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Bestiary of Athas: 5th Edition

By Nathan Hasl. You can rehost that file if you desire so, you have my permission.
Aarakocra
Ambush Drake
Anakore
Armand
Baazrag
Belgoi
Braxat
Brohg
Cactus
Chathrang
Cilops
Cloud Ray
Crodlu
Dagorran
Dragonborn (Dray)

Elemental Weird
Feral Yowler
Floating Mantle
Gaj
Ghost, Raaig
Giant
Gith
Golem
Goliath
Grisgol
Halfling
Harssaf
Hejkin
Id Fiend
Inix

Drake
Dune Locust
Dune Reaper
Dune Stalker
Dwarf
Eladrin
Elf

Jhakar
Kank
Kestrekel
Kirre
Megapede
Mekillot
Mul

Aarakocra

Nightmare Beast
Night Twist
Protosphinx
Psurlon
Rakshasa
Rampager
Salt Mummy
Sand Beauties
Silk Wyrm
Silt Horror
Silt Runner
Spider
Ssurran (Lizardfolk)
Tarek
Tembo
Templars (Balic, Draj, Gulg,
Nibenay, Raam, Tyr, Urich)
Thrax
Thri-Kreen
Werehyena
Wight
Zezir
Zombie

VULTURE-FOLK: Above the rocky badlands and scrub plains, watching for movement and other signs of
prey below. Most Athasians revile the aarakocras for their willingness to extort, rob, and even eat
travelers in the wastes. To survive and prosper, these desert scavengers band together in insular tribes,
each staking out-and fiercely defending-its territory.
LORE: Aarakocras are hunters and scavengers that eat just about any meat they find. They loot
whatever they can from victims claimed by the wastes. Most residents of Athas try to avoid aarakocras,
considering them to be sordid opportunists, but the vulture-folk have few sworn enemies.
The aarakocras keep to the skies, and their homes are built high on cliffs or mesa tops. From there,
scouts search the nearby desert for food and intruders. Their sharp eyes miss little in the barren wilds,
and a tribe brooks no intrusion on its territory without receiving tribute in compensation. Lost travelers
who pay the requested amount might receive guidance to a landmark or a safer part of the wilderness.
If rebuffed, the aarakocras won't hesitate to kidnap members of a trespassing party and hold them for
ransom. To avoid harassment, merchant houses sometimes make deals with powerful aarakocra tribes;
weaker tribes, reluctant to draw the ire of their stronger kin, leave those merchants alone.
Despite their reputation as distasteful scavengers, aarakocras are deeply spiritual. They revere the sky
and the sun as primal entities. Those members of a tribe that wield primal power use spirits and
elementals to aid their kin in mundane tasks as well as in battle. Aarakocras are rarely found in the
company of other humanoids, although they sometimes work with kenku tribes. They also follow raiders
or dangerous monsters from the air, picking off survivors of the predators' attacks. Aarakocras train
flying beasts as pets, and they use rituals to bring air elementals and spirits into the world. Slavers steal
aarakocra young and eggs, selling the creatures to nobles and merchant houses as slaves. These nobles
and merchants, in turn, put the vulture folk to work as soldiers and scouts.
Summoning Air Elementals: Five aarakocra within 30 feet of each other can magically summon an air
elemental. Each of the five must use its action and movement on three consecutive turns to perform an

aerial dance and must maintain concentration while doing so (as if concentrating on a spell). When all
five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60
feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it
or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can't
perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane
of Air, any aarakocra within 5 feet of it can return with it.
AARAKOCRA DIVER
Plummeting silently from the sky, aarakocra divers swoop down upon their foes, demonstrating a
bravery that is absent in many of their kin. The cunning divers choose angles of descent that leave their
prey blinking up into the crimson sun, trying to make out the plunging shapes that grow larger and
larger.

Aarakocra
Medium humanoid (aarakocra), neutral
Armor Class: 12
Hit Points: 13 (3d8)
Speed: 20 ft., fly 50 ft.
STR
10 (+0)

DEX
14 (+2)

CON
10 (+0)

INT
11 (+0)

WIS
12 (+1)

CHA
11 (+0)

Skills: Perception +5
Senses: passive Perception 15
Languages: Auran, Common
Challenge: 1/4 (50xp)
Dive Attack. If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it
with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.

Actions
Talon. Melee Weapons Attack: +4 to hit, reach 5ft, one target. Hit: 4 (1d4 + 2) slashing damage.
Javelin. Melee or Ranger Weapon Attack: +4 to hit, reach 5ft or range 30/120ft., one target, Hit: 5 (1d6
+2) piercing damage.
AARAKOCRA WARRIOR
The warriors of an aarakocra tribe descend from the air in numbers, flapping in close enough to thrust
their spears into their foes. The unnerving battle shrieks of the warriors echo eerily in the canyons of the
badlands and resound far across the desert plains.

Aarakocra Warrior
Medium humanoid (aarakocra), neutral
Armor Class: 14 (Leather armor)
Hit Points: 44 (8d8 +7)
Speed: 20 ft., fly 50 ft.

STR
10 (+0)

DEX
16 (+3)

CON
12 (+1)

INT
11 (+0)

WIS
12 (+1)

CHA
11 (+0)

Skills: Perception +5, Stealth +5


Senses: passive Perception 15
Languages: Auran, Common
Challenge: 1 (200xp)
Dive Attack. If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it
with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.

Actions
Multiattack. The Aarakocra makes two attacks. Two with his talons or his spear; or two with his Javelins.
Talon. Melee Weapons Attack: +5 to hit, reach 5ft, one target. Hit: 5 (1d4 + 3) slashing damage.
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft or range 20/60ft., one target, Hit: 5 (1d6 +3)
piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
Javelin. Melee or Ranger Weapon Attack: +5 to hit, reach 5ft or range 30/120ft., one target, Hit: 5 (1d6
+3) piercing damage.
AARAKOCRA WINDCALLR
The vulture-folk venerate the wind, and their tribal shamans entreat the spirits of the air to topple and
smite their foes. Only the windcallers know the secret prayers and rituals to buffet enemies 'with violent
gales and summon great dust clouds to cloak the aarakocras as they swoop in for the kill.

Aarakocra Windcaller
Medium humanoid (aarakocra), neutral
Armor Class: 12
Hit Points: 72 (13d8 +13)
Speed: 20 ft., fly 50 ft.
STR
10 (+0)

DEX
14(+2)

CON
12 (+1)

INT
11 (+0)

WIS
15 (+2)

CHA
11 (+0)

Skills: Perception +6, Nature +6, Religion +6


Senses: passive Perception 16
Languages: Auran, Common
Challenge: 4 (1100xp)
Dive Attack. If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it
with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.
Spellcasting. The Aarakocra is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell DC 13, +5 to
hit with spell attacks). The aarakocra has the following druid spells prepared:
Cantrip (at will): Druidcraft, Guidance, Resistance
1st level (4 slots): Cure Wounds, Detect Poison and Disease
2nd level (3 slots): Dust Devil*, Gust of Wind, Warding Wind*
3rd level (3 slots): Call Lightning, Speak with Plants, Wind Wall
4th level (1 slot): Freedom of Movement, Hallucinatory Terrain

Actions
Multiattack. The Aarakocra makes two attacks. Two with his talons or two with his Javelins.
Talon. Melee Weapons Attack: +4 to hit, reach 5ft, one target. Hit: 4 (1d4 + 2) slashing damage.
Javelin. Melee or Ranger Weapon Attack: +4 to hit, reach 5ft or range 30/120ft., one target, Hit: 5 (1d6
+2) piercing damage.
Whirlwind (Recharge 5-6). The aarakocra chose a 3ft radius that he can see at 60ft of him. Each creature
in the area must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2)
bludgeoning damage and is flung up 20 feet away from the area in a random direction and knocked
prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning
damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must
succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving
throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked
prone.

Ambush Drake

LORE Most creatures perceive ambush drakes as deadly draconic hunters of limited intelligence.
However, they are social creatures among their own kind. Ambush drakes share the classic dragon
mentality of hoarding treasure, but a pack doesnt believe in individual ownership. While one ambush
drake might use an item at any given moment, the pack owns the treasure, and tomorrow another
ambush drake might use it.

An ambush drake prefers to move about on all fours, using terrain for cover until they are close enough
to charge their prey. An ambush drake typically weighs 200 pounds and has a 5-foot-long body. Its scales
display dark shades of red or brown, allowing him to move unseen in the mountains or rocky badlands
of Athas. Ambush drake live in rocky areas, and like to hide in caves during the coldest hours of the
night. They are usually hunting during the day, leaving with the sunrise and returning in their lair with
the sunset.
Ambush drakes can speak Common and Draconic, but rarely choose to do so. Instead, they
communicate telepathically with their kind. Ambush drakes share a communal consciousness, enabling
them to communicate telepathically with other ambush drakes
ENCOUNTER Ambush drakes generally stalk their prey as a coordinated pack. They start by using their
breath weapons and focus attacks on affected creatures, ignoring quicker fleeing prey.

Ambush Drake
Large dragon, neutral evil
Armor Class: 14 (natural armor)
Hit Points: 76 (8d10 + 32)
Speed: 40 ft., climb 20ft.
STR
16 (+3)

DEX
16(+3)

CON
18 (+4)

INT
7 (-2)

WIS
10 (+0)

CHA
9 (-1)

Saving Throws: Dex +5, Con +6


Skills: Perception +4, Stealth +7
Senses: darkvision 60ft, passive Perception 14
Languages: Common, Draconic, telepathy 60ft
Challenge: 4 (1100xp)
Pack Tactics. The drake has advantage on attack rolls against a creature if at least one of the drakes
allies is within 5 feet of the creature and the ally isn't incapacitated.
Surprise Attack. If the drake surprises a creature and hits it with an melee attack during the first round
of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions
Multiattack. The ambush drake makes two attacks. One with its claws and one with its bite.
Bite. Melee Weapons Attack: +5 to hit, reach 5ft, one target. Hit: 13 (2d10 + 3) piercing damage and the
target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison
ends, targets speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it cant use
reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the
creatures abilities or magic items, it cant make more than one melee or ranged attack during its turn. If
the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the
spell doesnt take effect until the creatures next turn, and the creature must use its action on that turn
to complete the spell. If it cant, the spell is wasted. The target can repeat the saving throw at the end of
each of its turns, ending the poison on itself on a success.
Claws. Melee Weapons Attack: +5 to hit, reach 5ft, one target. Hit: 10 (2d6 + 3) slashing damage.

Anakore

SWELTERING DESERT TRAVELERS who curse the blazing sun overhead might breathe a sigh of relief
when the crimson orb sets, but their solace proves short lived as the shapes sliding beneath the dunes
reveal themselves. When the sun dies away, the primitive, simple-minded anakores burst from the
sands, eager to seize the prey they have stealthily tracked during the daylight hours.
LORE Anakores live beneath loose dunes of dust or sand. They can sense vibrations of prey passing on
the surface, and some anakores can smell blood spilled on the earth above. Only ravenous anakores
attack prey during the day. Instead, they lurk beneath the sands and track promising game until sunset.
These nomadic creatures follow prey from place to place, seldom lairing in one location for long. They
travel and hunt in small packs, and the most successful stalker among them is their leader. Anakores
usually bring down as many kills as they can before retreating to feast. Each member of the pack has a
role in the attack. Dune kings burst from the sand with great force, leading the attack and unsettling the
terrain to provide the anakores with an advantage. Renders tear into the quarry savagely, weakening
them before the kill. Hunters separate individual victims from the group, dragging them below the sand
one by one.

While on the move, anakores subsist on roots, including poisonous specimens that aid in the production
of the anakore paralytic. A telltale sign of recent anakore movement is an area filled with fallen, rootless
plants. Occasionally, a particularly cunning dune king disposes of the foliage so as not to give away the
pack's presence but this level of craftiness is rare. Little is known about the origins of the anakores.
According to an ancient tale, terrors from beyond the sky touched the humanoids that were forebears
of the creatures. Afterward, these ancestors recoiled from the burning sun and burrowed below the
wastes to find cool, embracing darkness. Beneath the sands, the creatures dreamed dark reveries and
became nightmares of the desert. No discernible characteristics distinguish anakores as male or female.
It is whispered that the creatures produce no young, instead dragging selected victims to weird hollows
under the sands. Inside these wombs, the captives become new anakores rather than meals. How and
why the anakores choose particular individuals as their new kin is unknown.
ENCOUNTER: Anakores avoid battle on terrain in which they cannot burrow. They appear with others of
their kind or with other burrowing creatures such as bulettes, hejkins, galeb duhrs and kruthiks.
Wasteland raiders convince groups of anakores to work for them by paying the creatures with food and
shiny baubles. Dreams and visions also entice anakores to explore ancient ruins where other aberrant
creatures dwell, some of which are stronger and cleverer than even the dune kings. In such places,
anakores serve these creatures and join in their incomprehensible rites. Anakores burrow under prey
before rising to attack. Hunters emerge, grab targets, and use drag under to reduce the number of
enemies they must face. Renders burst from the sands, stay among the prey topside, and lay targets low
to make them more vulnerable to allied attacks. A dune king launches into battle with sand eruption and
uses its toxic claws to prevent the quarry from escaping. When caught in poor tactical situations,
anakores flee or deal peacefully (but grudgingly) with enemies.
ANAKORE HUNTER
The shuddering dunes might herald more than wind. Anakore hunters burrow beneath the loose earth,
alert to prey that they can surprise and drag under the surface. The hunters leave their prey there to
suffocate while they focus on dragging down other quarry.

