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Bestiary - Phandelver and Below: The Shattered Obelisk - Dungeons & Dragons - Sources - D&D Beyond

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CH. 8: BEYOND A LIGHTLESS STAR TABLE OF CONTENTS APPENDIX B: MAGIC ITEMS Appendix A: Bestiary

This appendix describes creatures that appear in the adventure, presenting them in alphabetical order. The introduction of the Monster Manual explains how to read a creature’s stat block.

Aberrant Zealot

Aberrant zealots are cultists who have reached out to the powers of the Far Realm—only for something to reach back. Steeped in strange energy, aberrant zealots borrow their vicious might from the monstrous entities that inhabit that fell plane.

ABERRANT ZEALOT

Medium Aberration, Typically Chaotic Evil

Armor Class 16 (studded leather armor)

Hit Points 93 (17d8 + 17)

Speed 30 ft.

STR

15 (+2)

DEX

18 (+4)

CON

12 (+1)

INT

13 (+1)

WIS

8 (−1)

CHA

19 (+4)

Saving Throws Dex +7, Cha +7

Skills Perception +5

Damage Resistances psychic

Condition Immunities blinded, charmed, frightened, grappled, restrained

Senses darkvision 60 ft., truesight 10 ft., passive Perception 15

Languages Common, Deep Speech

Challenge 8 (3,900 XP) Proficiency Bonus +3

Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7 (2d6) psychic damage.

Weirdly Pliable. The zealot, along with any equipment it is wearing or carrying, is unnaturally flexible. The zealot can move through any space as narrow as 1 inch without squeezing.

Actions

Multiattack. The zealot makes one Psychic Rend attack and two Shortsword attacks.

Psychic Rend. Melee or Ranged Spell Attack: +7 to hit, reach 15 ft. or range 120 ft., one target. Hit: 14 (3d6 + 4) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or have the stunned condition until the start of the zealot’s next turn.

Shortsword. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) psychic damage.

Spellcasting (Psionics). The zealot casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 15):

At will: detect thoughts, minor illusion

1/day each: arcane gate, hunger of Hadar

Bonus Actions

Void Warp (Recharge 5–6). The zealot teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void in the space it left. Immediately after it teleports, each creature within 30 feet of the void other than the zealot must make a DC 15 Strength saving throw. On a failed save, a creature takes 18 (4d8) force damage and is pulled to the unoccupied space closest to the void. On a successful save, the creature takes half as much damage only. The void then disappears.

JESSICA NGUYEN Ashenwights

When a Humanoid consumed by cruelty and rage dies in an area corrupted by the Far Realm, the creature sometimes rises as an ashenwight. The skin of these Undead horrors is desiccated, and their eyes often glow with otherworldly power.

JESSICA NGUYEN Feral Ashenwight

Feral ashenwights retain a fragment of the spark they had in life. However, they are devoid of memories or thoughts beyond a compulsive desire to destroy all living creatures they encounter.

FERAL ASHENWIGHT

Medium Undead, Typically Neutral Evil

Armor Class 16 (natural armor)

Hit Points 65 (10d8 + 20)

Speed 25 ft.

STR

19 (+4)

DEX

13 (+1)

CON

15 (+2)

INT

4 (−3)

WIS

14 (+2)

CHA

6 (−2)

Saving Throws Str +7, Con +5

Damage Resistances necrotic, poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious

Senses darkvision 120 ft., passive Perception 12

Languages understands the languages it knew in life but can’t speak

Challenge 5 (1,800 XP) Proficiency Bonus +3

Actions

Multiattack. The ashenwight makes two Necrotic Shard attacks.

Necrotic Shard. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d6 + 4) necrotic damage. If the target is a creature, it has disadvantage on the next attack roll it makes before the end of its next turn.

Psionic Ashenwight

When an ashenwight arises near a crystal vein infused with aberrant power, or when one lingers in an area of fell magic, there is a chance for the ashenwight to develop psionic abilities. A psionic ashenwight is markedly more sapient than other ashenwights, though the resulting consciousness is a new creation separate from who the ashenwight was in life.

Some psionic ashenwights dedicate their existence to piecing together their previous life, while others strive to enlighten other ashenwights to this new psionic power.

PSIONIC ASHENWIGHT

Medium Undead, Typically Neutral

Armor Class 16 (natural armor)

Hit Points 78 (12d8 + 24)

Speed 25 ft.

