Aldran Giant
Bazok
Burned Dead
Drasp
Drowned Dead
Gargoyle Render
Grimmen
Gulogut
Night Giant
Oluk Orc
Plaguesap Treant
Ravenous Zombie
Remnant
Roval ún
Spywing
Wolf Spider Abomination
The sharp eyes of Thalan the Shadow Walker scanned the horizon, roving carefully over the grassy field studded with the occasional tree, but he could see nothing. Satisfied, he motioned for his two elven companions to move forward. But by then it was too late: very tall but slender creatures appeared seemingly out of nowhere, their long spears and thick clubs at the ready. The elves were surrounded. Thalan knew right away that the new-comers were Aldran Giants, notoriously rare and unpredictable creatures. He only hoped that these specimens tended toward sympathy to the cause of the elves and not that of the Wintervale...
Aldran giants are tall and slender, with skin ranging from dark grey to light tan, and hair moss green to straw yellow. They are approximately ten feet tall and weigh around 400 to 500 pounds. Their name relates to the Elven word for nature.
Aldran Giants do not necessarily follow any single ethical bent, and while they are usually neutral, they can also be good or evil. Sages believe that these giants were in fact descended from fey that personified the open fields and rocks, and indeed Aldran giants possess noteworthy magical powers as well as physical might. They generally live in remote fields near large trees or rock structures. They are most often spotted in the rolling plains of Zeland, though they have also been seen just south of the Belendale. Although they prefer sleeping in the open and have little care for furnishings, Aldran giants have at least one large box, barrel, chest, or similar container in which they store their valuables. This item is always loosely concealed (Wisdom [Perception] check DC 10 to find) and is often trapped.
Large giant, neutral
Armor Class 14 (natural armor)
Hit Points 119 (14d10+42)
Speed 40 ft.
STR 19 (+4) DEX 11 (+0) CON 16 (+3) INT 11 (+0) WIS 16 (+3) CHR 12 (+1)
Skills Stealth +2, Survival +5
Senses darkvision 60 ft., passive Perception 13
Languages Wild Dark Speech, Old Speech
Challenge 5 (1,800 XP)
Innate Spellcasting. The aldran giant's innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: thorn whip
3/day each: entangle, faerie fire, spike growth, thunderwave
1/day: confusion
Natural Stealth. When in a natural outdoor environment in which it lives, the aldran giant's proficiency bonus on stealth checks is doubled (giving it a +4 to stealth under those conditions).
Multiattack. The aldran giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10+4) bludgeoning damage.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (1d12+4) piercing damage.
Sir Tanarius gritted his teeth and grasped his pike tighter. He had sworn he would guard the hidden approach to the Borderhold at all costs, and he intended to do it. Plus, this attack on the fort guarding the approach was not entirely unexpected: the Far Knight scouts had warned them of the approaching orc band with ample time to spare. Having caught his breath, the knight stepped back up to the shield wall and, with an expert flick of the wrist, speared an on-rushing orc with little effort. Was this the best the Wintervale could do? Suddenly his eyes widened as he caught sight of a large force of tall, warty, muscular orc-beasts, really more trolls than orcs. Bazoks! Fiercer than any orc, and much more numerous than the dreaded trolls. The beasts tossed the smaller orcs aside like twigs as they approached the defenders, and Tanarius barely managed to duck behind the shield wall as the gigantic creatures opened their assault by casting their wicked spears. Perhaps it was time to retreat to a more defensible position, he thought desperately.
A cross between the largest Oluks and trolls, Bazoks look like gigantic (7 1/2 foot tall) orcs with thick muscles and green, warty skin. They only obey oluk orcs, whom they have been taught since birth to respect, and will destroy any other humanoid that annoys them if oluks are not present to restrain them. They even hate trolls, although they fear them. They have no culture and are generally kept locked in pens between fights. Bazoks are smart enough to resent this.
Medium giant, chaotic evil
Armor Class 13 (natural armor)
Hit Points 72 (8d8+36)
Speed 30 ft.
STR 18 (+4) DEX 12 (+1) CON 18 (+4) INT 6 (-2) WIS 10 (+0) CHR 8 (-1)
Skills Intimidation +3
Senses darkvision 60 ft., passive Perception 10
Languages Dark Speech
Challenge 3 (700 XP)
Regeneration. The bazok regains 5 hit points at the start of its turn. If the bazok takes acid or fire damage, this trait doesn't function at the start of the bazok's next turn. The bazok dies only if it starts its turn with 0 hit points and doesn't regenerate.
Aggressive. As a bonus action, the bazok can move up to its speed toward a hostile creature that it can see.
Multiattack. The bazok makes two attacks with its greataxe or its spear.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) slashing damage.
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6+4) piercing damage.
A faint glow emanated from behind the small copse of trees, clearly visibly to even Darion's not-particularly-sharp eyes. Years praying in a dim temple had done nothing to improve them. "A camp fire? Out here?" he asked the mage Karin, although his question was really directed more to himself. Ever inquisitive, especially when a situation might involve the acquisition of knowledge or money, Karin replied, "What are we waiting for? Let's check it out." She strode forward, prompting Darion to jog to keep up. The cleric watched as Karin rounded the edge of the trees, stopped abruptly, and backed away. Too late. The glow brightened as a shambling corpse, charred black as if from a fire, emerged from the thicket and made a beeline straight for them. An infernal gleam leaked from beneath the cracked skin covering its torso. "Wha... what is that?" gasped the mage. "Burned Dead, I believe," said Darion, surprising himself with how calm his voice sounded. "Now I suggest we retreat."