Anakore Hunter
Medium Aberration, chaotic evil
Armor Class: 13 (natural armor)
Hit Points: 42 (7d8 + 7)
Speed: 30 ft., burrow 10ft
STR
17 (+3)

DEX
14(+2)

CON
12 (+1)

INT
6 (-2)

WIS
12 (+1)

CHA
6 (-2)

Skills: Stealth +6, Survival +5


Senses: darkvision 60ft, tremorsense 60ft, passive
Perception 11
Languages: Deep Speech
Challenge: 2 (450xp)
Sunlight Sensitivity. While in sunlight, the anakore has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.

Actions
Multiattack. The anakore makes two attacks. One with its bite and one with its claws.
Claws. Melee Weapons Attack: +5 to hit, reach 5ft, one target. Hit: 6 (1d6 + 3) slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 8 (2d4 + 3) piercing damage and the
target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison
ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns,
ending the poison on itself on a success.
Drag Under. The anakore can drag underground a grappled, Incapacitated, paralyzed or stunned target.
It inflicts 2d6 + 6 damage, and the target is removed from play. The target starts to suffocate (p.183 of
the Players Handbook). Every turn the target can attempt a Strength saving DC 13 throw to resurface.
The target reappears in the space it last occupied or in the nearest unoccupied space of its choice.
ANAKORE RENDER
Sliding from the sand with a grace that belies its bulk, an anakore render sets upon wounded and weak
prey. The bloodthirsty predator serves as the center of a coordinated ambush by a pack of anakores
making foes more vulnerable to attacks from its allies.

Anakore Render
Large Aberration, chaotic evil
Armor Class: 14 (natural armor)
Hit Points: 116 (9d10 + 27)
Speed: 30 ft., burrow 10ft
STR
19 (+4)

DEX
14(+2)

CON
16 (+3)

INT
6 (-2)

WIS
12 (+1)

CHA
6 (-2)

Skills: Stealth +6, Survival +5


Senses: darkvision 60ft, tremorsense 60ft, passive
Perception 11
Languages: Deep Speech
Challenge: 4 (1100xp)
Blood Frenzy. The anakore has advantage on melee attack rolls against any creature that doesn't have
all its hit points.
Sunlight Sensitivity. While in sunlight, the anakore has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.

Actions
Multiattack. The anakore makes two attacks. One with its bite and one with its claws.
Claws. Melee Weapons Attack: +6 to hit, reach 5ft, one target. Hit: 12 (2d6 + 4) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 12 (2d6 + 4) piercing damage and the
target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. Until this poison
ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns,
ending the poison on itself on a success.
ANAKORE DUNE KING

A geyser of sand and a scream of raw hunger signal an attack by a dune king leading a band of its lesser
kin. Anakore dune kings are as nimble above the sand as they are beneath it.

Anakore Dune King


Medium Aberration, chaotic evil
Armor Class: 15 (natural armor)
Hit Points: 118 (15d8 + 30)
Speed: 30 ft., burrow 10ft
STR
17 (+3)

DEX
16(+3)

CON
14 (+2)

INT
8 (-1)

WIS
14 (+2)

CHA
8 (-1)

Saving Throws: Dex +6, Con +5


Skills: Perception +8, Stealth +9, Survival +8
Senses: darkvision 60ft, tremorsense 60ft, passive
Perception 15
Languages: Deep Speech
Challenge: 6 (2300xp)
Sunlight Sensitivity. While in sunlight, the anakore has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
Hunter King. While the Dune King is alive he and the other anakore in the hunting party have advantage
on attack rolls against a creature if at least one of the anakore's allies is within 5 feet of the creature and
the ally isn't incapacitated.

Actions
Multiattack. The anakore makes two attacks. One with its bite and one with its claws.
Claws. Melee Weapons Attack: +6 to hit, reach 5ft, one target. Hit: 6 (1d6 + 3) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 8 (2d4 + 3) piercing damage and the
target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. Until this poison
ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns,
ending the poison on itself on a success.
Sand Burst (Recharge 4-6). The Dune king jump in the ground, or burst from it, projecting rock and sand
around like shrapnel. All creatures in a 10ft radius must make a Dexterity saving throw at DC 14 and be
knocked prone and take 20 (4d10) piercing damages on a failed save or half damage and not being
prone on a successful one.

Armand

LORE Armands are nomadic humanoids who wander the desert of Athas in search of new experiences.
They operate as a democratic unit with all adult armands able to voice and vote in council. They dont
believe in individual ownership and share all possessions and resources among other armands. Their
philosophy scorns wealth because of its transitory nature. Of infinitely greater value are experiences,
and those armands who have traveled, adventured, and returned to the tribe are deemed wise ones
whose advice carries the most weight. Thus, many young adult armands leave their families and seek to
see more of the world.
Armands worship through their philosophy the ideal of travel, nature, and the sun. They spend long
moments meditating on the meaning of event but prefer to stray away from other races, avoiding
conflicts when possible.
This pacifist mentality makes the armands the exception in the unforgiving land of Athas. Armand avoid
at all cost the city states of the sorcerer-kings, despising the tyrannical rule that is law there. They enjoy
civil relations with the giants of the Sea of Silt and trade with them often. They also do business with
various aarakocra tribes of mountain chain of the Ringing Mountains. A tribe of armands will typically
build a caravanserai around or near a desert oasis and open its gates to traders, adventurers, and other
peaceful visitors.

In the south-east armands wandered freely across the deserts, maintaining a large monastery and
trading post on the slopes of the Estuary of the Forked Tongue. However, the Dead Land undeads raids
destroyed the armand monastery, and the few armand tribes that survived were driven north, into the
inhospitable Salt Meres of Bodach and armand nomads have wandered the desert as free folk ever
since.
ENCOUNTER An armand tribe usually consists of several small, closely knit family groups that come
together to share resources. When faced with a deadly common foe, many tribes will converge on a
defensible location to make their stand. Tribes look to the wardens for leadership, and a single tribe
may have several wardens leading it. The armands rarely build permanent dwellings. They live in large
communal tents or take advantage of ready shelter, such as caves.
ARMAND
An armand prefers to avoid combat. It enjoys living and treasures new experiences. An armand rarely
starts a conflict because combat too often causes an untimely end and deprives the armand or its foe of
the pleasures of life. However, it will certainly fight if attacked.

Armand
Small humanoid, loyal neutral
Armor Class: 13 (natural armor)
Hit Points: 17 (3d6 + 6)
Speed: 20ft.
STR
10 (+0)

DEX
15(+2)

CON
15 (+2)

INT
10 (+0)

WIS
13 (+1)

CHA
8 (-1)

Skills: History +2, Insight +5


Senses: darkvision 60ft, passive Perception 11
Languages: Armandish, Common
Challenge: 1/4 (50xp)

Actions
Claws. Melee Weapons Attack: +4 to hit, reach 5ft, one target. Hit: 4 (1d4 + 2) slashing damage.

Reactions
Stable Stance. When the armand is subjected to an effect that would move it, knock it prone, or both, it
can use its reaction to neither moved nor knocked prone.
ARMAND WARDEN
Armand leaders arise from those who have traveled widely and experienced much. It is the duty of an
armand warden to return to the tribe and lend its wisdom to the group. An armand warden fights
fiercely to defend itself or any other armand.

Armand Warden
Small humanoid, loyal neutral

Armor Class: 16 (natural armor)


Hit Points: 65 (10d6 + 30)
Speed: 40ft.
STR
10 (+0)

DEX
17(+3)

CON
17 (+3)

INT
10 (+0)

WIS
15 (+2)

CHA
8 (-1)

Saving Throws: Str +2, Dex +5


Skills: History +2, Insight +4
Damage Immunities : poison
Condition Immunities: charmed, disease, frightened,
poisoned
Senses: darkvision 60ft, passive Perception 12
Languages: Armandish, Common
Challenge: 3 (700 xp)
Evasion. If an armand makes a successful Dexterity saving throw against an attack that normally deals
half damage on a successful save, he instead takes no damage, and only half damage if he fails.
Magical Strikes. The unarmed strikes and kama strikes of the armand count as magical weapons for the
purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Stunning Strike. Once per turn, the armand can make a stunning strike. A creature hit by a melee
weapon attack of the armand must succeed on a DC 13 Constitution saving throw or be stunned until
the end of the armands next turn.

Actions
Multiattack. The armand makes three attacks with its kama.
Kama. Melee Weapons Attack: +5 to hit, reach 5ft, one target. Hit: 7 (1d6 + 3) slashing damage.
Wholeness of Body (Recharge after a Long Rest). The armand focus his mind and regains 30 hit points.

Reactions
Deflect Missile. When the armand is hit by a ranged weapon attack it can use its reaction to reduce the
damage by 1d10 + 13.
Stable Stance. When the armand is subjected to an effect that would move it, knock it prone, or both, it
can use its reaction to neither moved nor knocked prone.

Baazrag

A LONE BAAZRAG STALKS THE DESERT PLAINS, hunting a large, six-legged beast amid the dunes and
rocks. When the prey realizes the danger, it attempts to escape, but not before the baazrag's jaws shut
over a back leg. The quarry whirls and hisses, its jagged mandibles clicking furiously. The baazrag pads
backward a few paces and looses a piercing squeal. Within seconds, further squeaks answer from
nearby, and a dozen more baazrags bound over the dunes. The fero cious pack closes around the
beetlelike creature and takes it down, one vicious bite at a time.
LORE: Anywhere that rough terrain provides cover for their burrows, baazrags can be found in large
numbers. These wild beasts are vermin that eat anything they can find. Each individual sees to its own
needs, fattening up on weeds and tiny prey, and storing water in a sac under its bony back shell. When
larger prey is found, the pack works together for the promise ofa good meal for all.
All baazrags are born female. Some members of a pack become male when an egg-laying breeder is
nearby. These males tend to the breeder, defending her and her eggs as well as any hatchlings. Powerful
baazrags have a natural psychic sensitivity. Large psychic disturbances irritate these creatures and can
drive them to attack.
ENCOUNTERS: Humanoids of all sorts domesticate baazrags, which make good house guards and pest
hunters. Baazrags are also used to carry small loads or pull small vehicles. If a baazrag is born among
other types of creatures or becomes accustomed to those who offer it food and comfort, it considers
such beings to be part of its pack. Clever humanoids use this trait to tame baazrags as guard beasts.
Baazrags tend to ignore creatures they cannot eat, such as undead. These inedible creatures, in turn,
treat the baazrags similarly and ignore them. Thus, explorers might find a lair being shared by the two
groups. Baazrags gain confidence, focus, and ferocity in numbers. Although they hunt singly, each
baazrag acts as a scout for the pack. When a hunter finds prey, its distinct call brings its mates to swarm
over the target. The baazrags relentlessly bite this prey and follow the creature until it falls or it proves
too tough to pull down, forcing the baazrags to retreat. A baazrag breeder enters combat by culling a
victim from the herd with psychiClure. Then it pounces on that individual, distinguishing it as a target for
at least a few of its brood.

BAAZRAG GNAWER
The gnawer lives near its packmates in hollows found in stony barrens. It bounds among the rocks,
making chirps and clicks to keep the other baazrags informed about what it finds. The gnawer is the
most tenacious hunter of the pack-once it clamps onto its prey, it refuses to let go.

Baazrag Gnawer
Small beast (reptile), unaligned
Armor Class: 11 (natural armor), 13 (Latched)
Hit Points: 11 (3d6 + 3)
Speed: 40 ft.
STR
10 (+0)

DEX
15(+2)

CON
13 (+1)

INT
2 (-4)

WIS
14 (+2)

CHA
10 (+0)

Skills: Perception +4
Senses: passive Perception 14
Languages: Challenge: 1/4 (50xp)
Pack Harrier. A baazrag has advantage on attack rolls against a creature if at least one of the baazrag's
allies is within 5 feet of the creature and the ally isn't incapacitated.
Latcher. While latched onto a creature, the gnawer gains +2 bonus to AC.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 4 (1d6 + 2) piercing damage and the
target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The gnawer
latches onto the target. While the gnawer is latched onto a target, whenever the target moves, the
gnawer moves with it, ending this movement in a square of its choice adjacent to the target. This
movement doesn't provoke opportunity attacks. The gnawer can be latched onto no more than one
creature at a time.
BAAZRAG SWARM
Clicking and squeaking as they swarm a creature, the baazrag hatchlings make a noise that is
unforgettable. A single baazrag is trouble, though not necessarily deadly. A swarm ofhatchlings,
however, can easily knock down a foe and bite it to death.

Baazrag Swarm
Medium swarm of tiny beast (reptile), unaligned
Armor Class: 14 (natural armor)
Hit Points: 56 (8d8+ 8)
Speed: 40 ft.
STR
8 (-1)

DEX
15(+2)

CON
13 (+1)

INT
2 (-4)

WIS
14 (+2)

CHA
10 (+0)

Damage Resistance: bludgeoning, piercing, slashing


Condition Immunities: charmed, frightened, paralyzed,
petrified, prone, restrained, stunned
Skills: Perception +4
Senses: passive Perception 14
Languages: Challenge: 2 (450xp)
Pack Harrier. A swarm of baazrag has advantage on attack rolls against a creature if at least one of the
baazrag's allies is within 5 feet of the creature and the ally isn't incapacitated.
Swarm. The swarm can occupy another creatures space and vice versa, and the swarm can move
through any opening large enough for a Tiny creature. The swarm cant regain hit points or gain
temporary hit points.
Bloodthirsty swarm. The swarm is frenzied by blood and inflict 2d6 extra damage on melee attack
against any creature that doesn't have all its hit points.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 0ft, one target in the swarms space. Hit: 8 (2d6) piercing
damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute.
BAAZRAG BREEDER
Most baazrags never grow beyond a certain size. A few, however, develop into much larger creatures
that can produce eggs. A baazrag breeder defends its egg clutches and progeny with heedless ferocity.