STR

19 (+4)

DEX

13 (+1)

CON

15 (+2)

INT

17 (+3)

WIS

14 (+2)

CHA

6 (−2)

Saving Throws Str +7, Con +5, Int +6, Wis +5

Damage Resistances necrotic, poison, psychic

Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious

Senses darkvision 120 ft., passive Perception 12

Languages understands the languages it knew in life but can’t speak, telepathy 120 ft.

Challenge 7 (2,900 XP) Proficiency Bonus +3

Actions

Multiattack. The ashenwight makes two Necrotic Shard attacks. It also uses Psionic Crown if available.

Necrotic Shard. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 9 (2d8) necrotic damage. If the target is a creature, it has disadvantage on the next attack roll it makes before the end of its next turn.

Psionic Crown (Recharge 5–6). The ashenwight wreathes the head of a creature it can see within 60 feet of itself with a crown of jagged, spectral crystals. The target must succeed on a DC 14 Wisdom saving throw or have the charmed condition for 1 minute. While charmed in this way, the target’s thoughts are sluggish; it can’t take reactions, its speed is halved, and it takes 9 (2d8) psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spellcasting (Psionics). The ashenwight casts one of the following spells, requiring no spellcasting components and using Intelligence as the spellcasting ability (spell save DC 14):

At will: mage hand (the hand is invisible)

1/day: calm emotions

Encephalons

When an illithid colony lays its eggs dangerously close to a Far Realm rift, an egg sac has a chance to mutate into what is known as an encephalon cluster—a ravenous, slimy, psionic, brain-shaped mass that spawns horrors called encephalon gemmules.

HINCHEL OR AN ENCEPHALON CLUSTER SPAWNS ENCEPHALON GEMMULES Encephalon Cluster

An encephalon cluster pays no heed to an elder brain or its mind flayer progenitors. This grotesque creature shambles through dark and forgotten caverns, spewing warped progeny so it can multiply. As such, many mind flayers view encephalon clusters as insidious viruses. If left unchecked, a single encephalon cluster can quickly become a gorging menace that can overrun an entire mind flayer colony.

ENCEPHALON CLUSTER

Large Aberration, Unaligned

Armor Class 13 (natural armor)

Hit Points 110 (17d10 + 17)

Speed 20 ft.

STR

23 (+6)

DEX

10 (+0)

CON

13 (+1)

INT

5 (−3)

WIS

17 (+3)

CHA

7 (−2)

Damage Resistances psychic

Condition Immunities blinded

Senses blindsight 60 ft. (can’t see beyond this radius), passive Perception 13

Languages —

Challenge 10 (5,900 XP) Proficiency Bonus +4

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

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

Actions

Multiattack. The cluster makes two Slam attacks. It can replace one of these attacks with Spawn Progeny if available.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 10 (3d6) psychic damage, and if the target is a creature, the target must succeed on a DC 18 Strength saving throw or have the prone condition. If this attack reduces the target to 0 hit points, the target immediately dies and is consumed by the cluster.

Spawn Progeny (Recharges after a Short or Long Rest). The cluster bulges and spews 1d4 mature eggs. Each egg lands in an unoccupied space of the cluster’s choice within 30 feet of itself and immediately transforms into an encephalon gemmule. The gemmules obey the cluster’s commands and take their turns immediately after it.

Reactions

Aggressive Hunger. Immediately after being hit by an attack, the cluster moves up to its speed toward the attacker. This movement doesn’t provoke opportunity attacks. If the cluster ends this movement within 5 feet of the attacker, it then makes one Slam attack against that attacker.

Encephalon Gemmule

Due to the influence of the Far Realm, the eggs within an encephalon cluster no longer hatch into illithid tadpoles. Instead, when one of an encephalon cluster’s eggs reaches maturity, it is ejected from the mass as an encephalon gemmule.

When spawned, a gemmule appears as a misshapen, spindly legged, pyramid-shaped nugget of soft, fleshy matter. If left to its own devices, an encephalon gemmule grows into an encephalon cluster in a matter of days, at which point it begins producing its own gemmules.

ENCEPHALON GEMMULE

Tiny Aberration, Unaligned

Armor Class 14

Hit Points 54 (12d4 + 24)

Speed 40 ft.