Burned Dead are created when a humanoid burns to death in an area tainted by foul magic, or when an exceptionally evil humanoid dies by fire. They appear as charred corpses, and a hint of the fire that still burns within them can be seen in the lurid glow that shines forth from under the cracked skin of their hands and chest. Their sole desire is to inflict their suffering on living beings, and they have a blasphemous ability to sense life in a vicinity around them.
It is nearly impossible to predict where Burned Dead will appear, although fires that immolate large swaths of cities often produce one or two of these cursed creatures. They are invariably dreaded, because a simple touch from their blackened hands will light a victim on fire.
Medium undead, chaotic evil
Armor Class 18 (natural armor)
Hit Points 142 (19d8+57)
Speed 30 ft.
STR 17 (+3) DEX 16 (+3) CON 16 (+3) INT 8
(-1) WIS 12 (+1) CHR 6 (-2)
Saving Throws Str +7, Dex, +7, Con +7
Condition Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Understands the languages it knew in life but can't speak
Challenge 9 (5,000 XP)
Sense Life. A Burned Dead can sense life within 60 feet of it, although 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks this sense.
Death Burst. When a Burned Dead is destroyed, it explodes in a burst of fire. Each creature within 10 feet of it must make a DC 16 Dexterity saving throw, taking 13 (4d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.
Multiattack. The Burned Dead makes two melee or ranged attacks, or one melee and one ranged attack.
Burning Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 3) bludgeoning damage plus 5 (1d10) necrotic damage, and the target must succeed on a DC 16 Dexterity saving throw or begin burning. A burning target takes 16 (3d10) fire 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 burning effect on a success. If the target spends an action to attempt to extinguish the burning, it gains advantage on its next saving throw to do so. If it takes two actions in a row to extinguish the fire (either via an action surge, or over two turns), the fire is extinguished. If the target drops to 0 hit points, it stops burning.
Thrown Flame. Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit:11 (2d8 + 3) fire damage plus 5 (1d10) necrotic damage.
Gogdor paused, relief registering in his limited brain. He had managed to slip away from the ambush when the cursed dark elves had slain his brothers, and his years in the Dark Deeps had taught him the skills he needed to disguise his trail so that even those cursed, sharp-eyed drow could not track him. His yellowed, broken fangs jutted out as he smiled, gloating at his escape. Now, where was he? The orc's musings were cut short, however, by the sound of scales rasping on rock as something... nightmarish slithered from the side tunnel. It was a terrifying thing, with the lower body of a serpent and the head of a feral drow elf. As the creature swayed toward him, Gogdor could feel his sanity slipping away...
Drasps are horrid abominations with the upper bodies of drow elves and the lower bodies of giant snakes. Their drow features are bloated and twisted, and their speech is distorted by dripping fangs, although they speak Mordularian, a dialect of Dark Speech, and Undercommon. They are formed when their dark goddess notices and chooses to test an above average drow who has reached mid-level; failing such a test means becoming a drasp.
Large monstrosity, chaotic evil
Armor Class 19 (natural armor)
Hit Points 123 (13d10+52)
Speed 30 ft., climb 30 ft.
STR 16 (+3) DEX 16 (+3) CON 18 (+4) INT 13 (+1) WIS 14 (+2) CHR 12 (+1)
Skills Perception +5, Stealth +9
Senses darkvision 120 ft., blindsight 10 ft., passive Perception 15
Languages Mordularian, Undercommon
Challenge 6 (2,300 XP)
Fey Ancestry. The drasp has advantage on saving throws against being charmed, and magic can't put the drasp to sleep.
Innate Spellcasting. The drasp's innate spellcasting ability is Wisdom (spell save DC 13). The drasp can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire
Sunlight Sensitivity. While in sunlight, the drasp has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The drasp makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with either a bite attack or a constrict attack.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +6 to hit, range 120/600 ft., one target. Hit: 7 (1d8+3) piercing damage plus 4 (1d8) poison damage.
Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the drasp can't constrict another target.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage and the target must make a DC 13 constitution saving throw, taking 12 (4d6) poison damage on a failed save, or half as much on a successful one.
The spraying waves slashed Aidan's eyes like knives. The paladin squinted into the storm, bracing his legs against the heaving deck. "We'll be lucky to weather this storm in one piece!" he bellowed to the hard-eyed halfling maiden who clung to the rail nearby, but he wasn't sure if she could hear him over the storm. Still, he tried to continue the conversation, as much for his benefit as hers. "But with the grace of Reeanan on our...." His words trailed off as he watched a pair of sickly, bloated hands appear out of the waves and grasp the railing. The green hands were as waterlogged as the bottom of the ocean from which they came. As the horrid undead thing pulled itself onto the deck, its jaws dropped open and a torrent of brackish water poured from the gaping hole that had been its mouth. "Drowned Dead!" screamed the paladin, fear rising within him. "The storm is the least of our problems...."