Baazrag Breeder
Large beast (reptile), unaligned
Armor Class: 15 (natural armor)
Hit Points: 105 (11d10+ 33)
Speed: 40 ft.
STR
18 (+4)

DEX
15(+2)

CON
16 (+3)

INT
3 (-4)

WIS
14 (+2)

CHA
10 (+0)

Damage Resistance: psychic


Skills: Perception +4
Senses: passive Perception 14
Languages: Challenge: 5 (1800xp)
Pack Harrier. A baazrag has advantage on attack rolls against a creature if at least one of the baazrag's
allies is within 5 feet of the creature and the ally isn't incapacitated.
Psychic Provocation. If a spell or power dealing psychic damages or used by a psionic creature is used in
a 60ft radius around the Baazrag Breeder the creature can use a bonus action to Dash toward the
creature. If the Baazrag is already in contact with the creature it can make a bonus bite attack instead.

Actions
Multiattack. The baazrag makes two attacks. One with its bite and one with its claws.
Claws. Melee Weapons Attack: +7 to hit, reach 5ft, one target. Hit: 11 (1d10 + 4) slashing damage.

Bite. Melee Weapon Attack: +7 to hit, reach 0ft, one target in the swarms space. Hit: 20 (3d8 +4)
piercing damage and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1
minute.

Belgoi

TERRIBLE SOUNDS ARE CARRIED across the Athasian plains, but perhaps the most insidious is the
jingling of small bells- the work of belgoi. The dissonant chimes of these gaunt humanoids tug at
travelers' minds, entrancing victims and luring them out into the wastes, where they become easy prey
for the hungry belgoi.
LORE Once a proud, evil race of fey, the belgoi were stranded in the barrens of Athas by the destruction
of their homelands. They came to hate the desert world and all its residents, and they degenerated into
a madness that has led them to devour other humanoids and despoil all they touch. Life force literally
leaks from some of the wounds inflicted by belgoi.
Belgoi gather in small, nomadic tribes that are led by the strongest member. They ruin wherever they
live, consuming everything they can and destroying or polluting the rest. While the tribe camps, hunting
parties scour the surrounding area for game. Belgoi kill and eat whatever they can catch, but they prefer
meat seasoned with the terror that a sentient creature feels when it faces impending death.

BeJgoi have another reason for devouring humanoids-they believe that eating the flesh of a victim
grants them the fallen one's power. The strongest belgoi have consumed numerous enemies. For the
sake of gaining and conserving personal power, belgoi also eat their own dead. They harbor a special
taste for eladrin, whom they blame for destroying their home.
ENCOUNTERS Wicked humanoids such as gith might ally with belgoi or take in a few stalkers or hunters
that lack the numbers to form their own raiding band or tribe. Like other humanoids, belgoi catch and
tame wild beasts such as baazrags, chathrangs, and drakes. In particular, belgoi keep creatures that are
skilled trackers or that can sniffout wounded prey. These beasts are intentionally malnourished by the
belgoi, making them vicious and forcing them to fend for themselves.
BELGOI CRAVEN
The weakest belgoi are cowardly creatures that rely on their stronger kin for cover and aid. They seek to
gang up on wounded or isolated foes.

Belgoi Craven
Medium fey, chaotic evil
Armor Class: 12
Hit Points: 32 (6d8)
Speed: 30ft.
STR
15 (+2)

DEX
14 (+2)

CON
10 (+0)

INT
13 (+1)

WIS
13 (+1)

CHA
14 (+2)

Saving Throws: Int +3, Wis +3, Cha +4


Skills: Athletic +4, Stealth +4
Senses: darkvision 60ft., passive Perception 11
Languages: Common, Elvish, Sylvan
Challenge: 1 (200xp)
Innate Spellcasting (Psionics). The belgoi's innate spellcasting ability is Charisma (spell save DC 12). The
belgoi can innately cast the following spells, requiring no material components:
At will: Sleep
3/day each: Blur, Crown of Madness, Misty Step.

Actions
Claws. Melee Weapons Attack: +4 to hit, reach 5ft, one target. Hit: 6 (1d6 + 2) slashing damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft or range 20/60ft., one target, Hit: 5 (1d6 +2)
piercing damage, or 7 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Short bow. Ranger Weapon Attack: +4 to hit, reach 5ft or range 80/320ft., one target, Hit: 5 (1d6 +2)
piercing damage.
Compelling Bell (Recharge 5-6). The belgoi rings his bell and target one humanoid or beast that he can
see with 30ft of him. If the target can hear the bell it must succeed on a Wisdom saving throw DC 13 or
being magically charmed. Deafened creatures are immune to this capacity. The charmed creature
regards the belgoi as a frightening master to be heeded and obeyed. Although the target isn't under the
belgoi's control, it takes the belgoi's requests or actions in the most favorable way it can. Each time the

belgoi or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on
itself on a success. Otherwise, the effect lasts for an hour or until the belgoi dies, is on a different plane
of existence from the target, or ends the effect as a bonus action. If a targets saving throw is successful,
the target is immune to the belgoi's Compelling Bell for the next 24 hours. The belgoi can have no more
than one humanoid and up to three beasts charmed at a time.
BELGOI STALKER
Slinking through the wastes alone, a belgoi stalker watches for travelers who are struggling to survive,
engaged in a fight, or otherwise distracted. Flitting on the edges of a battle, the stalker gently rings its
bell, drawing a lone victim away from the group.

Belgoi Stalker
Medium fey, chaotic evil
Armor Class: 14 (Hide Armor)
Hit Points: 54 (10d8 +10)
Speed: 30ft.
STR
15 (+2)

DEX
16 (+3)

CON
12 (+1)

INT
13 (+1)

WIS
13 (+1)

CHA
16 (+3)

Saving Throws: Int +3, Wis +3, Cha +5


Skills: Athletic +4, Stealth +7, Survival +3
Senses: darkvision 60ft., passive Perception 11
Languages: Common, Elvish, Sylvan
Challenge: 3 (700xp)
Innate Spellcasting (Psionics). The belgoi's innate spellcasting ability is Charisma (spell save DC 13). The
belgoi can innately cast the following spells, requiring no material components:
At will: Sleep
3/day each: Blur, Crown of Madness, Hunters Mark, Misty Step
1/day each: Invisibility, Locate Creature, Slow

Actions
Multiattack. The belgoi makes two attacks. Two with its claws or two with its longbow.
Claws. Melee Weapons Attack: +4 to hit, reach 5ft, one target. Hit: 6 (1d6 + 2) slashing damage.
Net. Ranger Weapon Attack: +5 to hit, range 5/15ft., one target, Hit: Special (p.148 of the Players
Handbook).
Longbow. Ranger Weapon Attack: +5 to hit, range 150/600ft., one target, Hit: 7 (1d8 +3) piercing
damage and the target must make a DC 13 Constitution saving throw, taking 5 (2d4) poison damage on a
failed save, or half as much damage on a successful one.
Compelling Bell (Recharge 5-6). The belgoi rings his bell and target one humanoid or beast that he can
see with 30ft of him. If the target can hear the bell it must succeed on a Wisdom saving throw DC 13 or
being magically charmed. Deafened creatures are immune to this capacity. The charmed creature
regards the belgoi as a frightening master to be heeded and obeyed. Although the target isn't under the
belgoi's control, it takes the belgoi's requests or actions in the most favorable way it can. Each time the
belgoi or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on

itself on a success. Otherwise, the effect lasts for an hour or until the belgoi dies, is on a different plane
of existence from the target, or ends the effect as a bonus action. If a targets saving throw is successful,
the target is immune to the belgoi's Compelling Bell for the next 24 hours. The belgoi can have no more
than one humanoid and up to three beasts charmed at a time.
BELGOI MANHUNTER
Most belgoi devour enemies for their strength and believe that each fallen enemy grant them strength.
The belgoi manhunter have embraced this idea and indulge in extreme cannibalism, crafting armors
with the bones of their fallen foes. This gruesome diet bolsters their psychic abilities to an unparalleled
level in their race. They like nothing more than devouring the flesh of a terrified prey.

Belgoi Manhunter
Medium fey, chaotic evil
Armor Class: 17 (bone half plate)
Hit Points: 94 (14d8 +28)
Speed: 30ft.
STR
17 (+3)

DEX
16 (+3)

CON
15 (+2)

INT
13 (+1)

WIS
13 (+1)

CHA
18 (+4)

Saving Throws: Int +4, Wis +4, Cha +7


Skills: Athletic +9, Stealth +6
Senses: darkvision 60ft., passive Perception 11
Languages: Common, Elvish, Sylvan
Challenge: 8 (3,900xp)
Innate Spellcasting (Psionics). The belgoi's innate spellcasting ability is Charisma (spell save DC 15). The
belgoi can innately cast the following spells, requiring no material components:
At will: Sleep
3/day each: Blur, Crown of Madness, Misty Step.
2/day each: Haste, Hypnotic Pattern, Vampiric Touch
1/day each: Hallucinatory Terrain, Insect Plague

Actions
Multiattack. The belgoi makes two attacks. Two with its claws or two psychic lash.
Claws. Melee Weapons Attack: +6 to hit, reach 5ft, one target. Hit: 12 (2d6 + 3) slashing damage plus 9
(2d8) psychic damage.
Psychic Lash. Ranger Weapon Attack: +6 to hit, range 120ft., one target, Hit: 16 (4d6) psychic damage
and the target must make a DC 15 Intelligence saving throw, or become stunned until the end of the
belgoi next turn.
Bell of Terror (Recharge 4-6). The belgoi rings his bell and target one humanoid or beast that he can see
with 30ft of him. If the target can hear the bell it must succeed on a Wisdom saving throw DC 15 or
being magically frightened. Deafened creatures are immune to this capacity. The effect lasts for one
minute or until the belgoi dies, is on a different plane of existence from the target, or ends the effect as
a bonus action. A frightened target can repeat the saving throw at each of its turns, ending the effect on

itself on a success. If a targets saving throw is successful, the target is immune to the belgoi's Bell of
Terror for the next 24 hours.
BELGOI CALLER
When a caller leads the belgoi on a hunt, they are emboldened by the rallying presence of this powerful
war chief. The caller strides fearlessly among the belgoi's foes, lashing their minds, sapping their wills,
and turning them against one another. Through it all, the discordant jingling of the caller's bell never
ceases.

Belgoi Caller
Medium fey, chaotic evil
Armor Class: 18
Hit Points: 161 (19d8 +38)
Speed: 30ft.
STR
15 (+2)

DEX
17 (+3)

CON
14 (+2)

INT
15 (+2)

WIS
15 (+2)

CHA
20 (+5)

Saving Throws: Int +7, Wis +7, Cha +10


Skills: Athletic +7, Stealth +8
Senses: darkvision 60ft., passive Perception 12
Languages: Common, Elvish, Sylvan
Challenge: 13 (3,900xp)
Foresight: The belgoi has a limited ability to see into the immediate future. It cant be surprised, and has
advantage on attack rolls, ability checks and saving throws. Additionally other creatures have
disadvantages on attack rolls against the belgoi.
Innate Spellcasting (Psionics). The belgoi's innate spellcasting ability is Charisma (spell save DC 18). The
belgoi can innately cast the following spells, requiring no material components:
At will: Sleep
3/day each: Blur, Crown of Madness, Misty Step.
2/day each: Confusion, Greater Invisibility, Hypnotic Pattern, Phantasmal killer
1/day each: Etherealness, Hallucinatory Terrain, Dominate Monster, True Seeing
Psychic Defense. While the belgoi is wearing no armor and wielding no shield, its AC includes its
Charisma modifier.

Actions
Multiattack. The belgoi makes two attacks. Two with its claws or two psychic lash.
Claws. Melee Weapons Attack: +7 to hit, reach 5ft, one target. Hit: 10 (2d6 + 2) slashing damage plus 24
(5d8) psychic damage.
Psychic Lash. Ranger Weapon Attack: +8 to hit, range 120ft., one target, Hit: 28 (5d10) psychic damage
and the target must make a DC 18 Intelligence saving throw, or become stunned until the end of the
belgoi next turn.
Command of the Bell (Recharge 4-6). The belgoi rings his bell and each humanoid and beast within 60ft
of him that can hear the bell must succeed on a Wisdom saving throw DC 18 or being magically
charmed. Deafened creatures are immune to this capacity. The charmed creature regards the belgoi as a

frightening master to be heeded and obeyed. Although the target isn't under the belgoi's control, it
takes the belgoi's requests or actions in the most favorable way it can. Each time the belgoi or its allies
do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a
success. Otherwise, the effect lasts for 24 hours or until the belgoi dies, is on a different plane of
existence from the target, or ends the effect as a bonus action. If a targets saving throw is successful,
the target is immune to the belgoi's Command of the Bell for the next 24 hours. The belgoi have no limit
on the number of humanoids and beasts he can have charmed at a time.

Reactions
Teleport. The belgoi psionically teleports, along with any equipment it is wearing or carrying, up to 120
feet to an unoccupied space it can see.