STR

1 (–5)

DEX

18 (+4)

CON

14 (+2)

INT

5 (−3)

WIS

12 (+1)

CHA

7 (−2)

Damage Resistances psychic

Condition Immunities blinded

Senses blindsight 30 ft. (can’t see beyond this radius), passive Perception 11

Languages —

Challenge 3 (700 XP) Proficiency Bonus +2

Encephalon Progeny. The gemmule matures into an encephalon cluster if not killed within 30 (4d12 + 4) days of its creation.

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

Actions

Psychic Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d10) psychic damage.

Bonus Actions

Leech. The gemmule targets one creature within 5 feet of itself and forces the target to make a DC 14 Dexterity saving throw. On a failed save, the gemmule enters the target’s space and attaches to the target. While the gemmule is attached, the target takes 7 (3d4) piercing damage at the start of each of its turns, and the gemmule can’t use Leech again until it detaches. It can detach itself by spending 5 feet of its movement. As an action, the target or a creature within 5 feet of the target can detach the gemmule by succeeding on a DC 15 Strength check.

Fiendish Auger

A fiendish auger is created when a wicked spirit enters an excavation drill, causing the hulking corkscrew bore to glow brightly with hellfire.

Fueled by the fervent aggression of the evil spirit within, fiendish augers can rapidly churn through solid rock. However, those who employ a fiendish auger must keep a keen eye on the machine. Without careful instruction, a fiendish auger indiscriminately bores through creature and earth alike.

FIENDISH AUGER

Huge Construct, Typically Neutral Evil

Armor Class 15 (natural armor)

Hit Points 85 (9d12 + 27)

Speed 40 ft., burrow 30 ft.

STR

23 (+6)

DEX

10 (+0)

CON

17 (+3)

INT

6 (−2)

WIS

12 (+1)

CHA

5 (−3)

Damage Immunities fire, poison

Condition Immunities blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious

Senses blindsight 60 ft. (can’t see beyond this radius), passive Perception 11

Languages —

Challenge 5 (1,800 XP) Proficiency Bonus +3

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

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

Actions

Flaming Drill. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) fire damage. If the auger moves at least 20 feet in a straight line toward the target immediately before the hit, the target takes an additional 11 (2d10) piercing damage, and if the target is a creature, it must succeed on a DC 17 Strength saving throw or have the prone condition.

Bonus Actions

Burst of Heat (Recharge 5–6). The auger releases an intense burst of heat in a 30-foot-radius sphere centered on itself. This heat spreads around corners. Each creature in this area must make a DC 17 Constitution saving throw, taking 13 (3d8) fire damage on a failed save, or half as much damage on a successful one.

HINCHEL OR Flesh Meld

Squelching and quivering with insatiable hunger, a flesh meld is a hulking amalgamation of teeth, blood, and body parts. Sinuous appendages of gore, each ending in a gnashing mouth, bite at prey before yanking the piteous creatures into the flesh meld’s core. The stench of death surrounds a flesh meld.

When a creature is consumed by a flesh meld, the creature’s mind is merged into the flesh meld’s consciousness. More resilient minds may fight against this assimilation, but inevitably, the mind succumbs to the discordant chorus of thoughts to kill and consume.

FLESH MELD

Huge Aberration, Typically Chaotic Evil

Armor Class 12

Hit Points 95 (10d12 + 30)

Speed 30 ft., climb 30 ft.

STR

21 (+5)

DEX

14 (+2)

CON

17 (+3)

INT

7 (−2)

WIS

13 (+1)

CHA

5 (−3)

Saving Throws Str +8, Dex +5

Condition Immunities blinded, prone

Senses blindsight 60 ft. (can’t see beyond this radius), passive Perception 11

Languages understands all but can’t speak

Challenge 7 (2,900 XP) Proficiency Bonus +3

Amorphous. The flesh meld can move through a space as narrow as 1 inch without squeezing.

Aura of Death. At the start of each of the flesh meld’s turns, each creature within 5 feet of it must succeed on a DC 15 Constitution saving throw or take 3 (1d6) necrotic damage and have the poisoned condition until the start of the flesh meld’s next turn.

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

Spider Climb. The flesh meld can climb difficult surfaces, including ceilings, without needing to make an ability check.

Actions

Multiattack. The flesh meld makes two Bite attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 16 (2d10 + 5) piercing damage, and if the target is a Large or smaller creature, it has the grappled condition (escape DC 15) and is pulled up to 15 feet toward the flesh meld.