Drowned Dead are undead creatures sometimes created when pirates or other evil humanoids perish at sea. Certain areas of the ocean may harbor powerful malevolent beings or dark magic that make them unholy; drowning in such an area is almost certain to result in one becoming a drowned dead. But whether a victim of drowning will become an undead or not is unpredictable; sometimes evil sailors drown and do not become one of the undead abominations, and other times blameless mariners die in normal, open water and come back as Drowned Dead.
The foul creatures can be found in most large bodies of water, although thankfully, they aren't common. They are incredibly feared, however, for they attack living beings viciously, and a mere touch from these abominations can bring about a horrible death, as the victim's lungs fill with water.
Medium undead, chaotic evil
Armor Class 15 (natural armor)
Hit Points 99 (11d8+33)
Speed 30 ft., swim 40 ft.
STR 18 (+4) DEX 15 (+3) CON 16 (+3) INT 6
(-2) WIS 8 (-1) CHR 5 (-3)
Saving Throws Wis +2, Con +6
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages Understands the languages it knew in life but can't speak
Challenge 8 (3,900 XP)
Limitless Depths. Drowned Dead are immune to the pressures of the deep oceans.
Aquatic Defenses. When fully submerged, Drowned Dead have an Armor Class of 16.
Multiattack. The Drowned Dead makes two Drowning Slam attacks or two Deathmurk Missile attacks.
Drowning Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6+4) bludgeoning damage and the target must succeed at a DC 15 Constitution saving throw or begin suffocating. While suffocating, it has disadvantage on all attacks; it can survive while suffocating for a number of rounds equal to its Constitution modifier (minimum 1 round). At the start of its next turn after this, it drops to 0 hit points, stops suffocating, and begins dying. It can repeat the saving throw at the end of each of its turns, ending the suffocation on a success. If the target spends an action coughing, it gains advantage on the saving throw to end the suffocation. If it takes two actions in a row to cough (either via an action surge, or over two turns), it stops suffocating.
Deathmurk Missile. Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 9 (2d6 + 3) piercing damage plus 4 (1d8) necrotic damage.
Salazar was none too happy about being on dry land. "Arrr, all these buildings towering overhead. Can barely see the sun, much less find me way to an inn. And what are those hulking, ugly statues, all covered in spines? Blimey, why is one moving?" He couldn't get his sword out fast enough as the huge stone monstrosity glided down from the ledge of the cathedral, surprisingly floating on air with no more difficulty than a feather. "Looks like I'll be earning that ale," murmured the young pirate.
Gargoyles are creatures summoned from the maelstrom and personified as ugly creatures made of stone. Legends say that demons summoned the first gargoyles, but evil mages have always made use of the terrible guardians. Gargoyles perch on ledges or stand in statue-like poses, motionless for days or weeks, simply waiting for prey to come so that they can wreak havoc upon it.
Gargoyle renders are just like their lesser brethren but worse. Their skin is equally difficult to penetrate, and they are larger, stronger, and uglier, towering some eight or nine feet tall; since they are made of stone they weigh more than half a ton. They always have spines jutting from their backs as if they were carved by some insane artist. Also like their lesser brothers, they want nothing more than to ruin and kill... preferably filling their enemies with spines in the process. When they shoot their spines, the barbs tend to grow back within minutes.
Large elemental, chaotic evil
Armor Class 16 (natural armor)
Hit Points 81 (9d10 + 36)
Speed 30 ft., fly 60 ft.
STR 18 (+4) DEX 11 (+0) CON 18 (+4) INT 6
(-2) WIS 11 (+0) CHR 8 (-1)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
Damage Immunities poison
Condition Immunities exhaustion, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Abyssal
Challenge 5 (1,800 XP)
False Appearance. While the gargoyle render remains motionless, it is indistinguishable from an inanimate statue.
Multiattack. The gargoyle render makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 4) piercing damage.
Shoot spines (Recharge 6). The gargoyle render spins and the spines from its back shoot out in all directions. All non-gargoyles in a 30 foot radius must succeed on a DC 15 Dexterity saving through or take 15 (3d10) piercing damage, or half that much on a success.
The Slayer knelt down and examined the dead body closely, looking especially at the teeth marks and the large white patches that surrounded them. He mused on the story of the villagers-- having met a creature they described as yellow-skinned, shifty eyed, cloaked. It had been slain, dispatched after a difficult fight, the villagers said. That had been several days ago. Yet a few nights later those villagers involved in the fight had begun disappearing one by one, their bodies nowhere to be found. Last night the last villager had been slain, but this time someone had stumbled upon the scene, frightening off the shifty-eyed, cloaked creature that this time smelled of death. Thus the Slayer was able to examine the body, and there was no question in his mind-- they were dealing with a Grimmen. He cursed silently.
Grimmen resemble thin humanoids with pale skin, grayish hair, fanged, sharp teeth, and sulphur-yellow eyes. Legends said that they were summoned ages ago by the Dweller itself to manipulate and wreak havoc in human societies.
Grimmen are a race of fiend-like creatures that prefer to mingle and dwell among humanoids. By blending in amongst them they can usually do more damage and gain more trust to betray them. They possess magical powers that aid them in deceit and battle, and they possess a unique ability to rise from the grave when slain in combat.
Medium fiend, chaotic evil
Armor Class 14 (leather armor)
Hit Points 44 (8d8+8)
Speed 30 ft.
