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Beholder Zombie Solitary, Large, Magical, Construct Disintegrate with an eye ray (d10 damage) 24 HP 1 armor Reach, Ignores Armor, Far From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp. Instinct: Do their creator’s bidding without fear or hesitation
- Paralyze with an eye ray
- Weaken and Damage with an eye ray
- Terrify with an eye ray
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Dwarven Ballista Solitary, Large, Construct flaming bolt (d10 damage 3 piercing) 16 HP 4 armor Reach, Far Special Qualities: can't be poisoned The ballistae can't perceive (and thus they ignore) creatures that keep to the easternmost 60-foot section of the hallway. Once they detect intruders, however, the ballistae amble forward on hinged legs to close the distance. If a ballista has nothing to attack on its turn, it returns to its starting position. Instinct: Protect the area
- Shoot a bolt of fire
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Drow Mage Group, Stealthy, Magical, Devious, Intelligent, Cautious Staff (d6 damage) 6 HP 1 armor Close Special Qualities: Resists Charm, Sunlight Sensitivity Privileged drow males who lack the strength and fighting prowess to train as warriors have no recourse but to pursue the study of magic. For them, it is a matter of survival. Female drow with a natural affinity for the arcane arts may also become drow mages, although they are much less common. Instinct: Seek Political Gain
- Summon an Imp/Quasit or Shadow Demon
- Summon magical darkness
- Cast Magic Missile (2d4 damage)
- Block an Attack with a Shield Spell
- Cast Fireball (2d6 ignores armor)
- Cast Cloudkill
- Levitate!
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Mezzoloth Group, Magical, Planar Claws and Trident (d10 damage) 6 HP 3 armor Close, Reach Special Qualities: half damage from Cold, Fire, Lightning; Nonmagical Weapons, immune acid/poison, telepathy The bulk of the yugoloth population is made up of mezzoloths, which are human-sized insect creatures covered in dense chitinous plates. Mezzoloths serve as foot soldiers in yugoloth armies, their wide-set eyes glowing red as the mezzoloths bear down on their foes. Violence and reward are the fundamental drives of a mezzoloth, and powerful beings that promise one or the other can easily attract them into service. Although it has lethal claws on its four arms, a mezzoloth typically wields a trident in two of them. If surrounded by enemies, a mezzoloth exhales toxic fumes that can choke and kill whole groups of creatures. Instinct: Violence and reward
- Teleport to anywhere it can see
- If surrounded exhales toxic fumes that can choke and kill (extra d6 damage when damaged)
- Use magic to darken the area
- End a magical effect
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Revenant Solitary, Undead, Devious, Intelligent, Cautious Fist (d8+4 damage) 16 HP 1 armor Close Special Qualities: rejuvination, regeneration, turn immunity A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant’s eyes burn with resolve and flare in the presence of its adversary. If the revenant’s original body was destroyed or is otherwise unavailable, the spirit of the revenant enters another humanoid corpse. Regardless of the body the revenant uses as a vessel, its adversary always recognizes the revenant for what it truly is. Instinct: Exact vengence before it's year is up
- track those it seeks revenge against
- Paralyze it's sworn enemy with a glare
- regenerate wounds not caused by fire
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Nothic Group, Intelligent, Planar, Construct claw (d8 damage) 6 HP 1 armor Close Special Qualities: keen sight A nothic is a monstrous creature with terrible talons and a single great eye. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies’ bones. Rather than gaining the godlike supremacy they crave, some wizards who devote their lives to unearthing arcane secrets are reduced to creeping, tormented monsters by a dark curse left behind by Vecna, a powerful lich who, in some worlds, has transcended his undead existence to become a god of secrets. Nothics retain no awareness of their former selves, skulking amid the shadows and haunting places rich in magical knowledge, drawn by memories and impulses they can’t quite understand. Instinct: Reverse its condition
- Rot living flesh with its gaze
- Gaze at someone and learn one fact or secret about them
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Gibbering Mouther Solitary, Devious, Planar, Terrifying Bites (d8 damage) 16 HP 0 armor Close, Forceful Special Qualities: Amoeboid Form, All-Consuming, Horrifying Cacophony Of all the terrors created by foul sorcery, gibbering mouthers are among the most wicked and depraved. This creature is the composite eyes, mouths, and liquefied matter of its former victims. Tormented by the destruction of their bodies and absorption into the mouther, those victims gibber incoherently and are forced to consume everything in reach. Instinct: Consume Everything in Reach
- Warp the ground around it to dough
- Drive listeners temporarily insane
- Blind somone with a gob of spit hat explodes in light
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Draugr Solitary, Terrifying Sword (d10 damage) 16 HP 2 armor Close, Near Special Qualities: Undead The draugr or draug is an undead creature from the Scandinavian saga literature and folktales. Commentators extend the term draugr to the undead in medieval literature, even if it is never explicitly referred to as such in the text, and designated them rather as a haugbúi ("barrow-dweller") or an aptrganga, literally "again-walker" (Icelandic: afturganga).Draugar live in their graves or royal palaces, often guarding treasure buried with them in their burial mound. They are revenants, or animated corpses with a corporeal body, rather than ghosts which possess intangible spiritual bodies.The draugr was referred to as "barrow-wight" in the 1869 translation of Grettis saga, long before J. R. R. Tolkien employed this term in his novels, though "barrow-wight" is actually a rendering of haugbúinn (literally the ‘howe-dweller’), otherwise translated as "barrow-dweller" Instinct: Slays intruders
- Guards
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Jiāngshī Solitary, Terrifying Touch (d10 damage 1 piercing) 12 HP 0 armor Close, Ignores Armor Special Qualities: Undead A jiāngshī, also known as a Chinese hopping vampire, is a type of reanimated corpse in Chinese legends and folklore. It is typically depicted as a stiff corpse dressed in official imperial garments and it moves around by hopping with its arms outstretched. It kills living creatures to absorb their "life force", usually at night, while during the day, it rests in a coffin or hides in dark places such as caves. Generally, a jiangshi's appearance can range from unremarkable (as in the case of a recently deceased person) to horrifying (rotting flesh, rigor mortis, as with corpses that have been in a state of decay over a period). It is believed that the jiangshi are so stiff that they cannot bend their limbs or body, so they have to move around by hopping while keeping their arms stretched out for mobility. Folklore and burial practices dealing with revenants can also be traced back to Norse mythology with draugr or draug(s) that closely resemble stories of jiangshis. Instinct: Drains Life
- Hops
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Mimic Solitary, Stealthy Sticky Pseudopod (d10 damage) 16 HP 2 armor Close, Near Special Qualities: Shapechange, Can Look like any Inanimate object The barkeep asked why we carried weapons into his bar. I said ‘Mimics.’ The party laughed. The barkeep laughed. The table laughed. We killed the table. Good times. Instinct: To Eat
- Adheres to Someone