Braxat

ENCASED IN AN ARMORED CARAPACE, this hulking reptilian beast strides through the forlorn barrens in
search of prey. Those who have never encountered a braxat might mistake it for a simple-minded brute,
realizing too late that the creature is a walking arsenal of both physical and mental weapons. Braxats are
violent, nocturnal hunters that stalk mountainous and desert regions. These dangerous, evil humanoids

prey exclusively on intelligent beings, whom they take great pleasure in torturing, killing, and eating.
Their taste for humanoid flesh can take them deep into civilized lands, where prey is plentiful and easy
to catch.
LORE Over the centuries, life-warping magic in the remote wilderness has spawned many perverse
creatures, including braxats. They arose from four-legged reptilian beasts similar to mekillots, gaining
sentience and a malicious nature under a grim magical influence. A braxat is a hulking, bipedal, lizardlike
humanoid that towers over many giants at its full adult height of 15 feet. Its features are a combination
of those of a rhinoceros and a spiny beetle. The top of its head and its back are lined with thick,
horncovered plates, and a single, massive horn juts up from between its nostrils. Creatures smaller and
weaker than a braxat can expect contempt from it at best and death at worst. Anything as big and
powerful as a braxat - including other braxats - is a target of its hate and competitiveness. When facing
stronger foes, braxats sometimes overlook their rivalries to band together. They particularly detest
giants and ally to raid giants' tribes.
Braxats also come together in mated pairs or in service to more powerful overlords. They mate only
when food is plentiful and shelter, such as a cavern or a buried ruin, is available for the eggs and
hatchlings. Even so, one braxat that has a desire to mate must subjugate another to this purpose.
Similarly, anyone who wishes to employ a braxat must first prove stronger than the creature or help it
gain more food and wealth than it could amass on its own. Adult braxats fight to the death rather than
submit to an untested foe.
ENCOUNTERS Few creatures have enough power to earn the respect of an adult braxat. Strong leaders
who promise success in hunting and pillaging might win over a braxat by appealing to its mercenary
streak. Sometimes a braxat agrees to serve as muscle for a potent evil being. Only the foulest
humanoids can tolerate a braxat's cruelty and violence. Braxats respect neither law nor authority, and
they fear no one. Their awesome strength, psionic abilities, and damage reduction make them nearly
unstoppable, and it is not uncommon for a single band of them to wipe out several humanoid
settlements in the course of a year. Occasionally a few survivors from braxat raids band together and try
to hunt the creatures down, but rarely do they succeed in exacting vengeance. Experienced adventurers
have been known to hunt braxats for sport, pitting their experience and cleverness against the
creatures raw cunning and psionic abilities. As such hunters have discovered to their dismay, braxats
are quite proficient at protecting themselves with deadly traps and ambushes. Most such hunts end in
victory for the braxats, but now and then one is successful, yielding a few braxat-horn trophies to the
hunters. These horns have no value in themselves, but artists sometimes carve intricate sculptures on
them and sell them as art objects.
An enterprising or lucky braxat might become the chieftain of a raiding tribe of savage and callous
humanoids. Such a band boldly claims a wide swath of territory and turns the choicest morsels and
treasures over to its brutal chief. Braxats have no loyalty, however, and if food grows scarce, they will
turn on weaker allies, other braxats, and even members of their own families. Braxats live in a tribal
society in which males and females have equal social status and access to leadership positions. Each
tribal leader must prove his or her worthiness annually in a ritual combat with a single challenger who
has earned the right of contest through successful raiding over the past year.

Young braxats are trained to fight from the time they can stand. Deadly combat between young braxats
over potential mates, lairs, or treasure is encouraged to ensure that only the strongest and cleverest
survive to reproduce.
Once a young braxat is deemed worthy to join a warband, that group becomes his or her second family.
Switching to a different warband occurs only rarelyusually when most of a band has been killed in
battle. Aggression between bandmates is strictly forbidden, since cooperation is vital to a successful
hunt. Killing a bandmate is punishable by the immediate execution of both the offender and his or her
family.
BRAXAT JUVENILE
Even a young braxat is a dire threat. Early on, it can be conditioned to view another creature as its
superior. As it grows in size and intellect, however, the braxat might change its mind. Many juveniles
never reach adulthood, dying young while serving wealthy Athasians as guardians or gladiators.

Braxat Juvenile
Large humanoid (braxat), neutral evil
Armor Class: 17 (natural armor)
Hit Points: 95 (10d10 +30)
Speed: 40ft.
STR
18 (+4)

DEX
12 (+1)

CON
16 (+3)

INT
8 (-1)

WIS
15 (+2)

CHA
8 (-1)

Damage Resistances: psychic; bludgeoning, piercing and


slashing from nonmagical weapons
Damage Immunities: acid
Saving Throws: Con +7, Wis +6
Senses: darkvision 60ft., passive Perception 12
Languages: Common, Giant, telepathy 120ft.
Challenge: 9 (5,000xp)
Charge. If the braxat moves at least 20 feet straight toward a target and then hits it with a gore attack
on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it
must succeed on a DC 16 Strength saving throw or be knocked prone.
Innate Spel/casting (Psionics). The braxat's innate spellcasting ability is Wisdom (spell save DC 14). It
can innately cast the following spells, requiring no components:
At will: Dimensional Door
1/day each: Confusion

Actions
Multiattack. The braxat makes two attacks. One with its claws and one with its gore.
Claws. Melee Weapons Attack: +8 to hit, reach 5ft, one target. Hit: 13 (2d6 + 4) slashing damage.
Gore. Melee Weapons Attack: +8 to hit, reach 5ft, one target. Hit: 16 (2d8 + 4) piercing damage.
Caustic Spit (Recharge 5-6). The braxat exhales acid in a 30ft cone. Each creature in that area must make
a DC 16 Dexterity saving throw, taking 29 (8d6) acid damage on a failed save, or half as much damage on
a successful one.

Mind Blast (Recharge 5-6). The braxat magically emits psychic energy in a 60-foot cone. Each creature in
that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 2) psychic damage and be
stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the
effect on itself on a success.
BRAXAT RAIDER
Protected by its articulated carapace, a braxat raider thunders through the desert, looking for creatures
to kill and eat. It likes to wait along caravan routes or near outlying villages, devouring travelers,
villagers, and livestock.

Braxat Raider
Large humanoid (braxat), neutral evil
Armor Class: 19 (natural armor)
Hit Points: 176 (15d10 + 60)
Speed: 40ft.
STR
20 (+5)

DEX
12 (+1)

CON
18 (+4)

INT
8 (-1)

WIS
17 (+3)

CHA
8 (-1)

Damage Resistances: psychic; bludgeoning, piercing and


slashing from nonmagical weapons
Damage Immunities: acid
Saving Throws: Con +8, Wis +7
Senses: darkvision 60ft., passive Perception 13
Languages: Common, Giant, telepathy 120ft.
Challenge: 12 (8,400xp)
Charge. If the braxat moves at least 20 feet straight toward a target and then hits it with a gore attack
on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it
must succeed on a DC 17 Strength saving throw or be knocked prone.
Innate Spel/casting (Psionics). The braxat's innate spellcasting ability is Wisdom (spell save DC 15). It
can innately cast the following spells, requiring no components:
At will: Dimensional Door
1/day each: Confusion, Feeblemind

Actions
Multiattack. The braxat makes two attacks. One with its claws and one with its gore; or two attacks with
its greatclub.
Claws. Melee Weapons Attack: +9 to hit, reach 5ft, one target. Hit: 14 (2d6 + 5) slashing damage.
Gore. Melee Weapons Attack: +9 to hit, reach 5ft, one target. Hit: 17 (2d8 + 5) piercing damage.
Greatclub. Melee Weapons Attack: +9 to hit, reach 5ft, one target. Hit: 21 (3d8 + 5) bludgeoning
damage.
Caustic Spit (Recharge 5-6). The braxat exhales acid in a 30ft cone. Each creature in that area must make
a DC 17 Dexterity saving throw, taking 40 (10d6) acid damage on a failed save, or half as much damage
on a successful one.
Mind Blast (Recharge 5-6). The braxat magically emits psychic energy in a 60-foot cone. Each creature in

that area must succeed on a DC 17 Intelligence saving throw or take 34 (6d8 + 3) psychic damage and be
stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the
effect on itself on a success.
BRAXAT LORD
A braxat can grow so large and psychically powerful that only the strongest creatures on Athas can hope
to oppose it. These braxat lords view most other beings as prey or potential slaves-those that don't end
up in a lord's belly usually end up serving its dark whims.

Braxat Lord
Huge humanoid (braxat), neutral evil
Armor Class: 21 (natural armor)
Hit Points: 306 (21d12 + 105)
Speed: 40ft.
STR
23 (+6)

DEX
12 (+1)

CON
20 (+5)

INT
10 (+0)

WIS
19 (+4)

CHA
10 (+0)

Damage Resistances: psychic; bludgeoning, piercing and


slashing from nonmagical weapons
Damage Immunities: acid
Saving Throws: Con +10, Wis +9
Senses: darkvision 60ft., passive Perception 14
Languages: Common, Giant, telepathy 120ft.
Challenge: 16 (15,000xp)
Charge. If the braxat moves at least 20 feet straight toward a target and then hits it with a gore attack
on the same turn, the target takes an extra 18 (4d8) bludgeoning damage. If the target is a creature, it
must succeed on a DC 18 Strength saving throw or be knocked prone.
Innate Spel/casting (Psionics). The braxat's innate spellcasting ability is Wisdom (spell save DC 17). It
can innately cast the following spells, requiring no components:
At will: Dimensional Door, Phantasmal Killer
1/day each: Antipathy/Sympathy, Confusion, Forcecage, Feeblemind

Actions
Multiattack. The braxat makes two attacks. One with its claws and one with its gore; or two attacks with
its maul.
Claws. Melee Weapons Attack: +11 to hit, reach 5ft, one target. Hit: 18 (3d6 + 6) slashing damage.
Gore. Melee Weapons Attack: +11 to hit, reach 5ft, one target. Hit: 25 (3d10 + 6) piercing damage.
Maul. Melee Weapons Attack: +11 to hit, reach 5ft, one target. Hit: 31 (3d12 + 6) bludgeoning damage.
Caustic Spit (Recharge 4-6). The braxat exhales acid in a 30ft cone. Each creature in that area must make
a DC 18 Dexterity saving throw, taking 46 (12d6) acid damage on a failed save, or half as much damage
on a successful one.
Mind Blast (Recharge 4-6). The braxat magically emits psychic energy in a 60-foot cone. Each creature in
that area must succeed on a DC 18 Intelligence saving throw or take 42 (8d8 + 4) psychic damage and be

stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the
effect on itself on a success.

Brohg

LEFT TO THEIR OWN DEVICES, these four-armed giantkin wander the deserts in small nomadic bands,
eking out primitive existences, guided by primal spirits. Their dull minds encourage their simple ways.
But the bestial brohgs are rarely left alone - to the contrary, other Athasians conscript them to fight as
gladiators in the arena or as soldiers on the battlefield.
LORE Brohgs are simple giantfolk with archaic ways. While wandering in small bands or living in
sheltered dwellings among cliffs or canyons, they listen to the whispers of primal spirits and worldbound elementals. They rarely use the primal magic granted by these entities except to find food and
water. Instead, brohgs lead moderate lives, taking only what they need from the land and occasionally
meeting with other brohgs to mate and swap stories. Despite its dim intellect, the typical brohg is a
capable survivalist and naturally talented at combat.

A brohg that focuses its attention on the fighting arts, as the elite hunters among free brohgs do,
becomes a skillful warrior. This talent makes brohgs targets for slavers looking for gladiator and soldier
slaves. Brohgs that learn the value of their abilities flee the slavers and become mercenaries instead.
Every brohg has a natural sense for arcane magic, which the four-armed creatures see as a blight
brought to Athas by evil spirits. They believe that arcanists traffic with foul, unseen beings, so brohgs
distrust all arcanists and hate all defilers. It is possible that some great harm came to brohgs long ago
through the misuse of arcane power, or that the brohg race was spawned through the manipulation of
such energy.
Once in every generation or two, a brohg is born with innate arcane power that manifests in
adolescence. Afraid to kill the accursed one for fear of releasing evil spirits, the tribe banishes the
renegade into the wastes, where it travels alone and lives as a hermit. Few such renegades have the
wherewithal to learn anything more difficult than defiling sorcery. The use of defiling magic eventually
taints these brohg renegades, and their belief that they are possessed by evil spirits hastens their
corruption.
ENCOUNTERS Brohgs keep hardy beasts as pets. They also ally with earth creatures such as galeb duhrs,
other giants, and some humanoids. A brohg might be found as a mercenary or a slave soldier among
civilized folk or in an arena. Evil creatures join forces with malevolent brohg renegades, and in a few
cases, such renegades have set themselves up as masters of other degenerate brohgs.
BROHG HURLER
The hurler is quick on its feet and adept at grabbing and throwing boulders, objects, and even creatures
with its four arms. A brohg hurler prefers to skulk behind its tribe's warriors and hurl boulders at
enemies from afar.

Brohg Hurler
Huge giant, neutral
Armor Class: 13 (natural armor)
Hit Points: 105 (10d12 + 40)
Speed: 50ft.
STR
21 (+5)

DEX
15 (+2)

CON
19 (+4)

INT
7 (-2)

WIS
9 (-1)

CHA
9 (-1)

Skills: Athletic +8, Perception +2, Survival +4


Senses: passive Perception 11
Languages: Giant
Challenge: 6 (2300xp)

Actions
Multiattack. The brohg makes two attacks. Two slam or hurl two rocks.
Slam. Melee Weapons Attack: +8 to hit, reach 5ft, one target. Hit: 13 (2d8 + 5) bludgeoning damage.
Rock. Ranged Weapon Attack: +8 to hit, range 60/240ft, one target. Hit: 21 (3d10 +5) bludgeoning
damage.