Bonus Actions

Consume Creature. The flesh meld targets one Large or smaller creature within 5 feet of itself that it’s grappling. The target must succeed on a DC 15 Dexterity saving throw or be swallowed by the flesh meld. The flesh meld can have one creature swallowed at a time.

A swallowed creature no longer has the grappled condition. While swallowed, it has the blinded and restrained conditions, has total cover against attacks and other effects outside the flesh meld, and takes 10 (3d6) necrotic damage at the start of each of the flesh meld’s turns. If this damage reduces a swallowed creature to 0 hit points, the creature dies, and the flesh meld consumes its body.

If the flesh meld takes 30 damage or more on a single turn from the swallowed creature, the flesh meld must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the creature, which falls with the prone condition in a space within 5 feet of the flesh meld. If the flesh meld dies, the swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting with the prone condition.

VICKI PANGESTU Intellect Snare

When the strange horrors of the Far Realm rip at the minds of individuals, some of those wayward shreds of thought conglomerate to form an intellect snare. An intellect snare appears as a writhing ball of tentacles, echoing with the cacophonous sounds of every thought the snare has consumed.

Intellect snares are scavengers, often found scouring the aftermath of a mind flayer attack to feast on whatever hapless creatures are left behind. An intellect snare feeds by wrapping a creature in one of its tentacles and then siphoning shreds of thought, leaving a tattered mind in its wake.

INTELLECT SNARE

Small Aberration, Typically Neutral Evil

Armor Class 14

Hit Points 99 (18d6 + 36)

Speed 0 ft., fly 45 ft. (hover)

STR

13 (+1)

DEX

18 (+4)

CON

15 (+2)

INT

23 (+6)

WIS

17 (+3)

CHA

11 (+0)

Saving Throws Int +9, Wis +6, Cha +3

Damage Immunities psychic

Condition Immunities blinded, charmed, frightened, prone

Senses blindsight 120 ft. (can’t see beyond this radius), passive Perception 13

Languages Deep Speech, telepathy 120 ft.

Challenge 8 (3,900 XP) Proficiency Bonus +3

Cacophony of Minds. Any creature that starts its turn within 30 feet of the intellect snare must succeed on a DC 17 Wisdom saving throw or have the incapacitated condition for 1 minute. An incapacitated creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. A creature that succeeds on the saving throw is immune to this intellect snare’s Cacophony of Minds for 24 hours.

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

Actions

Multiattack. The intellect snare makes two Tentacle attacks.

Tentacle. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (1d8 + 6) force damage, and if the target is a Medium or smaller creature, the target has the grappled condition (escape DC 17).

Bonus Actions

Siphon Thoughts. The intellect snare targets one creature it is grappling. The target must make a DC 17 Intelligence saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one. The intellect snare then regains a number of hit points equal to the amount of damage taken.

JABARI WEATHERS Mind Flayers

Mind flayers, also known as illithids, feast on the brains of Humanoids across the multiverse. They are distinguished by their purple-toned skin and octopus-like heads, from which extend writhing tentacles.

Mind Flayer Clairvoyant

In pursuit of reconstructing their lost empire, a few mind flayers have turned to their home plane, the Far Realm, for answers. A mind flayer clairvoyant has peered into that realm’s starless depths and been subsequently rewarded with extraordinary powers.

Instead of heeding an elder brain, a mind flayer clairvoyant listens to the whispers and whims of the voices of the Far Realm. In addition to feasting on brains, a mind flayer clairvoyant can summon tentacles that rip through the fabric of reality and distort the minds of enemies.

MIND FLAYER CLAIRVOYANT

Medium Aberration, Typically Lawful Evil

Armor Class 15 (breastplate)

Hit Points 156 (24d8 + 48)

Speed 30 ft., fly 60 ft. (hover)

STR

11 (+0)

DEX

12 (+1)

CON

15 (+2)

INT

21 (+5)

WIS

17 (+3)

CHA

18 (+4)

Saving Throws Int +9, Wis +7, Cha +8

Skills Arcana +9, Insight +7, Perception +7, Stealth +5

Damage Resistances psychic

Condition Immunities blinded, charmed, frightened

Senses darkvision 120 ft., truesight 15 ft., passive Perception 17

Languages Deep Speech, Undercommon, telepathy 120 ft.

Challenge 11 (7,200 XP) Proficiency Bonus +4

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

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

Actions

Multiattack. The mind flayer makes two Tentacle attacks.