STR 11 (+0) DEX 16 (+3) CON 12 (+1) INT 11 (+0) WIS 12 (+1) CHR 14 (+2)
Skills Deception +4
Senses darkvision 60 ft., passive Perception 11
Languages Infernal, one human language or Dark Speech
Challenge 2 (450 XP)
Innate Spellcasting. The grimmen's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: minor illusion, vicious mockery
1/day: charm person
Master of Disguise. When making a Charisma (Deception) check to disguise itself, the proficiency bonus of the grimmen is doubled.
Rise for blood. When the grimmen is slain, in 1d4 minutes it rises again with 44 hit points. Its type changes from fiend to undead. It loses its innate spellcasting and master of disguise abilities, its Intelligence becomes 6, and it ceases to attack with any attacks except its life-draining bite, detailed below. Pouring a vial of holy water on the corpse of the grimmen will stop it from rising, as will entirely destroying the corpse by methods such as burning it. Finally, destroying the Grimmen in its undead state will dispatch it forever.
Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 3 (1d6) piercing damage.
Life-draining Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage. The target must make a DC 12 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If the grimmen kills a target with this ability, at dusk of the next day it becomes alive again, losing the undead type, regaining the fiend type, and reversing all the effects detailed in Rise for Blood above. The grimmen can only use its life-draining bite attack if it has the undead type.
Brokk counted off the minutes in his head, giving Cawlis as much time as they had deemed necessary to get into position. Then he gave the signal and followed Aidan and Isolde as they moved around the last bend. As he turned the corner, he gathered his energies and spoke a short incantation, gesturing in the general direction of the ceiling. A sphere of light burst into existence, illuminating the contents of the cavern and, more importantly, the monstrosity waiting in the pit at its heart. All three adventurers immediately bit back cries of disgust. A dozen bloated, suppurating eyes sitting in pairs atop six snake-like heads swiveled to look at the trio, the bulbous mass to which they were attached heaving itself about in indescribable filth. The creature almost looked like some sort of hydra or dragon-thing, but it had two hideous appendages sprouting from its flanks. It was the stuff of nightmares. Corpses of all kinds lay about it in various states of decay, channels carved into the floor directing the liquid putrefaction into the pit. Worse, Brokk felt sucker-tipped fingers prying at his thoughts, transmitting foul images into his mind....
A rare hybrid monstrosity long believed extinct, much to the relief of even the most stalwart of monster hunters, the gulogut was recently spotted again in the western reaches of Daven, the ghastly result of breeding between a hydra and an otyugh. Gulogut means "filth-hungerer" in Mordularian, the dark language of the drow elves, who first encountered the creature (or perhaps who first bred it).
Unlike true hydras, these creatures will readily devour plant life, although they do prefer softer meats, ideally bloated and rotten. A gulogut is six thousand pounds of muscle and hunger, covered with a layer of slime nearly a foot thick and a pair of grasping tentacles on its flanks similar to those of its otyugh parent. Also unlike true hydras, their ability to regenerate heads is significantly more limited, thankfully.
Guloguts are not known for subtlety. They will move through a forested area, snapping down bushes and saplings with their six heads, whilst snatching at mobile prey with their tentacles. When dealing with prey that can fight back, a gulogut will typically seek to crush it beneath its body, smothering it in putrescence, or slam it against rocks or trees, or simply bite it to death with its sharp fangs.
Huge monstrosity, neutral evil
Armor Class 16 (natural armor)
Hit Points 206 (18d12+90)
Speed 30 ft., swim 30 ft.
STR 20 (+5) DEX 12 (+1) CON 20 (+5) INT 7 (-2) WIS 13 (+1) CHR 7 (-2)
Saving Throws Con +9
Skills perception +5
Senses darkvision 120 ft., passive Perception 15
Languages Limited telepathy
Challenge 10 (5,900 XP)
Hold Breath. The gulogut can hold its breath for 1 hour.
Multiple Heads. The gulogut has six heads. While it has more than one head, the gulogut has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the gulogut takes 30 or more damage in a single turn, one of its heads dies. If all its heads die, the gulogut dies. At the end of its turn, it grows one head for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The gulogut regains 15 hit points for each head regrown in this way.
Limited Telepathy.The gulogut can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.
Vile Stench.Any creature that starts its turn within 50 feet of the gulogut must succeed on a DC 17 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the gulogut 's Vile Stench for 24 hours.
Multiattack. The gulogut either makes as many bite attacks as it has heads, or it makes two tentacle attacks; it cannot mix bite and tentacle attacks.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10+5) piercing damage.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage plus 5 (1d10) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 17) and restrained until the grapple ends. The gulogut has two tentacles, each of which can grapple one target.
Tentacle Slam. The gulogut slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 17 Constitution saving throw or take 27 (4d10 + 5) bludgeoning damage and be stunned until the end of the gulogut 's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
Being new to Old Cadez, the orcs did not realise their mistake in refusing to share their plaything with the strange giant that had heard the miserable cries. The crowd, originally gathered to witness the punishment of one who defied a direct order from an oluk, now steeled themselves for the screams that came as the sphere of utter, impenetrable blackness rose up around the foolish dark folk. One of them broke free and was promptly hurled back into it by the crowd. They knew well that angering a noctician was far worse than upsetting a few petty orcs...
