Beetles. Lantern and sniffer beetles live in the Underworld and feast primarily on the fungus that grows in the darkest caverns. The glow of the lantern beetle’s abdomen is from the digestion of bioluminescent fungus, which reacts with the beetle’s gut to make the glow. Both lantern and sniffer beetles are docile, and they’re often trained by denizens of the Underworld as mobile light sources or for detecting particular scents. Companions and Familiars. Forest rangers often train bombardier beetles as companions, valuing the beetle’s spray for its ability to deter beasts without setting fire to the forest. Lantern and sniffer beetles can be called to serve a spellcaster via the find familiar spell. The lantern beetle is a popular choice among junior wizards seeking a light source for late-night studying. The sniffer beetle sees a variety of uses on the surface world, with its most common use being as the eyes and nose for wizards with limited vision. GIANT SNOW BEETLE Large beast, unaligned Armor Class 12 (natural armor) Hit Points 45 (6d10 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 14 (+2) 1 (–5) 10 (+0) 4 (–3) Skills Athletics +5, Stealth +2 Damage Resistances cold Senses tremorsense 30 ft., passive Perception 10 Languages — Challenge 1 (200 XP)

B TOME OF BEASTS 2 40 Snowball Concealment. The giant snow beetle has advantage on Dexterity (Stealth) checks to hide if it is within 10 feet of a Large or larger snowball. It can attempt to hide even if another creature can see it clearly. Snowball Roll. The giant snow beetle can spend 1 minute to roll up a ball of snow equal to its size. ACTIONS Pincer. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) bludgeoning damage. Rotten Snowball Shove (Recharge 6). The giant snow beetle tosses one of its carrion-filled snowballs at a point it can see within 20 feet of it. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw. On a failure, a target takes 7 (2d6) bludgeoning damage and becomes poisoned for 1 minute. On a success, a target takes half the damage and isn’t poisoned. A poisoned creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the poisoned condition on itself on a success. Snowball Shove. The giant snow beetle tosses one of its rolled snowballs at a point it can see within 20 feet of it. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw. On a failure, a target takes 7 (2d6) bludgeoning damage and is knocked prone. On a success, a target takes half the damage and isn’t knocked prone. LANTERN BEETLE Tiny beast, unaligned Armor Class 13 (natural armor) Hit Points 2 (1d4) Speed 30 ft., climb 10 ft., fly 10 ft. STR DEX CON INT WIS CHA 6 (–2) 12 (+1) 10 (+0) 1 (–5) 7 (–2) 3 (–4) Senses passive Perception 8 Languages — Challenge 0 (10 XP) Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When it dies, its body continues to glow for another 6 hours. ACTIONS Horn. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage. SNIFFER BEETLE Small beast, unaligned Armor Class 12 (natural armor) Hit Points 5 (1d6 + 2) Speed 30 ft., fly 10 ft. STR DEX CON INT WIS CHA 13 (+1) 10 (+0) 14 (+2) 3 (–4) 12 (+1) 7 (–2) Skills Perception +5 Senses darkvision 30 ft., passive Perception 15 Languages — Challenge 1/8 (25 XP) Keen Smell. The sniffer beetle has advantage on Wisdom (Perception) checks that rely on smell. ACTIONS Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

41 TOME OF BEASTS 2 B Water filled with algae, worms, and other detritus rises up in a serpentine form. It reeks of stagnation and rot. Corrupted Water Elementals. When aquatic parasites invade a water elemental, they take control of it and seek to propagate. The host becomes a befouled weird, providing protection and an ideal environment for the parasites. It prefers warm, marshy environments where the parasites are more at home. While the weird can carry any parasite, it most commonly acts as a host for brain-eating amoebas. Exiles to the Material Plane. Water elementals prevent befouled weirds from infesting the Plane of Water. Otherwise, the tainted creatures infuse pure water elementals with their parasites. Water elementals knowledgeable about such things equate a plague of befouled weirds to ghouls infecting and turning humanoids into ghouls. Elemental Nature. The befouled weird doesn’t require air, food, drink, or sleep. BEFOULED WEIRD Medium elemental, neutral evil Armor Class 14 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft., swim 60 ft. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 16 (+3) 5 (–3) 12 (+1) 7 (–2) Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 11 Languages Aquan Challenge 5 (1,800 XP) Freeze. If the befouled weird takes cold damage, it partially freezes. Its speed is reduced by 10 feet until the end of its next turn. Parasitic Amoebas. A creature other than the weird that becomes infected with parasitic amoebas becomes vulnerable to necrotic damage. At the end of each long rest, the diseased creature must succeed on a DC 13 Constitution saving throw or its Intelligence score is reduced by 1d4. The reduction lasts until the target finishes a long rest after the disease is cured. If the disease reduces the creature’s Intelligence to 0, the creature dies. If a water elemental dies in this way, its body becomes a befouled weird 1d4 hours later. The disease lasts until removed by the lesser restoration spell or similar magic. Unclean. If a creature targets the weird with the lesser restoration spell, requiring a successful melee spell attack roll, the weird takes 9 (2d8) radiant damage and can’t infect targets with parasitic amoebas for 1 minute. Water Form. The befouled weird can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. ACTIONS Multiattack. The befouled weird makes two slam attacks. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become infected with parasitic amoebas (see the Parasitic Amoebas trait). Drown in Filth (Recharge 4–6). A creature in the befouled weird’s space must make a DC 13 Strength saving throw. On a failure, the target takes 10 (2d6 + 3) bludgeoning damage and 7 (2d6) necrotic damage, and, if it is Medium or smaller, it is grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the weird’s space. At the start of each of the weird’s turns, the grappled target takes 10 (2d6 + 3) bludgeoning damage and 7 (2d6) necrotic damage, and it must make a DC 13 Constitution saving throw or become infected with parasitic amoebas. A creature within 5 feet of the weird can pull the target out of it by taking an action to make a DC 13 Strength check and succeeding. Befouled Weird

B TOME OF BEASTS 2 42 This skeletal figure is dressed in the style of a town crier. It carries an elaborate silver bell in its bony hands, and its skull gleams white in the moonlight. Heralds of Calamity. The black crier is an undead that appears hours, days, or even months before a great catastrophe. The larger the catastrophe, the earlier the black crier appears. Servants of Fate. Black criers are not malicious or vengeful undead and exist to warn of coming danger. They defend themselves if attacked but don’t pursue fleeing opponents. Mute Messengers. Despite their name, black criers cannot speak; instead, they use cryptic hand gestures or other mysterious signs to warn people of the impending calamity. Undead Nature. A black crier doesn’t require air, food, drink, or sleep. PORTENTS OF DISASTER A black crier is always accompanied by signs of impending disaster. The crier isn’t affected or targeted by these portents, but it otherwise has no control over them. The portents appear within a black crier’s bound region (see the Bound by Calamity trait) and can be one or more of the following, becoming more frequent as the date of the catastrophe approaches: • Swarms of rats or insects appear, destroying crops, eating food stores, and spreading disease. • The ground in the region experiences minor tremors, lasting 1d6 minutes. • Thunderstorms, blizzards, and tornadoes plague the region, lasting 1d6 hours. • Natural water sources in the region turn the color of blood for 1d4 hours. The water is safe to drink, and the change in color has no adverse effect on local flora and fauna. BLACK CRIER Medium undead, neutral Armor Class 16 (natural armor) Hit Points 150 (20d8 + 60) Speed 30 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 14 (+2) 19 (+4) 16 (+3) 11 (+0) 20 (+5) 12 (+1) Saving Throws Dex +8, Int +4, Wis +9 Skills History +4, Perception +9, Performance +9, Religion +4 Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned Senses darkvision 60 ft., passive Perception 15 Languages understands all languages but can’t speak Challenge 11 (7,200 XP) Bound by Calamity. The black crier is bound to a region where a major catastrophe will happen. This region can be of any size but is never smaller than 1 square mile. If the crier leaves this region, it loses its Rejuvenation trait and Crier’s Lament action. It permanently dies if it remains outside of its bound region for more than 24 hours. Rejuvenation. If it dies within its bound region before the catastrophe it heralds happens, the black crier returns to life in 1d6 days and regains all its hp. The black crier dies after the catastrophe ends and doesn’t rejuvenate. Only a wish spell can prevent this trait from functioning. ACTIONS Multiattack. The black crier uses its Bell Toll. It then makes two melee attacks. Bell. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) bludgeoning damage plus 14 (4d6) necrotic damage. Bell Toll. The black crier targets one creature it can see within 60 feet of it. The creature must make a DC 17 Wisdom saving throw. On a failure, the target takes 14 (4d6) necrotic damage and is frightened until the end of its next turn. On a success, the target takes half the damage and isn’t frightened. If the saving throw fails by 5 or more, the target suffers one level of exhaustion. Crier’s Lament (1/Day). The black crier unleashes a devastating peal of anguish and rage in a 30-foot cone. Each creature in the area must make a DC 16 Charisma saving throw. On a failure, a creature drops to 0 hp. On a success, a creature takes 21 (6d6) psychic damage and is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Black Crier

43 TOME OF BEASTS 2 B A humanoid in blurred gray tones settles in the shadowed corner of a dimly-lit room and disappears from view. Poor Players. Some people are driven to perform. They crave the adulation of their peers, the attention of strangers, the promise of fame and the immortality it brings. Unfortunately, not every such artist has the talent and perseverance to succeed. Whenever a minstrel flees a stage pelted by rotting produce and ends their life in despair, or an actor’s alcoholism leads them to an early grave after a scathing review, a bleakheart is born. Once a bleakheart rises, it seeks to spread hopelessness and create new bleakhearts. Walking Shadows. Bleakhearts exist on the fringes of the societies where they once lived. When they are not skulking in the dark, the citizenry ignores them as they would any other drifter. They linger around taverns, theaters, and other places the living visit for entertainment. Sometimes the sight and sound of merriment rouses the bleakhearts from cold despair to hot rage. The resulting carnage invariably leads to the destruction of the originating bleakheart and the creation of several new ones. Familiar Faces. A bleakheart gains grim satisfaction in causing distress to the living, especially those who have recently experienced joy. By day, they lurk in deeply shadowed areas of settlements, usually around places of entertainment, and skim the thoughts of passersby. When a bleakheart detects someone who is elated, it follows them home for further observation. While its victim sleeps, the bleakheart probes their mind, causing the victim nightmares about the subject of their happiness. Once the victim awakens, its joy turned to pain, the bleakheart disguises itself as the personage who once brought the victim joy and reveals itself. Even while magically disguised, a bleakheart appears disquietingly out of focus. Undead Nature. A bleakheart doesn’t require air, food, drink, or sleep. BLEAKHEART Medium undead, neutral evil Armor Class 12 Hit Points 66 (12d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 16 (+3) Skills Persuasion +5, Stealth +6 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 3 (700 XP) Indiscernible in Shadows. While in dim light or darkness, the bleakheart is invisible. Silent Entry (3/Day). As a bonus action, the bleakheart can silently unlock a door within 10 feet of it that is held shut by a mundane lock. If a door has multiple locks, only one is unlocked per use of this trait. Sunlight Weakness. While in sunlight, the bleakheart has disadvantage on attack rolls, ability checks, and saving throws. Innate Spellcasting. The bleakheart’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: detect thoughts, minor illusion 3/day each: disguise self ACTIONS Disheartening Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d6) psychic damage. Steal Joy (Recharge 5–6). Each creature of the bleakheart’s choice that is within 20 feet of the bleakheart and aware of it must succeed on a DC 13 Wisdom saving throw or its Charisma score is reduced by 1d4. A creature that has taken psychic damage from the bleakheart’s Disheartening Touch within the last minute has disadvantage on this saving throw. A creature that has its Charisma reduced to 0 ends its life at the earliest opportunity, and a new bleakheart rises from its corpse 1d4 hours later. Otherwise, the Charisma reduction lasts until the target finishes a long rest. Bleakheart