Reactions
Swift Reaction. When the brohg is hit with an attack coming from an attacker that he can see, it can use
its reaction to half the damages.
BROHG WARRIOR
Naturally ambidextrous, a brohg can carry a weapon or a shield in each of its four hands. A sharp-eyed
brohg warrior wields these armaments with the skill of a trained soldier. A brohg warrior, moves near
foes and engages as many of them as possible. Although a brohg warrior might stand and fight to cover
its allies' withdrawal, it is rarely willing to battle to the death.

Brohg Warrior
Huge giant, neutral
Armor Class: 15 (natural armor and shield)
Hit Points: 125 (12d12 + 60)
Speed: 50ft.
STR
21 (+5)

DEX
15 (+2)

CON
20 (+5)

INT
7 (-2)

WIS
9 (-1)

CHA
9 (-1)

Skills: Athletic +8, Perception +2, Survival +4


Senses: passive Perception 11
Languages: Giant
Challenge: 7 (2,900xp)

Actions
Multiattack. The brohg makes two attacks. Two spear attacks or hurl two rocks.
Spear. Melee Weapons Attack: +8 to hit, reach 5ft, or range 20/60ft., one target. Hit: 18 (3d8 + 5)
piercing damage.
Rock. Ranged Weapon Attack: +8 to hit, range 60/240ft, one target. Hit: 21 (3d10 +5) bludgeoning
damage.

Reactions
Swift Reaction. When the brohg is hit with an attack coming from an attacker that he can see, it can use
its reaction to half the damages.
BROHG RENEGADE
Brohgs dislike spellcasters and are enraged by defilers and by those who abuse arcane magic. Such
talents are taboo among brohg tribes. When a brohg is born capable of using magic, it is branded a
renegade among its own kind.

Brohg Renegade
Huge giant, neutral evil

Armor Class: 15 (with Mage Armor)


Hit Points: 155 (14d12 + 60)
Speed: 50ft.
STR
21 (+5)

DEX
15 (+2)

CON
20 (+5)

INT
7 (-2)

WIS
9 (-1)

CHA
17 (+3)

Skills: Athletic +9, Perception +3, Survival +5


Senses: passive Perception 12
Languages: Common, Giant
Challenge: 9 (5000xp)
Defiling. When the brohg stands in an area with living plants, he can drain their energy to power his
spells, treating them as if cast with a spell slot one level higher than he actually spends. The giant can
also cause each creature within 5ft of to make a Constitution saving throw DC 15 or take 1d6 necrotic
damage. If he does do, and at least one creature is damaged by this feature, he has advantage on the
attack roll of the spell, if it requires one, or else targets of the spell he is casting have disadvantage on
their saving throw. When he uses this feature, all plant life within 5ft of him turns black and withers, he
cannot use this feature in an area that has been defiled already.
Magic Resistance. The brohg has advantage on saving throws against spells and other magical effects.
Spellcasting. The brohg is a 10th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15,
+7 to hit with spell attacks). She has the following sorcerer spells prepared:
Cantrips (at will): Acid Splash, Fire Bolt, Light, Mage Hand, Ray of Frost, True Strike
1st level (4 slots): Expeditious Retreat, Mage Armor, Witch Bolt
2nd level (3 slots): See Invisibility, Shatter
3rd level (3 slots): Dispel Magic, Lightning Bolt, Slow
4th level (3 slots): Blight, Stoneskin
5th level (2 slots): Telekinesis, Wall of Stone

Actions
Multiattack. The brohg makes two attacks. Two spear attacks or hurl two rocks.
Slam. Melee Weapons Attack: +9 to hit, reach 5ft, one target. Hit: 13 (2d8 + 5) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240ft, one target. Hit: 21 (3d10 +5) bludgeoning
damage.
Blood Magic. The brohg may use this power to force each creature in a 5ft radius to make a DC 16
Constitution saving throw, taking 1d6 necrotic damage in case of failure. The brohg regains 2d8 hit
points, plus 1d6 hit points for each creature that failed the Constitution saving throw.

Reactions
Swift Reaction. When the brohg is hit with an attack coming from an attacker that he can see, it can use
its reaction to half the damages.

Cactus

ATHAS'S CACTI ARE IMPORTANT sources of water and sustenance, but a few species are mobile,
hazardous, or monstrous. Although most carnivorous plants are stationary hazards for the unwary, some
actively hunt prey.
LORE: A zombie cactus blooms with flowerlike protrusions sprouting four to eight violet berries filled
with refreshing nectar. It closely resembles the rare flowering oasis cactus, whose juicy fruit is salvation
for lost and thirsty travelers. With this tempting disguise it draws in its prey, then lashes out with lifestealing tendrils.
Sages believe that zombie cacti were created as traps by psionics-using slavers, aided by defilers, but
their creations were ultimately uncontrollable. Those cacti that were not destroyed found their way into
the desert. Hunter cacti are opportunistic hunters that grow and stay where prey is plentiful, moving on
from poor hunting grounds. They rely on their camouflage as they wait for distracted or unobservant
creatures to come close. A cactus might leave an occasional corpse uneaten, in hopes of attracting
scavengers that make a better meal. The flesh of a hunter cactus is succulent and nourishing, a tasty
reward for those who turn the tables on it.
ENCOUNTERS A zombie cactus exists alone or in a small patch amid a number of thralls. Sometimes
zombie cacti are encountered in pairs.

Although simple and self-serving, zombie cacti have a low cunning. They might form short-term alliances
with creatures that lure prey to them. A few are forced into the service of more powerful beings and
constantly look for a chance to escape.
Humanoids can train hunter cacti to coexist with them by feeding the predatory plants. Such cacti learn
to attack intruders other than their usual feeders and serve as easily overlooked guardians.
ZOMBIE CACTUS
Not all cacti are drab and prickly. The zombie cactus is a beautiful plant, with delicate spines and plenty
of juicy berries. It attracts thirsty creatures, then dominates and desiccates them, creating a small army
of undying servitors in the process.

Zombie Cactus
Large plant, unaligned
Armor Class: 12 (natural armor)
Hit Points: 110 (11d10 + 44)
Speed: 5ft. (earth walk)
STR
15 (+2)

DEX
15 (+2)

CON
19 (+4)

INT
4 (-3)

WIS
15 (+2)

CHA
17 (+3)

Damage Resistances: acid, cold, fire, lightning


Damage Immunities: necrotic, psychic
Condition Immunities: blinded, deafened
Senses: blindsight 60ft (blind beyond this radius), passive
Perception 12
Languages: Telepathy 60ft
Challenge: 5 (1800xp)
False Appearance. While the cactus remains motionless, it is indistinguishable from a normal cactus.
Poison Fruit. The cactus bears between four and eight nectar-filled fruit. A creature can pick a fruit and
drink its liquid in a single action. Any creature that drinks the liquid must succeed on a DC 15
Constitution saving throw or is dominated as if by the cactus's dominating spores.
Regeneration. The zombie cactus regains 15 hit points at the start of its turn if it has at least 1 hit point.

Actions
Lashing Tendrils. Melee Weapon Attack: +5 to hit, reach 10ft., one creature. Hit: 5 (1d6 + 2) bludgeoning
damages plus 15 (2d10 + 4) necrotic damage.
Needles. Ranged Weapon Attack: +5 to hit, range 30/60ft, one target. Hit: 8 (2d6 +2) piercing damage
and the target must succeed on a DC 15 Constitution saving throw or is under the influence of the
dominating spores and act as if under the influence of a Dominate Person spell. While at 0 hit points or
fewer, the target cannot save against this power. When a creature dominated by the cactus dies, it
becomes a zombie thrall at the start of the zombie cactus's next turn. The zombie thrall acts
immediately after the zombie cactus. The slain humanoid cannot be raised until the thrall is destroyed. A
Lesser Restauration, Greater Restauration, Heal or Wish spell can end the effect of the dominating
spores on a creature.
HUNTER CACTUS

Bristling with poisonous needles and long feeding spines a hunter cactus resembles a mundane desert
plant until unsuspecting prey wanders too close. A hunter cactus blends in with normal cacti around it.
Waiting for creatures to stop to gather sustenance from the plants. It launches poisonous spines then
moves in to inject blinded and disoriented prey with its feeding spines. The cactus is interested in food
not battle. Once it has captured its quarry it tries to keep other attackers at bay so that it can escape to
feed.

Hunter Cactus
Large plant, unaligned
Armor Class: 12 (natural armor)
Hit Points: 163 (16d10 + 32)
Speed: 10ft. (earth walk)
STR
17 (+3)

DEX
19 (+4)

CON
15 (+2)

INT
2 (-4)

WIS
15 (+2)

CHA
3 (-3)

Condition Immunities: blinded, deafened


Senses: blindsight 60ft (blind beyond this radius), passive
Perception 12
Languages: Challenge: 7 (2900xp)
False Appearance. While the cactus remains motionless, it is indistinguishable from a normal cactus.

Actions
Multiattack. The cactus makes two slam attacks, two feeding spine attacks or any combination of the
two.
Feeding Spine. Melee Weapon Attack: +7 to hit, reach 10ft., one creature. Hit: 10 (2d6 + 4) bludgeoning
damages. If the target is Medium or smaller, it is grappled (escape DC 15) and pulled 5 feet toward the
cactus. Until this grapple ends, the target is restrained.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 16 (3d8 + 4) piercing damages plus
20 (4d10) poison damage.
Spine Burst (Recharge 5-6). The cactus fires a volley of spine and needles in a 60-foot cone. Each
creature in that area take 30 (6d10) poison damage and must succeed on a DC 15 Constitution saving
throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.

Reactions
Psychic Feedback. When the Hunter Cactus suffers damages and has at least one creature grabbed it
can use its reaction to use psychic feedback. One of the creature suffers psychic damages equal to the
damage suffered by the cactus.

Chathrang

THE PARCHED TRAVELERS finally catch sight of a small, reedy oasis. One of their number, versed in
nature magic, follows the course of a desert hawk. As the group descends the side of a small mesa, a
sharp screech pierces the air. Their bird guide flaps its wings in panic as it is pulled into a patch of what
looks like bamboo. It disappears with a crunch.
LORE Veteran desert travelers know to be wary near an oasis. These locales can hide disguised
predators such as chathrangs. A chathrang looks like an outsized tortoise, its back covered with reed like
protrusions. These tubes shoot quills covered with a sticky toxin. Each quill is attached to the beast by a
long, sinewy cord by which it pulls its quarry closer. Chathrangs prey on small flying birds or insects, but
they capture land-dwelling prey if nothing else is available.
ENCOUNTERS Slow and cowardly, chathrangs live and travel in groups of three. They make their homes
near sources of plentiful prey, sharing the food they capture with other predators in exchange for
protection. Training a chathrang is difficult and rarely worth the effort, though dune traders and
assassins sometimes keep the creatures to harvest the toxin they secrete. Captive chathrangs aren't
reliable guards, but they might become agitated and attack in chaotic situations.
CHATHRANG
Chathrangs aren't smart. They use their tethers to poison and drag prey to them without stopping to
consider that a captured creature might be dangerous. They prefer to attack flying enemies instead of
those on the ground. As it waits for prey to approach, a chathrang digs a shallow burrow in which it
hides with only its spines visible, so that it looks like a pile of broken reeds or bamboo. When hurt, a
chathrang instinctively hides inside its bony shell.

Chathrang
Large beast, unaligned
Armor Class: 14 (19 while in its shell)
Hit Points: 113 (9d10 + 45)
Speed: 20ft.
STR
14 (+2)

DEX
16 (+3)

CON
20 (+5)

INT
2 (-4)

WIS
13 (+1)

CHA
13 (+1)

Skills: Perception +3, Stealth +8


Senses: passive Perception 14
Languages: Challenge: 4 (1100xp)
Oasis Camouflage. The chathrang has advantage on Dexterity (Stealth) checks made to hide in oasis-like
terrain.
Spiny Shell. When a creature attack the chathrang with a melee attack with a reach of 5ft or less she
must make a Dexterity saving throw DC 14 or take 2d6 piercing damage.

Actions
Multiattack. The chathrang makes two poisoned tether attacks, two spine volley attacks or any
combination of the two.
Poisoned Tether. Melee Weapon Attack: +5 to hit, reach 20ft., one creature. Hit: 9 (2d6 + 3) piercing
damages plus 6 (2d6) poison damage. If the target is Medium or smaller, it is grappled (escape DC 14)
and pulled 5 feet toward the chathrang. If at the end of its turn a grappled creature is within 5ft of the
chathrang it automatically suffers 2d6 piercing damage from the spiny shell feature. Until this grapple
ends, the target is restrained.
Spine Volley. Range Weapon Attack: +5 to hit, range 30/60ft., one creature. Hit: 7 (1d8 + 3) piercing
damages and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1
minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end
of each of its turns, ending the poison on itself on a success.
Shell Retreat. The chathrang retreat in its shell and gains a +5 bonus to its AC until the beginning of its
next turn. While in this stance, the damage from its Spiny Shell feature increase by 1d6.