Night giants, also known as nocticians, are one of the rarest servants of the Wintervale in the Occupied Kingdoms but also one of the most feared, for even the other dark folk tread warily around them. The vast majority live in the exhausted copper mines just west of the city of Old Cadez in Orland, which have been greatly expanded so as to be suitably habitable for them. A typical noctician stands about 15 feet tall and can weigh upwards of 4,500 pounds, with a thick leathery skin the color of starless night. Unlike many giants, nocticians shave their heads with almost religious dedication, exposing bony ridges along their skull that are nearly as good as an actual helmet for protection.
Though unknown on the continent of Farland, there are female night giants who dwell almost exclusively in the Wintervale itself or in the westernmost parts of Yrrkune. They are usually both a foot or two taller than the males and heavier by multiple hundred pounds, and their greater size is seen by the males as particularly alluring. Since only 1 in 10 nocticians are female, and they mate for life, they are extremely selective about their mates, and competition among the males to be chosen has a tendency to end in bloodshed. Male night giants are CR 8, with 11 hit dice and a -1 to skills and attack rolls compared to female Night Giants, given below.
Huge giant, neutral evil
Armor Class 15 (natural armor)
Hit Points 137 (12d12+60)
Speed 40 ft.
STR 24 (+7) DEX 12 (+1) CON 20 (+5) INT 10 (+0) WIS 12 (+1) CHR 16 (+3)
Saves Con +9, Chr +7
Skills Athletics +12, Intimidate +7, Perception +5
Senses darkvision 60 ft., blindsight 30 ft., passive Perception 13
Languages Wild Dark Speech, any two of: Farlandish, Kingdom Common, Mordularian, or Dark Dwarven
Challenge 9 (5,000 XP)
Innate Spellcasting. The night giant's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: darkness
Umbral Armament. When it casts a darkness spell, as part of the action a night giant can manifest a shadow weapon. It must choose whether the weapon deals slashing, piercing, or bludgeoning damage when it manifests the weapon.
Multiattack. The night giant makes two shadow weapon attacks.
Fist. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+7) bludgeoning damage.
Shadow Weapon. Melee Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 24 (4d8 + 7) slashing, piercing, or bludgeoning damage. The first time a creature is hit with a shadow weapon, it must succeed at a DC 15 Constitution save or be blinded until the end of its next turn. Once it is has saved or its blindness has ended, it can't be blinded by another shadow weapon for 24 hours.
Dark Hunger (recharge 6). When a night giant hits a target with an umbral weapon, it can choose to let the darkness feed on the target. The creature must succeed at a DC 15 Constitution save or be stunned until the end of its next turn. The night giant regains 16 (4d8) hit points, but any magical darkness that it has cast ends.
Rock. Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 17 (2d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Disruptive Harmony. Female night giants are constantly humming or singing softly, often even when sleeping, and their music is a natural disruption of magic. A female night giant can cast counterspell as a reaction using only a verbal component (singing loudly) when she sees a spell cast within 60 feet of her. The swelling noise alerts anyone within 60 feet of her to her location.
The Woodsman smiled as he traced the spore of the orc band. "A few orcs, probably looking for some easy pickings. This should be short work," he murmured to himself. As he cleared the trees, the motley band of orcs came into view. But as the ranger nocked an arrow, something else caught his sharp gaze. On the other side of the creatures was a taller orc. This beast was not stooped like the others, and even if they had stood upright, he would have towered over them by more than a head. The gray skin clinched it. "Damn," he cursed. "An oluk! This won't be as easy as I thought."
Oluks are smarter and stronger than their lesser brethren, serving as captains in orcish armies and leaders in orcish societies. These great orcs are much more homogenous in appearance than normal orcs: they usually have black or gray skin, small fangs, and an upright appearance. Oluks are not bothered by sunlight. They are fierce fighters and sometimes even become clerics and spell casters. An adult male oluk orc is 6 to 6 and a half feet tall and weighs about 200 to 225 pounds. Females are slightly smaller.
The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable by someone else who speaks Dark Speech. Some oluk orcs know a human language or other dialects of Dark Speech as well.
A standard oluk is identical to the orog on p. 247 of the Monster Manual.
Medium humanoid (orc), chaotic evil
Armor Class 18 (plate)
Hit Points 136 (16d8+64)
Speed 30 ft.
STR 18 (+4) DEX 12 (+1) CON 18 (+4) INT 12 (+1) WIS 11 (+0) CHR 16 (+3)
Saving Throws Str +7, Con +7, Wis +3
Skills Intimidation +6, Survival +3
Senses Darkvision 60 ft., passive Perception 10
Languages dark Speech, one human language
Challenge 6 (2,300 XP)
Aggressive. As a bonus action, the oluk war chief can move up to its speed toward a hostile creature that it can see.
Oluk Fury. The oluk deals an extra 6 (1d12) damage when it hits with a weapon attack (included in the attacks).
Reckless. At the start of its turn, the oluk war chief can gain advantage on all melee weapon attacks it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Multiattack. The oluk makes two attacks with its greatsword or its spear.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (1d10+4 plus 1d12) slashing damage.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (1d6+4 plus 1d12) piercing damage.