B TOME OF BEASTS 2 44 This hairless, dog-like creature has pale skin, an enormous bladder underneath its throat, and a conical head with two deepset, black eyes. A long, thick red tongue, ending in a hollow spike, flicks from its shrew-like mouth. Ravenous Blood Eaters. The bloodsapper is a vampiric creature with an unrelenting thirst for blood. While it can drink the blood of animals and wild beasts, it vastly prefers the blood of sapient bipedal creatures, such as giants and humanoids. When it catches prey, it uses its long, spiked tongue to impale and drain them until they are little more than husks. Due to its appetite, the bloodsapper frequently comes into conflict with other creatures reliant on blood such as stirges, vampires, and chupacabras (Creature Codex, p. 63), though it usually retreats if outmatched or outnumbered by its opponents. Strange Dogs. Because of their dog-like bodies and propensity to form into packs when hunting large numbers of prey, bloodsappers are frequently confused with evil canids like worgs and hell hounds, despite their clearly aberrant nature. Some believe bloodsappers were artificially created by an aboleth scientist, vampire mage, or similar entity, or that the creatures originated from beyond the stars or another realm of existence entirely. BLOODSAPPER Medium aberration, chaotic evil Armor Class 14 (natural armor) Hit Points 90 (12d8 + 36) Speed 40 ft., climb 20 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 5 (–3) 12 (+1) 7 (–2) Saving Throws Con +5 Skills Perception +3, Stealth +4, Survival +3 Senses darkvision 60 ft., passive Perception 13 Languages understands Common but can’t speak Challenge 3 (700 XP) Blood Scent. A bloodsapper can smell blood within 240 feet of it. It can determine whether the blood is fresh or old and what type of creature shed the blood. In addition, the bloodsapper has advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track a creature that doesn’t have all its hp. ACTIONS Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Draining Tongue. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the bloodsapper attaches to the target. While attached, the bloodsapper doesn’t attack. Instead, at the start of each of the bloodsapper’s turns, the target loses 12 (2d8 + 3) hp due to blood loss. The bloodsapper can detach itself from a target by spending 5 feet of its movement, which it does once it has drained 25 hp from the target or the target dies. A creature, including the target, can take its action to detach the bloodsapper’s tongue by succeeding on a DC 14 Strength check. Alternatively, the bloodsapper’s tongue can be attacked and severed (AC 12; hp 20). The bloodsapper regrows a severed tongue when it completes a long rest or when it reduces a creature to 0 hp. Bloody Breath (Recharge Special). The bloodsapper can expel a 15- foot cone of acrid gas and blood from its bladder. Each creature in the area must make a DC 13 Constitution saving throw. On a failure, a creature takes 14 (4d6) acid damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a bloodsapper uses its Bloody Breath, it can’t use Bloody Breath again until it has drained at least 25 hp of blood from a creature. Bloodsapper

45 TOME OF BEASTS 2 B A humanoid statue made of green stone streaked with red steps forward, its long, curved claws reaching out. Its face is blank of features except two deep eye sockets that drip fresh blood like tears. Evil cults exsanguinate sacrifices over specially prepared bloodstone statues, infusing the life force of the victims into the rock and granting it life. These sentinels are driven to see more blood spilled, whether by their own hands, those of their masters, or even those of their enemies. Blood Calls Blood. The blood infused into the sentinel perpetually leaks out, a representation of the agony that created the construct. This agony pulls on nearby creatures, drawing out vital fluids and ripping minor wounds into great injuries. The sentinel stores this blood inside itself, and the red veins in its stone become more prevalent the more blood it stores. Mindless Fury. Those who create bloodstone sentinels invariably see power through the spilling of blood and utilize the construct to spread their faith. Some blood cults use the sentinels as mobile containers for the primary component of their profane rituals. Construct Nature. A bloodstone sentinel doesn’t require air, food, drink, or sleep. BLOODSTONE SENTINEL Large construct, neutral evil Armor Class 15 (natural armor) Hit Points 114 (11d10 + 48) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 7 (–2) 18 (+4) 8 (–1) 10 (+0) 16 (+3) Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creators but can’t speak Challenge 8 (3,900 XP) Blood Lure. When a creature within 10 feet of the sentinel that isn’t an undead or a construct takes piercing or slashing damage, it must succeed on a DC 15 Constitution saving throw or take an extra 7 (2d6) damage of that type. The sentinel’s Blood Reservoir increases by an amount equal to the extra damage dealt. Blood