Tentacle. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) psychic damage. If the target is Medium or smaller, it has the grappled condition (escape DC 17) and must succeed on a DC 17 Intelligence saving throw or have the incapacitated condition until the grapple ends.

Extract Brain. Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated Humanoid grappled by the mind flayer. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills it by extracting and devouring its brain.

Spellcasting (Psionics). The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):

At will: detect magic, detect thoughts, mage hand (the hand is invisible)

3/day each: clairvoyance (as an action), dispel magic

1/day: plane shift (self only)

Unleash Void (Recharge 5–6). The mind flayer opens a rift into the Far Realm, centered on a point the mind flayer can see within 60 feet of itself, and a tentacle lashes across creatures near the rift. Each creature other than mind flayers within 30 feet of the rift must make a DC 17 Intelligence saving throw, after which the tentacle disappears and the rift closes. On a failed save, a creature takes 18 (4d8) cold damage from the rift plus 18 (4d8) psychic damage from the tentacle and has the stunned condition for 1 minute. On a successful save, a creature takes half as much damage only. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Warp Reality. When hit by an attack roll, the mind flayer gains a +4 bonus to its AC against that attack roll, potentially causing it to miss. Then the mind flayer, along with any equipment it is wearing or carrying, magically teleports up to 60 feet to an unoccupied space it can see.

HINCHEL OR Mind Flayer Prophet

Some mind flayers dedicate their lives to channeling abstruse truths from beyond reality. This insight gives them preternatural senses and allows them to focus their innate psionic power.

MIND FLAYER PROPHET

Medium Aberration, Typically Lawful Evil

Armor Class 17 (natural armor)

Hit Points 97 (15d8 + 30)

Speed 30 ft.

STR

15 (+2)

DEX

14 (+2)

CON

14 (+2)

INT

20 (+5)

WIS

17 (+3)

CHA

17 (+3)

Saving Throws Int +8, Wis +6, Cha +6

Skills Arcana +8, Insight +6, Perception +6, Stealth +5

Senses darkvision 120 ft., passive Perception 16

Languages Deep Speech, Undercommon, telepathy 120 ft.

Challenge 8 (3,900 XP) Proficiency Bonus +3

Awareness. The mind flayer has advantage on initiative rolls and can’t be surprised as long as it doesn’t have the incapacitated condition.

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

Actions

Tentacles. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) psychic damage. If the target is Medium or smaller, it has the grappled condition (escape DC 16) and must succeed on a DC 16 Intelligence saving throw or have the stunned condition until the grapple ends.

Extract Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., one Humanoid grappled by the mind flayer. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills it by extracting and devouring its brain.

Mind Whip (Recharge 5–6). The mind flayer lashes out with psychic energy, targeting up to two creatures it can see within 60 feet of itself. Each target must succeed on a DC 16 Intelligence saving throw or take 23 (4d8 + 5) psychic damage and have the stunned condition for 1 minute. A stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spellcasting (Psionics). The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16):

At Will: detect magic, detect thoughts, levitate

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

WAYNE REYNOLDS Mutates SAM BURLEY

A creature exposed to the strange energy of the Far Realm risks developing mutations. Such a creature undergoes a metamorphosis as the powers of the Far Realm rewrite the fundamentals of the creature’s existence.

Any creature can become a mutate and transform to exhibit physical characteristics associated with the Far Realm. Some creatures become mutates after prolonged exposure to Far Realm energy or magic drawn from that strange plane. Others deliberately change themselves, seeking to embrace the fell powers they worship. Creatures that become mutates often inexplicably change back to their previous forms once the Far Realm influence abates.

Forcing a transformation on creatures inexplicably fails, though evil forces—such as the mind flayer empire of old—have conducted much research on the topic. For centuries, mind flayers have tried to create armies of mutates to sweep through the Underdark. However, their efforts always proved fruitless, and eventually the mind flayers gave up their schemes.

Several common types of mutates exist. The individuals with stat blocks presented in this section are found in the preceding adventure, although other mutates exist. Some creatures are more prone to becoming Far Realm mutates, such as the cloaker and otyugh presented below.

Mutates often gain psionic abilities, grow wings, become covered in otherworldly slime, or exhibit other unsettling traits. Specific mutated creatures are further described in the sections that follow.