Battle Cry (1/day). Each creature of the oluk war chief's choice that is within 30 feet of it, can hear it, and is not already affected by Battle Cry gains advantage on attack rolls until the start of the oluk war chief's next turn. The oluk war chief can then make one attack as a bonus action.
Balthinal of House Neldiril stopped suddenly, one hand going to the hilt of his elven longsword. Though he had made less sound than a leaf on the breeze as he passed through the forest, he yet got the impression that something was watching him... something nearby. The druid scanned the tree line, his sharp elven eyes alert for any sign of danger. All he saw was the twisted trees of the dark wood that he was traversing. He had been tempted to go around, but since when had an elven druid been deterred by a forest, even one filled with such blighted trees as this? After all, blighted or not, they were still trees, agelong friends of the elven race. Suddenly just behind his left shoulder, one of those twisted trees moved! He whirled to behold a hideous, diseased tree actually lurching toward him, stinking sap leaking from its diseased boughs. He began to reach inside himself to summon the power to change his form into that of a great wolf, but then he hesitated. Something told him sinking teeth into that pestilent thing might not be the wisest plan...
Some dark power, perhaps one of the Lords of Sin, long ago began blasphemous experiments using captured treants, pouring infusions of dark energies into their unfortunate trunks and subjecting them to diseases both horrible and malignant. The abominations that resulted from these experiments were visibly different from their pure treant cousins elsewhere in the world, as twisted and blasted as the heart of the dark lord that spawned them. This evil power then released the blighted treants into the world.
Though few in number, the plaguesap treants are difficult to eradicate. Wherever they go, their diseased touch turns plants into more plaguesap treants. These diseased trees are also a grave threat to other creatures, for they seem to take pleasure in exterminating all life that they find in their way.
Huge plant, chaotic evil
Armor Class 15 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 30 ft.
STR 23 (+6) DEX 10 (+0) CON 21 (+5) INT 12
(+1) WIS 16 (+3) CHR 12 (+1)
Damage Resistances bludgeoning
Damage Immunities poison
Condition Immunities poisoned
Damage Vulnerabilities fire
Senses passive Perception 13
Languages Wild Dark Speech, Old Speech
Challenge 10 (5,900 XP)
Disease Eater. A plaguesap treant is healed by disease and poison. A Contagion spell acts as a Heal spell to a plaguesap treant. Whenever subjected to poison damage, a plaguesap treant takes no damage and instead recovers hit points equal to the poison damage dealt.
False Appearance. While the plaguesap treant remains motionless, it is indistinguishable from a normal, albeit blighted, tree.
Siege Monster. The plaguesap treant deals double damage to objects and structures.
Root. Plaguesap treants may root themselves in the soil, becoming immobile but leeching nourishment from the earth. While rooted and conscious, they gain advantage on Constitution saving throws, regain 1 hit point per round, and increase their Armor Class by 4 points. Both rooting and uprooting requires one minute. While rooted, a plaguesap treant may not use its Birth Thorns or Contagious Touch actions, and it can't move from its location.
Multiattack. The plaguesap treant makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Birth Thorns (1/day). The plaguesap treant can create a Wall of Thorns as if it cast the spell using a 6th level spell slot and without using components (save DC 15). It is unaffected by the Wall of Thorns it creates and can pass through it at will.
Contagious Touch (Recharge 6).The plaguesap treant can spread disease with its touch. When it hits a creature that isn't another plaguesap treant with a slam attack, that creature is afflicted by the Contagion spell as if the plaguesap treant cast it using a 6th level slot and without using components (save DC 15). The disease that it is afflicted with is randomly determined. Creatures with the Plant Type, if the disease they contract lasts 7 days, must succeed at a DC 15 Constitution saving throw at the end of the 7 days or become a plaguesap treant.
Sap Spray The Plaguesap treant's sap is poisonous. When a creature deals it piercing or slashing damage with a melee attack, the plaguesap treant can choose to allow its sap to spray the creature, which must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage.
Garus tossed the small coin purse into the air and caught it, smiling to himself. This next job should be a breeze, he thought. Just a few zombies in the local hamlet, nothing he hadn't faced before. They could take a hit, but they were slow and clumsy, and any warrior worth his salt should be able to dispatch them with little issue.
But when he rounded the corner, his brows rose in confusion. Was that zombie... eating... that villager? And why was the obviously dead villager starting to move?
Ravenous zombies look like normal zombies to the untrained eye, but they are far more dangerous, for they hunger for living flesh. Though they lack a functioning digestive system, they will bite and devour as much flesh as they can, often until their guts are swollen and distended. When their prey dies, though, they lose interest, because they do not eat dead meat. But the real danger is the contagion they spread, for those bitten by ravenous zombies slowly sicken and die... and then rise again to seek the flesh of the living.
Medium undead, neutral evil
Armor Class 9
Hit Points 30 (4d8 + 12)
Speed 20 ft.
STR 14 (+2) DEX 6 (-2) CON 16 (+3) INT 3 (-4) WIS 6 (-2) CHR 5 (-3)
Saving Throws Wisdom +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but can't speak
Challenge 1/2 (100 XP)
Undead Fortitude. If damage reduces the ravenous zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the ravenous zombie drops to 1 hit point instead.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be infected with ravenous zombie contagion. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest. At the end of each long rest, an infected creature must make a DC 12 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease. If the creature dies while infected with ravenous zombie contagion, it rises in 4 (1d8) hours as a ravenous zombie.