Reservoir. The bloodstone sentinel absorbs blood that is spilled nearby into itself. This reservoir of blood grows when a creature takes extra damage from the sentinel’s Blood Lure trait. The Blood Reservoir can’t exceed the sentinel’s hp maximum. As a bonus action, the sentinel can reduce the Blood Reservoir by 10 to cause one of the following effects: • Empower Blood. A friendly creature within 30 feet of the sentinel that isn’t an undead or a construct has advantage on its next weapon attack roll. • Inspire Fury. A creature of the sentinel’s choice within 30 feet of the sentinel must succeed on a DC 15 Charisma saving throw or immediately use its reaction to move up to its speed and make one melee weapon attack against its nearest ally. If no ally is near enough to move to and attack, the target attacks the nearest creature that isn’t the bloodstone sentinel. If no creature other than the sentinel is near enough to move to and attack, the target stalks off in a random direction, seeking a target for its fury. • Sustain. A nonhostile undead creature within 30 feet of the sentinel that must eat or drink, such as a ghoul or vampire, regains 10 hit points. ACTIONS Multiattack. The bloodstone sentinel makes two claw attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Bloodstone Sentinel Cults of Marena often create and use bloodstone sentinels to house blood for the cult’s blood mages. Blood Magic. As a bonus action, a spellcaster casting a blood magic spell (see Deep Magic for 5th Edition) while within 5 feet of the bloodstone sentinel can use blood from the sentinel’s reservoir to cast the spell without expending a spell slot. To do so, the spellcaster reduces the sentinel’s Blood Reservoir by 10 for each level of the spell cast. Casting a cantrip reduces the reservoir by 5 instead. BLOODSTONE SENTINELS IN MIDGARD

B TOME OF BEASTS 2 46 A vaguely humanoid form appears, dim and hazy amid the constant swirl of wind-wracked grit and tainted dust of the magical wasteland. Contorted and broken, the boneshard wraith is a ghostly horror, haphazardly assembled from mismatched bones and grave-scavenged shards. Shattered eye sockets burn with the black, icy glow of eternal madness and the spiteful hunger of the Void. Undead Nature. A boneshard wraith doesn’t require air, food, drink, or sleep. BONESHARD WRAITH Medium undead, neutral evil Armor Class 16 (natural armor) Hit Points 127 (15d8 + 60) Speed 15 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 18 (+4) 13 (+1) 14 (+2) 8 (−2) Skills Perception +6, Stealth +7 Damage Resistances acid, cold, fire, lightning, thunder; piercing, bludgeoning, and slashing from nonmagical attacks not made with silvered weapons Damage Immunities necrotic, poison Condition Immunities charmed, exhausted, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious Senses darkvision 60 ft., passive Perception 16 Languages any languages it knew in life, Void Speech Challenge 12 (8,400 XP) Incorporeal Movement. The boneshard wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACTIONS Multiattack. The wraith makes two spectral claw attacks. If both attacks damage the same creature, the target must make a DC 16 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. Boneshard Wraith In the wake of the Battle of Flensing Gulch and the defeat of the last of Caelmarath’s Indomitables by a summoned boneshard tempest, the nearly innumerable dead arose to haunt the area as boneshard wraiths, a form of undead creature only truly encountered in the Wasted West. The Bonewraith goblin tribe worships these creatures and sends their elders out to be consumed and transformed by them. BONESHARD WRAITHS IN MIDGARD Spectral Claw. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 21 (4d8 + 3) slashing damage, and the target must succeed on a DC 16 Constitution saving throw or suffer 1 level of exhaustion. A creature can suffer no more than 2 levels of exhaustion from the wraith’s Spectral Claws. Boneshard Cyclone (Recharge 5–6). The wraith chooses a creature it can see within 60 feet of it. The target must make a DC 16 Strength saving throw. On a failure, a creature takes 20 (3d12) slashing damage and 27 (6d8) necrotic damage and is enveloped in a whirlwind of sharp bone fragments for 1 minute or until the wraith dies. On a success, a creature takes half the damage and isn’t enveloped. While enveloped, a creature is blinded and deafened and takes 18 (4d8) necrotic damage at the start of each of its turns. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature dies while enveloped, it rises as a boneshard wraith on the next new moon unless it is restored to life or the bless spell is cast on the remains.