Cloaker Mutate

The malign energy of the Far Realm causes a cloaker to merge with the rotted corpse of its last meal, resulting in a hideous puppeteering Aberration. The cloaker mutate shrouds its actions in a miasma of phantasmic duplicates. It uses the corpse melded to its underside to absorb damage and to strike at prey.

CLOAKER MUTATE

Large Aberration, Typically Chaotic Neutral

Armor Class 14 (natural armor)

Hit Points 143 (22d10 + 22)

Speed 10 ft., fly 30 ft.

STR

19 (+4)

DEX

15 (+2)

CON

12 (+1)

INT

18 (+4)

WIS

13 (+1)

CHA

11 (+0)

Skills Stealth +6

Damage Resistances necrotic, poison, psychic

Condition Immunities exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 11

Languages Deep Speech, Undercommon, telepathy 60 ft.

Challenge 10 (5,900 XP) Proficiency Bonus +4

Avoidance. If the mutate 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.

Light Sensitivity. While in bright light, the mutate has disadvantage on attack rolls.

Actions

Multiattack. The mutate makes one Corpse Swipe attack and two Tail attacks, or it makes four Tail attacks.

Corpse Swipe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or have the poisoned condition for 1 minute. While poisoned in this way, a creature can’t regain hit points.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Bonus Actions

Phantasmal Duplicates. The mutate magically projects up to four illusory copies of itself. These duplicates make it difficult to ascertain the mutate’s true location and last until the end of the mutate’s next turn. While the copies exist, attack rolls against the mutate are made with disadvantage.

Psychic Moan (Recharge 6). The mutate lets out a moan charged with psychic energy. Each creature within 60 feet of the mutate that isn’t an Aberration must succeed on a DC 16 Wisdom saving throw or take 17 (5d6) psychic damage and have the frightened condition until the end of the mutate’s next turn.

JESSICA NGUYEN Humanoid Mutate

When the influence of the Far Realm affects Humanoids, the resulting creature might be a thing of nightmares. Multitudinous webbed wings sprout haphazardly along this mutate’s body. Its skin becomes clammy and as smooth as a salamander’s.

Some intelligent Humanoid mutates retain their personalities from before they were exposed to the Far Realm. Some, driven by the allure of otherworldly powers, seek this transformation to become malevolent prophets and harbingers. Others find magical ways to return to their previous forms.

HUMANOID MUTATE

Medium Aberration, Any Alignment

Armor Class 14

Hit Points 65 (10d8 + 20)

Speed 30 ft., fly 30 ft.

STR

12 (+1)

DEX

18 (+4)

CON

14 (+2)

INT

11 (+0)

WIS

13 (+1)

CHA

15 (+2)

Skills Perception +3, Stealth +6

Damage Resistances psychic

Condition Immunities charmed, frightened

Senses darkvision 120 ft., passive Perception 13

Languages Common, telepathy 60 ft.

Challenge 4 (1,100 XP) Proficiency Bonus +2

Sunlight Sensitivity. While in sunlight, the mutate has disadvantage on attack rolls.

Actions

Multiattack. The mutate makes two Unarmed Strike or Nightmare Blast attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 10 (3d6) psychic damage.

Nightmare Blast. Ranged Weapon Attack: +6 to hit, range 60 ft., one creature. Hit: 7 (2d6) psychic damage, and the target must succeed on a DC 12 Wisdom saving throw or have the frightened condition until the start of the mutate’s next turn.

Reactions

Defensive Flight. Immediately after taking damage, the mutate flies up to its speed. This movement doesn’t provoke opportunity attacks.

Otyugh Mutate

Rising from piles of carrion and filth exposed to Far Realm energy, an otyugh mutate grows chitinous, jet-black plating over its limbs. The plates contrast sharply with the translucent, almost ghostly, appearance of its flesh, which provides a grotesque window into the virulent refuse the otyugh recently consumed.

OTYUGH MUTATE

Large Aberration, Typically Neutral

Armor Class 16 (natural armor)

Hit Points 76 (8d10 + 32)

Speed 30 ft.

STR

19 (+4)

DEX

11 (+0)

CON

18 (+4)

INT

10 (+0)

WIS

15 (+2)

CHA

6 (−2)

Saving Throws Str +7, Con +7

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 120 ft., passive Perception 12

Languages Otyugh, telepathy 120 ft.