Sarra looked around warily as she entered the tomb. Her torch guttered in a subterranean breeze, casting dancing shadows on the wall. "Something about this place... those shadows... this tomb is thick with memories," she whispered to herself. Fragments and remnants of half forgotten retrospections rose to her mind unbidden. Immediately and inexplicably her mind wandered back to her most painful moment, the day she was torn from her mother's arms as the orcs took her mother away to work in the salt mines. Before she knew it, the tears were streaming down her face, and the pain was almost palpable. Almost palpable... then she saw the shadowy wraith-like figure in the recesses of the mausoleum, and the pain from her memories became completely palpable...
Remnants, or memory wraiths as they are also called, are formed when a creature dies but its traumatic memories won't let it rest. A Remnant looks like a shadowy ghost that still bears some of the features it had in life, although it can never quite be seen clearly. It takes unholy pleasure in draining memory from its victims and replacing them with its own terrible, painful recollections.
Medium undead, neutral evil
Armor Class 15 (natural armor)
Hit Points 78 (12d8 + 24)
Speed 0 ft., fly 60 ft. (hover)
STR 6 (-2) DEX 14 (+2) CON 14 (+2) INT 13 (+1) WIS 10
(+0) CHR 16 (+3)
Skills Deception + 5, Perception +3
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life
Challenge 6 (2300 XP)
Incorporeal Movement. The Remnant 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 Remnant has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The Remnant makes two psychic shock attacks.
Psychic Shock. Melee Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (3d6+3) psychic damage, and the target's Charisma score is reduced by 1d4. The target dies if this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a long rest.
Memory Drain. (recharge 5-6) One target the Remnant can see must succeed on a DC 15 Charisma saving throw or take 20 (5d8) psychic damage and lose all memory of events within the last 24 hours (although it does not lose prepared spells). The target behaves as if under the effect of the confusion spell. The target can repeat the saving throw at the end of each of its turns, ending the confusion effect on itself on a success, although it does not regain lost memories.
Impart Memory. When a creature the Remnant can see starts its turn within 30 feet of the Remnant, the Remnant can impart one of its own horrific memories to the creature. The creature must succeed on a DC 15 Charisma saving throw or be frightened until the end of its turn.
Payn scanned the approaching line of the orc army. Though the force the ranger led was barely half the size of the dark folk army, the ranger wasn't worried. His men were seasoned warriors, plus they had the terrain on their side. A small but deep river separated the two armies, and the stupid orcs seemed intent on marching right up to the edge, well within bowshot of his expert archers. Very well, then, let the foolish dark folk throw their lives away, he thought. It will make this even easier. But as the enemy approached the river, their ranks split, and from the new rent in their line dashed a small strike force of vaguely insectile creatures. Wings fluttered on their back, blurring with the speed of their flapping, and the sun glinted from the edge of their chitinous claws. The creatures ran right up to and then right across the river! "What in Malor...!" yelled Payn. "Form ranks!" Now across the water, the creatures dashed towards them with sickening speed. He only hoped his line would come together in time to meet their charge....
Roval Ășn, named by the dwarves who first spotted them, are giant insectoid creatures that in distant ages past soared the skies in northern Eruna and the southern Grand Peaks. Enemies and prey of the Thri-Kreen, they were hunted to near extinction, leaving only the largest and strongest specimens. This caused something of a forced evolution, for the ones that survived were big and fierce, and had abnormally long claws, allowing them to to fight off the hunters. These creatures bred, increasing the size of the race as a whole and ending the predation of the Thri-Kreen, but at the cost of their flight, for their bodies were now too large and heavy for their wings to bear them aloft. Still, their wings and strong legs provide them with incredible speed, especially when dashing past their enemies, and their curved claws can quickly cut up a soft target.
Recently, evil warlords among the dark folk have begun to use them as soldiers, paying them with food and shiny objects, which they find fascinating. In this capacity, they serve as excellent shock troops, their wings even allowing them to dash across short distances of water to surprise their enemies or dart past their front lines. They are still not a numerous race, though, and their use in war is driving them once more toward extinction.
Medium humanoid (insectoid), neutral evil
Armor Class 14 (natural armor)
Hit Points 91 (14d8+28)
Speed 40 ft.
STR 18 (+4) DEX 13 (+1) CON 14 (+2) INT 7 (-2) WIS 15 (+2) CHR 9 (-1)
Senses darkvision 60 ft., passive Perception 14
Languages Roval ún (a very simple language made up of vocal clicks and claw clashes), Wild Dark Speech
Challenge 3 (700 XP)
Great Bounding. The Roval ún can use its wings to make mighty bounds; when calculating the distance and height it can jump, double it.
Water Stride. When taking the dash action, the Roval ún can move up to its speeed across smooth water. If it ends its move on water, it sinks.
Fluttering Dash. As a bonus action, the Roval ún can move 20 feet in a straight line without provoking opportunity attacks.
Multiattack. The Roval ún makes two slash attacks, one with each claw.
Slash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) slashing damage.