47 TOME OF BEASTS 2 B A massive worm bursts through the ground, its body covered in bony protrusions. Bonespitters are bone-covered predators that live in the soft soil of grassy plains. Bones of Victims. Bonespitters have unique digestive systems. When a bonespitter consumes another creature, the acid in the worm’s stomach dissolves all of the prey’s tissue and leaves only bones behind. The bones become part of the bonespitter’s defenses, poking through its skin like sharp hair follicles. Other bones are stored in muscular sacks in the bonespitter’s mouth, waiting to be unleashed on unsuspecting prey. BONESPITTER Gargantuan monstrosity, unaligned Armor Class 17 (natural armor) Hit Points 217 (14d20 + 70) Speed 50 ft., burrow 30 ft. STR DEX CON INT WIS CHA 26 (+8) 7 (–2) 21 (+5) 3 (–4) 10 (+0) 5 (–3) Saving Throws Con +10 Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 10 Languages — Challenge 13 (10,000 XP) Bony Body. A creature that starts its turn or enters a space within 5 feet of the bonespitter must succeed on a DC 18 Dexterity saving throw or take 16 (3d10) piercing damage. ACTIONS Multiattack. The bonespitter makes two attacks: one with its bite and one with its bone spike. Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 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 bonespitter. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the bonespitter, and it takes 17 (5d6) acid damage at the start of each of the bonespitter’s turns. An undead creature made of mostly bones, such as a skeleton, is immune to this acid damage. If the bonespitter takes 30 damage or more on a single turn from a creature inside it, the bonespitter 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 bonespitter. If the bonespitter dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Bone Spike. Ranged Weapon Attack: +13 to hit, range 30/120 ft., one target. Hit: 18 (3d6 + 8) piercing damage, and, if the target is a Large or smaller creature, it is knocked prone, pinned to the ground by the spike, and restrained. As an action, the restrained creature or a creature within 5 feet of it can make a DC 18 Strength check, removing the spike and ending the condition on a success. The spike can also be attacked and destroyed (AC 12; hp 15; vulnerability to bludgeoning damage; immunity to poison and psychic damage). Shard Spray (Recharge 5–6). The bonespitter exhales a 60-foot cone of bone shards. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) piercing damage on a failed save, or half as much on a successful one. If a Large or smaller creature fails this saving throw, it is also knocked prone, pinned to the ground by a shard, and restrained. As an action, the restrained creature or a creature within 5 feet of it can make a DC 18 Strength check, removing the shard and ending the condition on a success. The shard can also be attacked and destroyed (AC 12; hp 15; vulnerability to bludgeoning damage; immunity to poison and psychic damage). Bonespitter

B TOME OF BEASTS 2 48 The humanoid’s piercing blue eyes lock on their target as it charges forward with bloodlust. Bloodcurdling battle cries and flying spears follow the berserker’s charge. Regardless of what type of prior life they led, any humanoid can become one of Boreas’ (Tome of Beasts, p. 42) chosen. Some humanoids are born with runic symbols designating them as creatures blessed by the North Wind, but most must undergo several trials before the first wintry rune scrawls itself into their flesh. The trials include surviving the highest mountain peaks in the dead of winter, defeating a frost giant in single combat, and crafting a spear out of the fang or claw of an icy beast. Even then, Boreas may deny his favor. Blood and Weapons of Ice. A humanoid chosen by Boreas goes through a transformation to become more like its patron. Its blood freezes into ice, and its weapons become forever rimed. Blessed and Loyal. Humanoids chosen by Boreas further his goals, protect his holy sites, spread winter wherever they walk, and honor the North Wind with every fallen foe. BOREAS’ CHOSEN Medium humanoid (any race), chaotic evil Armor Class 15 (leather armor, shield) Hit Points 102 (12d8 + 48) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 19 (+4) 8 (–1) 14 (+2 10 (+0) Skills Athletics +6, Intimidation +3, Survival +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold Condition Immunities charmed, exhaustion, frightened Senses passive Perception 12 Languages Common, Giant Challenge 7 (2,900 XP) Frozen Blood. A creature that hits the chosen with a melee attack while within 5 feet of it takes 4 (1d8) cold damage. Ice Runes. The chosen’s weapon attacks are magical. When the chosen hits with any weapon, the weapon deals an extra 2d8 cold damage (included in the attack). Ice Walk. The chosen can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement. ACTIONS Multiattack. Boreas’ chosen makes two ice spear attacks. Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 9 (2d8) cold damage. Breath of the North Wind. (Recharge 5–6). Boreas’ chosen exhales freezing breath in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 28 (8d6) cold damage and its speed is reduced by 10 feet until the end of its next turn. On a success, a creature takes half the damage and its speed isn’t reduced. A creature that fails the saving throw by 5 or more is petrified in ice until the end of its next turn instead. Boreas’ Chosen


(ENG) Kobold Press 5a Ed. - Tome of Beasts 2 - Flip eBook Pages 1-50 (2024)
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