Challenge 6 (2,300 XP) Proficiency Bonus +3

Virulent Breath. Noxious gas from the mutate’s digestion of previous meals spews from its mouth. At the start of the mutate’s turn, each creature within 5 feet of it must succeed on a DC 15 Constitution saving throw or take 3 (1d6) poison damage.

Actions

Multiattack. The mutate makes two Bite or Tentacle attacks. It can replace one of these attacks with Chitin Slam.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have the poisoned condition. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. On a successful save, the target is no longer poisoned. The target dies if its hit point maximum is reduced to 0. This reduction to the target’s hit point maximum lasts until it no longer has the poisoned condition.

Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 15) and the restrained condition until this grapple ends. The mutate has two tentacles that can grapple one target each.

Chitin Slam. The mutate targets one creature it is grappling, slamming the creature against its chitinous plating. The creature must succeed on a DC 15 Constitution saving throw or take 16 (3d10) bludgeoning damage and have the stunned condition until the end of the mutate’s next turn.

Oculorb

Many oculorbs are dreamed into existence by beholders. The Far Realm’s strange power can pervade a beholder’s dreams, resulting in the birth of an oculorb.

Oculorbs resemble a slimy conglomeration of eyes in many sizes and shapes. They are dreaded even by the beholders that birth them. An oculorb is a tangle of negative emotions—the fury, melancholy, and obsession of its creator, all given gruesome, corporeal form. Like a beholder, an oculorb can fire beams of energy from its eyes, but an oculorb’s eyes lack the more sophisticated magical nature of a beholder’s eyestalks. Instead, an oculorb unleashes powerful waves of energy charged with negative emotions, cowing its foes with despair and ire.

OCULORB

Large Aberration, Typically Chaotic Evil

Armor Class 13 (natural armor)

Hit Points 127 (15d10 + 45)

Speed 0 ft., fly 60 ft. (hover)

STR

13 (+1)

DEX

10 (+0)

CON

17 (+3)

INT

14 (+2)

WIS

15 (+2)

CHA

19 (+4)

Saving Throws Int +6, Wis +6, Cha +8

Skills Investigation +6, Perception +10

Condition Immunities blinded, prone

Senses truesight 60 ft., passive Perception 20

Languages Deep Speech, telepathy 120 ft.

Challenge 9 (5,000 XP) Proficiency Bonus +4

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

Watchful Eyes. The oculorb has advantage on initiative rolls and can’t be surprised.

Actions

Multiattack. The oculorb makes two Dreadful Contact attacks or four Eye Beam attacks.

Dreadful Contact. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) psychic damage, or 25 (6d6 + 4) psychic damage if the target has the frightened condition.

Eye Beam. Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 14 (3d6 + 4) psychic damage.

Antipathic Flood (Recharge 5–6). The oculorb releases a wave of negative emotions, choosing one of the following options:

Weeping Eyes. The oculorb weeps, releasing a wave of crushing despair. Each creature within 30 feet of the oculorb must make a DC 16 Constitution saving throw. On a failed save, a creature’s speed is reduced to 0 feet until the end of the oculorb’s next turn, and if the creature was concentrating, its concentration is broken.

Withering Glare. The oculorb’s eyes unleash furious scarlet energy in a 60-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw. On a failed save, a creature takes 33 (6d10) necrotic damage and has the frightened condition for 1 minute. On a successful save, a creature takes half as much damage and isn’t frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Reactions

Obsessive Rebuke. When the oculorb is damaged by a creature it can see within 60 feet of itself, it forces the creature to make a DC 16 Wisdom saving throw. The creature takes 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one.

BRIAN VALENZUELA Psionic Goblins CLAUDIO POZAS

The specifics of how a psionic goblin comes to exist vary. Some are born, changed by energy leaking from the Far Realm. Others transform themselves with their psionic power or enter into agreements with other Aberrations, which help them transform in return for their service as shock troops. Regardless, the result is the same: a goblin with unnatural and barely contained psychic power.

Psionic goblins often struggle to handle the turbulent psychic energy within their minds and bodies. Those psionic goblins who learn how to safely tap into this psychic power are formidable forces in combat. Psionic goblins often augment their martial skills with telekinesis, and stealthy squads of psionic goblin warriors can communicate via telepathy, making them excellent infiltrators and ambushers.

Goblin Psi Brawler

Goblin psi brawlers use their psionic talents to heighten their physical might. Their strikes crackle with psychic energy, and while angered, goblin psi brawlers can unleash a telekinetic thrust strong enough to knock enemies to the ground.