Cilops

ClLOPSES PROWL SANDY WASTES and deserted streets at night, seeking an easy meal. Templars favor
cilopses as hunters because of their psionic-based tracking talents. Enemies of the sorcerer-kings shut
their doors and slink away into the shadows when they hear the scuttling sound of a cilops approach.
LORE Mundane centipedes of Athas infest any area where water collects, and these larger predatory
versions are found in the same environments. Cilopses have tougher shells than their smaller kin, as well
as psionic abilities that debilitate prey and keep it within striking range.
ENCOUNTERS Captured cilopses can be trained as pets or guardians. Some templars train cilops stalkers
as lone hunters, then turn them loose in the streets of the city-states.

Cilops
Large beast, unaligned
Armor Class: 14 (natural armor)
Hit Points: 62 (8d10 + 8)
Speed: 30ft.
STR
13 (+1)

DEX
14 (+2)

CON
12 (+1)

INT
2 (-4)

WIS
13 (+1)

CHA
10 (+0)

Skills: Perception +3
Senses: darkvision 60ft, passive Perception 13
Languages: Challenge: 3 (2900xp)
Psychic Trail. The cilops is an unparalleled tracker once it saw a creature. The cilops can use its reaction
to choose a creature that it can see and gain advantages on attack rolls against this creature and inflict
an extra 1d6 psychic damage on its attacks. The creature cannot hide or be invisible from the cilops and
the cilops gain a psionic effect similar to a Locate Creature spell for the next 24hours to track the

creature. The cylops cannot use this feature one more than one creature at a time.
Spider Climb. The cilops can climb difficult surfaces, including upside down on ceilings, without needing
to make an ability check.

Actions
Multiattack. The cilops makes two attacks, one with its dazing antennae and one with its pincer.
Dazing Antennae. Melee Weapon Attack: +6 to hit, reach 5ft., one creature. Hit: 6 (2d6) lightning
damages and the target must succeed on a DC 13 Constitution save throw or be stunned until the end of
the cilopss next turn.
Pincer. Melee Weapon Attack: +6 to hit, reach 5ft., one creature. Hit: 6 (2d4 + 2) piercing damages and
target must succeed on a DC 13 Strength saving throw or be knocked prone.

Cloud Ray

CREATURES WITH PRIMEVAL ORIGINS, cloud rays are as rare as they are tremendous in size. They float
in from the Sea of Silt to feed and rest, and are rarely dangerous unless disturbed.
LORE Although cloud rays are big enough to consume whole villages, these exotic beasts subsist largely
on psychic, entropic, and magical energy. Despite their great size, they require a tiny amount of physical
sustenance-even less as they grow older-so they are rarely dangerous.
Cloud ray elders settle onto the land, cover themselves in sand or debris, and fall into deep slumber until
material hunger or an external disturbance rouses them. Tales tell of travelers who camped on a choice
piece of high ground that turned out to be a sleeping elder and awoke high in the sky or in unfamiliar
surroundings.

Sometimes cloud rays disappear during their repose, reappearing in a distant place of which they
dreamed. Wounded rays can tap into this "dream space" briefly, sapping their enemies in the process.
ENCOUNTERS A cloud ray elder is as much a setting for combat as it is an opponent, if adventurers
inadvertently set foot on it. While riding the creature's back, they are sitting ducks for other flying
predators, including younger cloud rays. Cloud ray pups gather around a creature that feeds them
(usually an older cloud ray) or follow a predator that allows them to scavenge its scraps.
CLOUD RAY ELDER
These 50-foot-long giants of the sky are exceedingly rare. They drift lazily through the air or settle for
long naps on the warm sands. When attacking, the gigantic ray wings among its enemies to lash them
with thunder or grab them in its crushing jaws. Like younger cloud rays, it might drop grabbed prey. But
the elder tries to ensure that dropped creatures end up close together so that it can grab them all up
again during its next flyby.

Elder Cloud Ray


Gargantuan beast, unaligned
Armor Class: 22 (natural armor)
Hit Points: 546 (28d20 + 252)
Speed: 20ft., fly 80ft
STR
30 (+10)

DEX
17 (+3)

CON
29 (+9)

INT
2 (-4)

WIS
17 (+3)

CHA
8 (-1)

Damage Immunities: lightning, thunder


Condition Immunities: stunned
Saving Throws: Str +16, Con +15, Wis +9
Skills: Perception +9
Senses: passive Perception 19
Languages: Challenge: 20 (25,000xp)
Legendary Resistance (3/Day). If the cloud ray fails a saving throw, it can choose to succeed instead.
Thunder Aura. At the start of each of the cloud rays turns, each creature within 5 feet of it takes 10
(3d6) lightning damage. A creature that touches the cloud ray or hits it with a melee attack while within
5 feet of it takes 10 (3d6) lightning damage.

Actions
Multiattack. The cloud ray makes two attacks, one with its bite and one with its sting.
Bite. Melee Weapon Attack: + 16 to hit, reach 10ft., one target. Hit: 40 (6d10 + 10) piercing damage plus
10 (3d6) lightning damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple
ends, the target is restrained, and the cloud ray can't bite another target.
Dream Flight. The cloud ray falls asleep and make use of a psionic ability similar to the Teleport spell, in
a location of her choice. Creatures currently within 5ft of the cloud ray teleport with her unless they
succeed on a DC 20 Wisdom saving throw. A target failing this first saving throw must make a second
one or fall unconscious for an hour.
Sting. Melee Weapon Attack: + 16 to hit, reach 20ft., one target. Hit: 32 (4d10 + 10) bludgeoning

damage plus 10 (3d6) lightning damage. If the target is a creature, it must succeed on a DC 20 Strength
saving throw or be knocked prone.
Storm (Recharge 5-6). A storm made up of sheets of lightning and dark clouds appears in a location the
cloud ray choose within range. The area of the storm consists of up to ten 10-foot cubes, which it can
arrange as it wishes. Each cube must have at least one face adjacent to the face of another cube. Each
creature in the area must make a DC 20 Dexterity saving throw. It takes 6d10 thunder damage and 6d10
lightning damage, or half as much damage on a successful one.
CLOUD RAY ADULT
Despite its bulk this diamond-shaped monster glides easily on finlike wings. It cruises the skies
continually, dropping only to rest or to attack landbound prey. A cloud ray adult swoops from the skies
to attack as it flies by its enemies. It grabs up and crushes one creature in its mouth, carrying its prize
aloft. It might drop a grabbed creature to soften it up, freeing the cloud ray to make another pass
through its remaining enemies.

Adult Cloud Ray


Gargantuan beast, unaligned
Armor Class: 20 (natural armor)
Hit Points: 296 (20d20 + 100)
Speed: 20ft., fly 80ft
STR
25 (+7)

DEX
17 (+3)

CON
20 (+5)

INT
2 (-4)

WIS
17 (+3)

CHA
8 (-1)

Damage Immunities: lightning, thunder


Condition Immunities: stunned
Saving Throws: Str +12, Con +10, Wis +8
Skills: Perception +9
Senses: passive Perception 19
Languages: Challenge: 16 (15,000xp)
Thunder Aura. At the start of each of the cloud rays turns, each creature within 5 feet of it takes 10
(3d6) lightning damage. A creature that touches the cloud ray or hits it with a melee attack while within
5 feet of it takes 10 (3d6) lightning damage.

Actions
Multiattack. The cloud ray makes two attacks, one with its bite and one with its sting.
Bite. Melee Weapon Attack: + 12 to hit, reach 10ft., one target. Hit: 27 (4d10 + 7) piercing damage plus
10 (3d6) lightning damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple
ends, the target is restrained, and the cloud ray can't bite another target.
Dream Flight. The cloud ray falls asleep and make use of a psionic ability similar to the Teleport spell, in
a location of her choice. Creatures currently with 5ft of the cloud ray teleport with her unless they
succeed on a DC 18 Wisdom saving throw. A target failing this first saving throw must make a second
one or fall unconscious for an hour.
Sting. Melee Weapon Attack: + 12 to hit, reach 20ft., one target. Hit: 17 (2d10 + 7) bludgeoning damage
plus 10 (3d6) lightning damage. If the target is a creature, it must succeed on a DC 18 Strength saving

throw or be knocked prone.


Thunder Wave (Recharge 5-6). The cloud ray emits a wave of lightning, striking in a 60ft cone. Each
creature in that area must make a DC 18 Dexterity saving throw, taking 50 (10d10) lightning damage on
a failed save, or half as much damage on a successful one.

Crodlu

SMALL HERDS OF THESE VICIOUS OMNIVORES roam the wastes. They resemble featherless birds with
powerful legs and clawed forelimbs instead of wings. Some are bred and trained to bear humanoids into
combat, yet even those are unpredictable and aggressive.

LORE Wild crodlus form small herds of about a dozen members, each led by a dominant female. In a
given herd, females outnumber males and are related to one another. The dominant female's mate
outranks other males but is otherwise part of the herd. Males leave their birth herd on reaching
adulthood to seek a mate in another herd. Once per year, crodlus mate and lay eggs. The young can run
and hunt within minutes of hatching, though few escape predators and humanoid raiders.
Crodlus are curious-sometimes to a fault-and have been observed examining objects and holding such
items with their forelimbs. In the wild, they use simple tools such as sticks to drive small prey out of
hiding.
ENCOUNTERS In the wild, crodlus live and travel in herds. They flee from larger predators and treat
weaker or smaller creatures as prey. Humanoids train crodlus as mounts, despite their unpredictable
nature. Domesticated crodlus are found among any beings capable of handling and feeding the beasts.
CRODLU
A crodlu sprints at its target and pounces. Groups use pack tactics against larger or more numerous
targets. Once prey is down, the crodlus surround it and stab it with their beaks until it's dead. A few
circle to pounce on enemies that manage to stand again. Crodlus are erratic and extremely aggressive,
attacking with no concern for retaliation.

Crodlu
Large beast (reptile), unaligned
Armor Class: 11
Hit Points: 19 (3d10 + 3)
Speed: 50ft.
STR
14 (+2)

DEX
12 (+1)

CON
12 (+1)

INT
2 (-4)

WIS
10 (+0)

CHA
5 (-3)

Senses: passive Perception 10


Languages: Challenge: 1/2 (100xp)
Pounce. If the crodlu moves at least 20 feet straight toward a creature and then hits it with a claw attack
on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If
the target is prone, the crodlu can make one beak attack against it as a bonus action.

Actions
Multiattack. The crodlu makes two attacks, one with its beak and one with its claws.
Beak. Melee Weapon Attack: + 4 to hit, reach 5ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Claws. Melee Weapon Attack: + 4 to hit, reach 5ft., one target. Hit: 4 (1d6 + 2) slashing damage.
WAR CRODLU
Tougher than regular specimen of their species the War Crodlu are bred for war and travels in the
armies of Sorcerer-Kings, tribe of Raiders, caravans or other factions of the wasteland.

War Crodlu
Large beast (reptile), unaligned
Armor Class: 13 (natural armor)
Hit Points: 38 (5d10 + 10)
Speed: 50ft.
STR
16 (+3)

DEX
12 (+1)

CON
15 (+2)

INT
2 (-4)

WIS
10 (+0)

CHA
5 (-3)

Senses: passive Perception 10


Languages: Challenge: 1 (200xp)
Pounce. If the crodlu moves at least 20 feet straight toward a creature and then hits it with a claw attack
on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If
the target is prone, the crodlu can make one beak attack against it as a bonus action.

Actions
Multiattack. The crodlu makes two attacks, one with its beak and one with its claws.
Beak. Melee Weapon Attack: + 5 to hit, reach 5ft., one target. Hit: 9 (2d6 + 3) slashing damage.
Claws. Melee Weapon Attack: + 5 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Dagorran

VICIOUS PREDATORS OF THE WASTES, these reptilian creatures are feared throughout Athas. They track
the unique traces of sentient minds, running in packs as they relentlessly hunt down their quarry.

LORE Dagorrans are pack predators. A dagorran can latch onto a sentient creature's mind, whether
through direct contact or by stumbling upon that creature's psychic trail. The pack is relentless once on
the scent of prey, tracking a target for days or weeks before closing for the kill. Dagorrans spend nearly
all their time hunting, and sleep for just a few hours every couple of days. They must stop to rear young,
but only for a few weeks until the pups can run with the pack.
ENCOUNTERS Wild dagorrans avoid any companions other than the pack. Occasionally, templars train
young dagorrans as psionic hounds to hunt down fugitives or escaped slaves. These tame beasts fight
alongside their humanoid masters.
DAGORRAN
Once they have tracked down their prey, dagorrans use a combination of tactics. Ambushers move
ahead to lurk in wait or to sneak up on unaware targets. Mindhounds charge in packs, seeking to
surround and distract their prey. Once in combat, the pack leader keeps track of the main target with
psychic scent while the rest of the pack does the same with other foes.

Dagorran
Medium monstruosity, unaligned
Armor Class: 15 (natural armor)
Hit Points: 154 (14d8 + 70)
Speed: 50ft.
STR
20 (+5)

DEX
18 (+4)

CON
20 (+5)

INT
4 (-3)

WIS
18 (+4)

CHA
15 (+2)

Skills: Perception +10, Survival +10, Stealth +10


Senses: passive Perception 20
Languages: understands Common, telepathy 60ft (other
dagorrans only)
Challenge: 7 (2,900xp)
Keen Hearing and Smell. The dagorran has advantage on Wisdom (Perception) checks that rely on
hearing or smell.
Pack Tactics. The dagorran has advantage on attack rolls against a creature if at least one of the
dagorrans allies is within 5 feet of the creature and the ally isn't incapacitated.
Psychic Scent. The dagorran can choose one living creature, or the tracks of a living creature, within 10ft
of him. That creature doesn't benefit from invisibility or other sensory effects (such as illusions) against
the dagorran. In addition, the ambusher knows the creature's location until the creature dies or until the
ambusher uses this power again. This feature work as the Locate Creature spell.
Surprise Attack. If the dagorran deals 2d6 extra psychic damage against any creature that cannot see it.

Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 20 (3d10 + 5) piercing damage and the
dagorran becomes invisible to the target until the end of the dagorrans next turn.

Reactions
Fade to Nothingness. The dagorran uses this psionic power to become invisible until it attacks or until
the end of its next turn.

Dragonborn (Dray)

ATHASIAN DRAGONBORN DESCEND FROM HUMANOIDS transformed during the reign of an ancient
sorcerer-king. They call themselves dray, the name bestowed on them by their creator.
LORE The dragonborn were born from the mad genius of the sorcerer-king Dregoth, ruler of the former
city-state of GiustenaL He created the race to serve him but deemed the result imperfect, so the
capricious sorcerer cast the dray out into the sands ofAthas in scorn. A few were allowed to stay in
Giustenal, but when the other sorcerer-kings banded together to slay Dregoth, those dray that remained
either were killed or barely escaped.
Dragonborn are now extremely rare and band together in small tribes for survival. All that most know of
their origin is that their creator tossed them aside, and none are aware that Dregoth persists in a state
of undeath.
Among the few people who know of their existence, dragonborn have a reputation as slavers and
sorcerers. Though not true ofall their kind, this reputation is well deserved. Many dray use the cruelty of
their origin as a justification for slavery-they once belonged to Dregoth, and now they take slaves of

their own. Others follow the path of the defiler, caring little for the preservation ofAthas in the pursuit
ofever more power.
ENCOUNTERS Hostile dragonborn are slavers and mercenaries. They can be found alongside anyone
who pays them enough. Dragonborn respect the strong, and their bands might include other tough
humanoids and dangerous beasts.
DRAGONBORN SLAVER
Aggressive warriors, dragonborn slavers scour the desert taking captives to trade for the sorcerer-kings'
favor. Dragonborn slavers surround their targets. Since a Single blow is not enough to take out a slaver,
it is unafraid to move between a foe and a possible escape route.

Dragonborn Slaver
Medium humanoid, neutral Evil
Armor Class: 11 (leather armor)
Hit Points: 36 (6d8 + 10)
Speed: 30ft.
STR
17 (+3)

DEX
11 (+0)

CON
14 (+2)

INT
10 (+0)

WIS
10 (+0)

CHA
12 (+1)

Damage Resistance: fire


Skills: Intimidation +2
Senses: passive Perception 10
Languages: Common, Draconic
Challenge: 1/2 (100xp)
Pack Tactics. The slaver has advantage on an attack roll against a creature if at least one of the thugs
allies is within 5ft of the creature the ally isnt incapacitated.

Actions
Multiattack. The dragonborn makes two melee attacks.
Breath Weapon (1/Day): the dragonborn exhale a cone of 15ft, every creatures in the area must make a
DC 12 Dexterity saving throw, taking 9 (3d6) fire damage on a failed one, and half damage on a
successful one.
Mace. Melee Weapon Attack: + 5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.
DRAGONBORN SCORNED CHAMPION
A few dray embrace their heritage as a race scorned by its creator. They become tribal leaders and strike
down anyone who challenges them. A scorned champion leads a band of dragonborn raiders, risking
itself to benefit its fellows in combat. It slashes away as it moves into the midst of enemies, then keeps
them off balance so that its allies can seize the advantage.

Dragonborn Scorned Champion


Medium humanoid, neutral

Armor Class: 16 (studded leather, shield)


Hit Points: 112 (16d8 + 45)
Speed: 30ft.
STR
20 (+5)

DEX
15 (+2)

CON
16 (+3)

INT
10 (+0)

WIS
12 (+1)

CHA
16 (+3)

Damage Resistance: fire


Saving Throws: Str +8, Dex +5, Con +6
Skills: Athletic +11, Intimidation +6
Senses: passive Perception 11
Languages: Common, Draconic
Challenge: 5 (1800xp)
Brave. The dragonborn has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the dragonborn hits with it (included in
the attack).

Actions
Multiattack. The dragonborn makes three melee attacks or two ranged attacks.
Breath Weapon (1/Day): the dragonborn exhale a cone of 15ft, every creatures in the area must make a
DC 15 Dexterity saving throw, taking 15 (5d6) fire damage on a failed one, and half damage on a
successful one.
Spear. Melee or Range Weapon Attack: + 8 to hit, reach 5ft. and range 20/60ft, one target. Hit: 12 (2d6 +
5) piercing damage or 14 (2d8 +5) piercing damage if used with two hands to make a melee attack.
Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) bludgeoning
damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw
or be knocked prone.

Reactions
Parry. The dragonborn adds 3 to its AC against one melee attack that would hit it. To do so, the
dragonborn must see the attacker and be wielding a melee weapon.
DRAGONBORN DEFILER
These dragonborn are notorious sorcerers. They remember their race's ancient glory, when dray could
walk the streets displaying arcane power openly and dare anyone to challenge them. Power is what they
desire above all, and defiling offers a quicker path to that power. A dragonborn defiler rules through
fear and raw arcane might, expecting lackeys to put themselves between it and its enemies. It readily
includes allies within the area of defiling breath to extend the duration of its attack and damage
bonuses. Although its powers can benefit its followers, the defiler uses them only when it stands to gain.

Dragonborn Defiler
Medium humanoid, chaotic evil
Armor Class: 12 (15 with mage armor)
Hit Points: 142 (18d8 + 72)
Speed: 30ft., fly 30ft.

STR
DEX
CON
INT
WIS
CHA
16 (+3)
14 (+2)
16 (+3)
14 (+2)
15 (+2)
20 (+5)
Damage Resistance: lightning, damage from spells,
nonmagical bludgeoning, piercing and slashing (from
stoneskin)
Saving Throws: Con +8, Cha +10
Skills: Arcana +7, History +7
Senses: passive Perception 12
Languages: Auran, Common, Draconic, Deep Speech, Igne,
Undercommon,
Challenge: 13 (10,000xp)
Defiling. When the dragonborn stands in an area with living plants, he can drain their energy to power
his spells, treating them as if cast with a spell slot one level higher than he actually spends. The
dragonborn can also cause each creature within 5ft of to make a Constitution saving throw DC 18 or
take 1d6 necrotic damage. If he does do, and at least one creature is damaged by this feature, he has
advantage on the attack roll of the spell, if it requires one, or else targets of the spell he is casting have
disadvantage on their saving throw. When he uses this feature, all plant life within 5ft of him turns black
and withers, he cannot use this feature in an area that has been defiled already.
Magic Resistance. The dragonborn has advantage on saving throws against spells and other magical
effects.
Spellcasting. The dragonborn is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save
DC 17, +9 to hit with spell attacks). The dragonborn has the following wizard spells prepared:
Cantrip (at will): Blade Ward, Dancing Lights, Mage Hand, Minor Illusion, Poison Spray, Ray of Frost
1st level (4 slots): Detect Magic, Mage Armor
2nd level (3 slots): Darkness, Scorching Ray
3rd level (3 slots): Counterspell, Lightning Bolt
4th level (3 slots): Confusion, Stoneskin
5th level (3 slots): Telekinesis, Wall of Stone
6th level (1 slot): Chain Lightning, Globe of Invulnerability
7th level (1 slot): Reverse Gravity
8th level (1 slot): Abi-Dalzims Horrid Wilting*
9th level (1 slot): Gate

Actions
Staff. Melee Weapon Attack: + 8 to hit, reach 5ft, one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Breath Weapon (1/Day): the dragonborn exhale a 5 by 30ft line of lightning, every creatures in the area
must make a DC 18 Dexterity saving throw, taking 15 (5d6) fire damage on a failed one, and half damage
on a successful one.
Blood Magic. The dragonborn may use this power to force each creature in a 5ft radius to make a DC 18
Constitution saving throw, taking 1d6 necrotic damage in case of failure. The dragonborn regains 2d8 hit
points, plus 1d6 hit points for each creature that failed the Constitution saving throw.
Frightful Presence. Each creature of the dragonborn's choice that is within 60 feet of the dragonborn
and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a

success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the
dragonborn's Frightful Presence for the next 24 hours.
DRAGONBORN ATAVIST
A dragonborn atavist revels in the bestial nature of its dragon heritage, developing brutal combat power
through ritual and devotion to its inner beast. A dragon born atavist plunges boldly into the midst of its
foes. Then it rips into adversaries with tooth and claw, emulating the fury of the dragon it reveres.

Dragonborn Atavist
Medium humanoid, neutral
Armor Class: 17 (natural armor)
Hit Points: 206 (18d8 + 90)
Speed: 30ft.
STR
20 (+5)

DEX
16 (+3)

CON
20 (+5)

INT
10 (+0)

WIS
12 (+1)

CHA
11 (+0)

Damage Resistance: acid, bludgeoning, piercing and slashing


from nonmagical weapon
Saving Throws: Str +9, Dex +8, Con +9
Skills: Arcana +10, Insight +6, Perception +6, Stealth +8
Senses: blindsight 10ft, darkvision 60ft, passive Perception 16
Languages: Common, Draconic
Challenge: 10 (5,900xp)
Blood Frenzy. The dragonborn has advantage on melee attack rolls against any creature that doesn't
have all its hit points.
Brute. A melee weapon deals one extra die of its damage when the dragonborn hits with it (included in
the attack).
Rampage. When the dragonborn reduces a creature to 0 hit points with a melee attack on its turn, the
dragonborn can take a bonus action to move up to half its speed and make a bite attack.

Actions
Multiattack. The dragonborn makes three melee attacks, two claw attacks and one bite.
Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 15 (2d10 + 5) piercing damage plus 6
(2d6) acid damage.
Claws. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 13 (2d8 + 5) slashing damage.
Acid Breath (Recharge 5-6). The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature
in that line must make a DC 16 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or
half as much damage on a successful one.
Frightful Presence. Each creature of the dragonborn's choice that is within 60 feet of the dragonborn
and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the
dragonborn's Frightful Presence for the next 24 hours.

Drake
DRAKES LOOM LARGE IN THE MYTHS OF ATHAS. Though tales of them might scare children, few people
believe these giant monsters exist. Those who find out the truth rarely survive the experience-the soft
flesh of humanoids is drakes' favorite food.
LORE Athasian drakes are enormous, fearsome predators having only animal intelligence and strong
instincts. Each variety of drake is attuned to a specific element and has psionic control over that
element, making its home in areas dominated by its associated element.
Athasian drakes collect objects in their lairs or expand their territory, depending on the individual
drake's nature. Although some hoards are valuable, drakes also amass trinkets or souvenirs that have no
worth to anyone else. Air drakes maintain multiple lairs atop rocky spires or mesas and divide their few
precious belongings among these lairs.
ENCOUNTERS Drakes use terrain to their advantage, and the setting for a battle with a drake can be as
important as the monster. Precarious cliffs are a great setup for air drakes, volcanic fissures favor fire
drakes, and unstable underground burrows make tricky settings for encounters with earth drakes.
Water drakes might appear anywhere precious reserves of water exist. Any location might also have
been booby-trapped or fortified before the drake claimed it.
WATER DRAKE

As the guides near the oasis, they listen closely. Though the area looks fertile, they see no signs of
animals or other occupants. Perhaps mundane predators living nearby chased them off but if this oasis is
home to a water drake, then nothing still lives-and the explorers are the next meal. A water drake
prefers to remain in or close to a body of water, using psionic drone to send out duplicates that scout for
food or investigate nearby disturbances. In combat, it uses these duplicates to help overcome powerful
opponents. It can transport a small amount of water from the Elemental Chaos to the world as either
boiling water or elemental ice.

Water Drake
Gargantuan dragon, unaligned
Armor Class: 22 (natural armor)
Hit Points: 546 (28d20 + 252)
Speed: 40ft., climb 40 ft., swim 80 ft.
STR
30 (+10)

DEX
14 (+2)

CON
29 (+9)

INT
2 (-4)

WIS
19 (+4)

CHA
14 (+2)

Damage Immunities: cold


Saving Throws: Dex +9, Con +16, Wis +11, Cha +9
Skills: Perception +18, Stealth +9
Senses: blindsight 60ft, darkvision 120ft, passive Perception
28
Languages: Challenge: 24 (62,000xp)
Amphibious. The drake can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions
Multiattack. The drake uses his Frightful Presence and makes three melee attacks, two claw attacks, and
one bite.
Bite. Melee Weapon Attack: +17 to hit, reach 15ft., one target. Hit: 21 (2d10 + 10) piercing damage plus
14 (4d6 cold damage).
Claws. Melee Weapon Attack: +17 to hit, reach 10ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the drake and aware
of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it, the creature is immune to the drake's
Frightful Presence for the next 24 hours.
Breath of Elemental Water (Recharge 5-6). The drake uses one of the following breath weapons.
Steam Breath. The drake exhales scalding steam in a 90ft cone. Each creature in that area must make a
DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on
a successful one. Being underwater does not grant resistance against this damage.
Ice Breath. The drake exhales freezing ice in a 90ft cone. Each creature in that area must make a DC 24
Dexterity saving throw, taking 91 (26d6) cold damage on a failed save, or half as much damage on a
successful one.