As it became apparent that the wispy, dark shape was not a cloud, Glorin Deephammer's eyes narrowed in worry. "Quick, dwarves, take cover!" he barked, diving for a rock outcropping, and wrapping his dark cloak about him. "Ready your crossbows. These foul beasts are the eyes of our enemy. If we don't take them all down, our quest is lost." He cocked his own trusty piece, and as the small flying lizards swooped down over the remnants of their campfire, he released a bolt that skewered one of them. As it crashed to the ground, he heard the twang of his companion's bows, and several other lizards plummeted from the air. The remaining creatures, with raucous cries, turned suddenly in the air and headed back to the north. The Dwarves eyed each other with apprehension. "The Dragon knows we are coming," intoned Glorin. "It is time we turned back; this scouting mission to Wawmar will have to wait."
Spywings look like a cross between tiny, deformed red dragons and common lizards. They were created by the draconic Lord of Greed to be his spies and scouts in the wastelands around his kingdoms, as well as the vast caverns within his home of Wawmar. They have since appeared in the service of other Lords of Sin as well. They are nearly perfect spies. A Spywing's body is about 1 foot long, with a wingspan of about 2 feet. They weigh about 1 pound.
Tiny dragon, neutral evil
Armor Class 13 (natural armor)
Hit Points 6 (2d4+2)
Speed 15 ft., fly 60 ft.
STR 4 (-3) DEX 15 (+2) CON 13 (+1) INT 8 (-1) WIS 16 (+3) CHR 8 (-1)
Skills Perception +5, Stealth +4
Senses darkvision 60 ft., passive Perception 15
Languages Understands Dark Speech and Dragon but can't speak
Challenge 1/4 (50 XP)
Keen Senses. The spywing has advantage on Wisdom (Perception) checks that rely on site, and it can see twice as far as other creatures in a lit setting.
Limited Telepathy. The spywing can magically communicate simple ideas, emotions, and images telepathically with its master who is within 100 feet of it and who can understand a language.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage.
Gout of Flame. Ranged Weapon Attack: +4 to hit, range 10/20 ft., one target. Hit: 5 (1d10) fire damage.
His breath came in quick panting gasps, revealing the terror that clutched his heart like a cold hand. Batair knew he was a doomed man--any slave that killed an Orcish Hoth would be--but as he had left Thetak and fled North towards the Great River, he had entertained hopes that he would be able to make it. It would be a long, arduous journey to the liberated kingdom of Kelerak-over 100 miles-but a man with hope in his heart could overcome almost any hardship to be free. But then he had heard the gurgling howls, and all hope died. That meant the Hounds were on his track, and with them always came those scuttling, monstrous horrors they called Slave Hunters. The thought made him shudder uncontrollably. Still, what could he do but push on, forcing himself to put one foot in front of the next? Suddenly, however, even that became impossible: he had stumbled into a nearly invisible mesh of webbing covering the ground! The abominations with their accursed speed had gotten in front of him. He began to struggle frantically, hacking at the webbing with the Hoth's stolen scimitar. No good. Motion from the trees to his left caught his eye, and out of the shadows clambered one of the beasts, moving easily over its web. It had the huge, bloated body of a spider but a ferocious wolf-head replaced the insectile head one expected. The wolf-jaws of the beast opened in slavering anticipation as it leaped towards him, and the sword dropped from his nerveless grasp...
Created in the deep delvings and hideous pits below the palace of the Lord of Envy in Orland City, these abominations against nature are the result of crossing a dire wolf with a monstrously large hunting spider. The Drow Lord, jealous of any freedom and desiring to maintain an iron grasp over his populace, gave these horrors to his special ranger contingent, the Hounds. The primary use of the Blood Hounds is to hunt slaves attempting to escape from the kingdom of Orland, and these new creatures were particularly suited to this purpose. They are trainable to a certain extent, and their quick speed, debilitating poison, and lethal cunning make them perfect servants to the Hounds. Thus these creatures are also called Slave Hunters, and a pack of them are often unleashed upon the trail of a troublesome slave, leaving their Hound masters to follow along behind and collect the helpless victim-if the Wolf Spider Abominations have restrained themselves from eating him. Wolf Spiders Abominations are 10 feet long and weigh 1000 pounds. They have the body of a large spider, albeit covered with a shaggy gray or black hair, but they have the heads of dire wolves. A green ichor drips from their slavering jaws, and perhaps most horribly, their eyes, set in their wolfs' heads, are those of spiders.
Large monstrosity, neutral evil
Armor Class 14 (natural armor)
Hit Points 52 (7d10+14)
Speed 40 ft., climb 40 ft.
STR 14 (+2) DEX 17 (+3) CON 14 (+2) INT 6 (-2) WIS 12 (+1) CHR 3 (-4)
Skills Perception +3, Stealth +5
Senses darkvision 60 ft., passive Perception 11
Languages ----
Challenge 2 (450 XP)
Keen Hearing and Smell. The wolf spider abomination has advantage on Wisdom (perception) checks that rely on hearing or smell.
Spider Climb. The wolf spider abomination can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the wolf spider abomination knows the exact location of any other creature in contact with the same web.
Web Walker. The wolf spider abomination ignores movement restrictions caused by webbing.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) piercing damage. If the target is a creature, it must succeed on a DC 12 saving throw or be knocked prone. The target must also make a DC 12 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).