GOBLIN PSI BRAWLER

Small Aberration (Goblinoid), Any Alignment

Armor Class 15 (studded leather armor)

Hit Points 31 (7d6 + 7)

Speed 30 ft.

STR

9 (−1)

DEX

17 (+3)

CON

12 (+1)

INT

16 (+3)

WIS

15 (+2)

CHA

10 (+0)

Saving Throws Int +5, Wis +4

Skills Stealth +7

Damage Resistances psychic

Senses darkvision 60 ft., passive Perception 12

Languages Common, Goblin, telepathy 30 ft.

Challenge 2 (450 XP) Proficiency Bonus +2

Mental Burst. When the goblin dies, its pent-up mental energy explodes in a psychic blast. Each creature within 5 feet of it must succeed on a DC 13 Intelligence saving throw or take 5 (2d4) psychic damage.

Mental Fortitude. The goblin has advantage on saving throws against effects that would make it have the charmed or frightened condition.

Actions

Multiattack. The goblin makes two Unarmed Strike attacks.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) psychic damage.

Bonus Actions

Nimble Escape. The goblin takes the Disengage or Hide action.

Telekinetic Shove. The goblin targets one creature it can see within 30 feet of itself with a thrust of telekinetic force. The target must succeed on a DC 13 Strength saving throw or have the prone condition.

Goblin Psi Commander

Goblin psi commanders are among the few psionic goblins who manage to fully control the power within themselves. Awakened to the total breadth of their psionic abilities, goblin psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst.

GOBLIN PSI COMMANDER

Small Aberration (Goblinoid), Any Alignment

Armor Class 16 (studded leather armor)

Hit Points 58 (13d6 + 13)

Speed 30 ft.

STR

12 (+1)

DEX

19 (+4)

CON

13 (+1)

INT

17 (+3)

WIS

15 (+2)

CHA

10 (+0)

Saving Throws Int +5, Wis +4

Skills Stealth +8

Damage Resistances psychic

Senses darkvision 60 ft., passive Perception 12

Languages Common, Goblin, telepathy 60 ft.

Challenge 4 (1,100 XP) Proficiency Bonus +2

Mental Burst. When the goblin dies, its pent-up mental energy explodes in a psychic blast. Each creature within 5 feet of it must succeed on a DC 13 Intelligence saving throw or take 10 (4d4) psychic damage.

Mental Fortitude. The goblin has advantage on saving throws against effects that would make it have the charmed or frightened conditions.

Actions

Multiattack. The goblin makes three Psychic Blade attacks.

Psychic Blade. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 60 ft., one creature. Hit: 11 (2d6 + 4) psychic damage, and the target must subtract 1d4 from the next attack roll or saving throw it makes before the end of the goblin’s next turn.

Spellcasting (Psionics). The goblin casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):

At will: mage hand (the hand is invisible), minor illusion

1/day each: charm person, dissonant whispers, telekinesis

Synaptic Rend (Recharge 5–6). The goblin unleashes a 30-foot-radius sphere of psychic energy, centered on a point the goblin can see within 60 feet of itself. Each creature in that area must make a DC 13 Intelligence saving throw. On a failed save, a creature takes 14 (4d6) psychic damage and has the incapacitated condition until the end of the goblin’s next turn. On a successful save, a creature takes half as much damage only.

Reactions

Nimble Escape. The goblin takes the Disengage or Hide action.

Psionic Shield. When the goblin or one of its allies within 15 feet of it is hit by an attack roll, the goblin conjures a shield of force. The target of the attack gains a +3 bonus to its AC against the triggering attack roll, potentially causing it to miss.

KENT DAVIS Redbrand Ruffian

Redbrand ruffians are ruthless enforcers skilled at intimidation and violence. They work for money and have no scruples.

REDBRAND RUFFIAN

Medium Humanoid, Typically Neutral Evil

Armor Class 11 (leather armor)

Hit Points 16 (3d8 + 3)

Speed 30 ft.

STR

14 (+2)

DEX

10 (+0)

CON

12 (+1)

INT

9 (–1)

WIS

9 (–1)

CHA

11 (+0)

Skills Intimidation +2

Senses passive Perception 9

Languages Common

Challenge 1/2 (100 XP) Proficiency Bonus +2

Actions

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