Legendary Actions
The drake can take 3 legendary actions, choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another creatures turn. The dragon regains spent
legendary actions at the start of its turn.
Detect. The drake makes a Wisdom (Perception) check.
Tail Attack. The drake makes a tail attack.
Psionic Clone. The drake creates a duplicate of itself on a solid or liquid surface in an unoccupied space
adjacent to it. The duplicate lasts for an hour. It can be targeted by attacks and has 1 hit point. The
duplicate uses the same statistics as the drake and is considered to have expended the same powers as
the drake; those powers share one recharge roll, which is still made at the start of the drake's turn. The
duplicate cannot use this power. The drake senses anything the duplicate senses. The duplicate acts on
an initiative as the drake. All damages inflicted by the Psionic Clone are psychic damage, regardless of
the attack.

Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following
effects; the dragon can't use the same effect two rounds in a row:

Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide.
Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength
saving throw or be pulled up to 20 feet into the water and knocked prone.
Magical fog billows around one creature the dragon can see within 120 feet of it. The creature
must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative
count 20 on the next round.
The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it.
The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area
when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud
and become restrained. A creature can take an action to attempt a DC 15 Strength check,
freeing itself or another creature within its reach and ending the restrained condition on a
success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next
round, the mud hardens, and the Strength DC to work free increases to 20.

Regional Effect
The region containing a water drakes lair is warped by the dragon's elemental magic, which creates one
or more of the following effects:

Fog lightly obscure the land within 6 miles of the lair.


Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source
within 1 mile of the dragons lair, the dragon become aware of the creatures presence and
location.
Once per day, the dragon can alter the weather in a 6 miles radius centered on its lair. The
dragon doesnt need to be outdoor; otherwise the effects is identical to the Control Weather
spell.
Natural springs and pools within 1 mile of the lair form intermittent portals to the Elemental
Plane of Water, allowing elemental creatures into the mortal world to dwell near those points.

If the drake dies, these effects fade over the course of 1d10 days.
FIRE DRAKE

The prisoner pleads for the halfling shamans to release him, yet they insist he is a sacrifice to the god of
fire. As if answering their call, a creature arises from the crater, magma dripping from its thick, rocky
scales. With a bestial rumble like a laugh, it suddenly slashes, felling and devouring the halflings. Before
the victim can give thanks, the beast turns its scorching breath and razor-sharp claws on him. A fire
drake opens with breath of elemental fire to scorch as many enemies as possible, moving the fiery zone
about the battlefield to herd them. It grabs an enemy and uses it to deflect blows, for fun as well as
defense. Fire drakes thrive on tormenting their victims, using blazing pain to amplify suffering.

Fire Drake
Gargantuan dragon, chaotic evil
Armor Class: 20 (natural armor)
Hit Points: 385 (22d20 + 154)
Speed: 40ft., burrow 40ft., climb 40 ft.
STR
27 (+8)

DEX
12 (+1)

CON
25 (+7)

INT
3 (-4)

WIS
15 (+2)

CHA
14 (+2)

Damage Immunities: fire


Saving Throws: Dex +8, Con +14, Wis +9, Cha +9
Skills: Perception +16, Stealth +8
Senses: blindsight 60ft, darkvision 120ft, passive Perception
26
Languages: Challenge: 22 (41,000xp)
Blazing Pain: While it has 200 hit points or lower, the drake has advantage on attack rolls. In addition I
deals and extra 10 (2d10) fire damage plus 10 (2d10) psychic damage to any target it hits with a melee
attack.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions
Multiattack. The drake uses his Frightful Presence and makes three melee attacks, two claw attacks, and
one bite.
Bite. Melee Weapon Attack: +15 to hit, reach 15ft., one target. Hit: 19 (2d10 + 8) piercing damage plus
10 (3d6 fire damage).
Claws. Melee Weapon Attack: +15 to hit, reach 10ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the drake and aware
of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it, the creature is immune to the drake's
Frightful Presence for the next 24 hours.
Breath of Elemental Fire (Recharge 5-6). The drake exhales scorching fire in a 90ft cone. Each creature
in that area must make a DC 22 Dexterity saving throw, taking 77 (22d6) fire damage on a failed save, or
half as much damage on a successful one.

Legendary Actions
The drake can take 3 legendary actions, choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another creatures turn. The dragon regains spent
legendary actions at the start of its turn.
Detect. The drake makes a Wisdom (Perception) check.
Tail Attack. The drake makes a tail attack.
Living Shield. The drake makes a claws attack, if the target is Medium or smaller, it is grappled (escape
DC 20). Until this grapple ends, the target is restrained. The next attack that hits the drake will deal half
damage to the drake and half damage to the grabbed creature.

Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following
effects; the dragon can't use the same effect two rounds in a row:

Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a
20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15
Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on
a successful one.
A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the
dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be
knocked prone.
Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see
within 120 feet of it. The sphere spreads a round corners, and its area is lightly obscured. It lasts
until initiative count 20 on the next round. Each creature that starts its turn in the cloud must
succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While
poisoned in this way, a creature is incapacitated.

Regional Effect
The region containing a fire drakes lair is warped by the dragon's elemental magic, which creates one or
more of the following effects:

Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
Lava fountains erupt from the ground within 1 mile of the drakes lair. Every hour, there is a ten
percent chance that characters in this area are close enough to an erupting lava fountain to be
in danger. A lava fountain create a vent 20 feet in diameter, and hurls globs of lava up to 200
feet away. Each character within this area must succeed on a DC 21 Dexterity saving throw or
take 11 (2d10) bludgeoning damage plus 17 (5d6) fire damage. A fountains lasts for 2d10 rounds
before subsiding.
Rocky fissures within 1 mile of the drakes lair form portals to the Elemental Plane of Fire,
allowing creatures of elemental fire into the world to dwell nearby.
Given days or longer to work, the dragon can make cooled magma within its lair as solid as
stone, forming structures and other basaltic maze were he likes to hunt.

If the drake dies, these effects fade over the course of 1d10 days.
AIR DRAKE

The caravan drivers look warily down at the deep canyons on each side of the narrow path they
traverse. A sudden wind whips up, and they struggle to keep the inixes on course. Looking back to the
other wagons, they watch in awe as people and kanks rise into the air, suspended by an unseen force,
then plummet into the rocky depths. From midair bursts a monster amid a flurry of raking claws and
buffeting winds. Air drakes are ambush predators that prefer to tenderize their food by dropping it from
a great height. They commonly attack creatures traveling along dangerous precipices. A drake sails in
surrounded by its wind veil and rips at its target, then buffets the victim with a blast of wind to force it
over the edge. It does not risk counterattacks by focusing too long on anyone target.

Air Drake
Gargantuan dragon, unaligned
Armor Class: 21 (natural armor), 26 against ranged weapon
attacks
Hit Points: 481 (26d20 + 208)
Speed: 40ft., climb 40 ft., fly 80ft.
STR
29 (+9)

DEX
16 (+3)

CON
27 (+8)

INT
4 (-3)

WIS
20 (+5)

CHA
16 (+3)

Damage Immunities: lightning, thunder


Saving Throws: Dex +10, Con +15, Wis +12, Cha +10
Skills: Perception +21, Stealth +10
Senses: blindsight 60ft, darkvision 120ft, passive Perception
31
Languages: Challenge: 23 (50,000xp)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Wind Veil. The drake is constantly wrapped in a veil of winds, granting him three-quarter cover against
ranged weapon attacks.

Actions
Multiattack. The drake uses his Frightful Presence and makes three melee attacks, two claw attacks, and
one bite.
Bite. Melee Weapon Attack: +16 to hit, reach 15ft., one target. Hit: 20 (2d10 + 9) piercing damage plus
11 (2d10) lightning damage.
Claws. Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20ft., one target. Hit: 18 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the drake and aware
of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it, the creature is immune to the drake's
Frightful Presence for the next 24 hours.
Breath of Elemental Air (Recharge 5-6). The dragon exhales lightning and thunder in a 120-foot line that
is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 44 (8d10)
lightning damage plus 44 (8d10) thunder damage on a failed save, or half as much damage on a
successful one.

Legendary Actions
The drake can take 3 legendary actions, choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another creatures turn. The dragon regains spent
legendary actions at the start of its turn.
Detect. The drake makes a Wisdom (Perception) check.
Tail Attack. The drake makes a tail attack.
Control the Wind. The drake uses a psionic power similar to the Control Winds* spell.

Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following
effects; the dragon can't use the same effect two rounds in a row:

A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see
within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed
on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the effect on itself on a success.
Lightning arcs, forming a 5-foot-wide line between two of the lair's solid surfaces that the
dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each
creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning
damage.
A strong wind blows around the dragon. Each creature within 60 feet of the dragon must
succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and
knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are
extinguished. Protected flames; such as lanterns, have a 50 percent chance of being
extinguished.

Regional Effect
The region containing an air drakes lair is warped by the dragon's elemental magic, which creates one
or more of the following effects:

Thunderstorms and sandstorms rage within 6 miles of the lair.


Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air
elemental, but it can't fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (- 5).
Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to.
Tracking it there is impossible except by magical means.
Natural caverns and windblown canyons within 1 mile of the drakes lair form intermittent
portals to the Elemental Plane of Air, allowing elemental creatures into the mortal world to
dwell near those locations.

If the drake dies, these effects fade over the course of 1d10 days.

EARTH DRAKE

The explorer sifts through a pile of loose dirt in search of precious water. In the blink of an eye, she falls
to the ground, bowled over by a leaping horror covered in rocky plates. Her companions turn to run but,
with a resounding boom, a mass of soil and stone coalesces around them and engulfs them. These
beasts like to play with their food and prefer a meal that puts up a fight before the kill-they might
provoke attacks just for the chance to lash out against the attacker. A drake bowls over as many targets
as possible with its orb of elemental earth, growing to immense size to intimidate and torment
immobilized prey.

Earth Drake
Gargantuan dragon, unaligned

Armor Class: 23 (natural armor)


Hit Points: 507 (25d20 + 250)
Speed: 40ft., burrow 20ft.
STR
30 (+10)

DEX
10 (+0)

CON
30 (+10)

INT
3 (-4)

WIS
14 (+2)

CHA
16 (+3)

Damage Resistance: bludgeoning, piercing and slashing from


nonmagical weapons
Damage Immunities: acid, poison
Condition Immunities: poisoned, prone
Saving Throws: Dex +7, Con +17, Wis +9, Cha +10
Skills: Perception +16, Stealth +7
Senses: blindsight 60ft, darkvision 120ft, passive Perception
26
Languages: Challenge: 24 (50,000xp)
Immovable Stone. The drake is immune to effects that would move it.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions
Multiattack. The drake uses his Frightful Presence and makes three melee attacks, two claw attacks, and
one bite.
Bite. Melee Weapon Attack: +17 to hit, reach 15ft., one target. Hit: 21 (2d10 + 10) piercing damage plus
14 (4d6) acid damage.
Claws. Melee Weapon Attack: +17 to hit, reach 10ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Stomp. Melee Weapon Attack: +17 to hit, reach 20ft., one target. Hit: 30 (4d10 + 10) bludgeoning
damage and that target must succeed on a DC 21 Strength saving throw or be knocked prone.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the drake and aware
of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it, the creature is immune to the drake's
Frightful Presence for the next 24 hours.
Breath of Elemental Earth (Recharge 5-6). The drake uses one of the following breath weapons.
Acid Breath. The dragon exhales acid in a 120-foot line that is 10 feet wide. Each creature in that line
must make a DC 24 Dexterity saving throw, taking 91 (26d6) acid damage on a failed save, or half as
much damage on a successful one.
Poison Breath. The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must
make a DC 24 Constitution saving throw, taking 91 (26d6) poison damage on a failed save, or half as
much damage on a successful one.

Legendary Actions
The drake can take 3 legendary actions, choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another creatures turn. The dragon regains spent
legendary actions at the start of its turn.
Detect. The drake makes a Wisdom (Perception) check.
Stomp Attack. The drake makes a stomp attack.
Tremor. The drake raise on two legs and fall hard on the ground, every creature in a 60ft radius around

the drake must make a DC 21 Strength saving throw, being knocked prone on a failed one. This effect
might collapse the surrounding area.

Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following
effects; the dragon can't use the same effect two rounds in a row:

Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it.
The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning
damage and be knocked prone and buried. The buried target is restrained and unable to breathe
or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried
state on a success.
The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes
sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise
identical to the spike growth spell and lasts until the dragon uses this lair action again or until
the dragon dies.
The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it.
The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area
when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud
and become restrained. A creature can take an action to attempt a DC 15 Strength check,
freeing itself or another creature within its reach and ending the restrained condition on a
success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next
round, the mud hardens, and the Strength DC to work free increases to 20.

Regional Effect
The region containing an earth drakes lair is warped by the dragon's elemental magic, which creates
one or more of the following effects:

Hidden sinkholes form in and around the dragon's lair. A sinkhole can be spotted from a safe
distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to
step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or
fall 1d6 x 10 feet into the sinkhole.
Small earthquake are common within 6 miles of the dragons lair.
Gems and pearls within 1 mile of the dragons lair sparkle and gleam, shedding dim light in a 5ft
radius.
Natural caves and tunnels within 1 miles of the drakes lair form intermittent portals to the
Elemental Plane of Earth, allowing elemental creatures into the mortal world to dwell near
those points.

If the drake dies, these effects fade over the course of 1d10 days.

Dune Locust

THE SKY DARKENS as the loud buzzing becomes unbearable. The sand locust are the plague of the
wasteland, razing entire community on their passage. A swarm of dune locust is driven by an insatiable
hunger, endlessly flying the wastes, always looking for a new source of food.
LORE Locusts have formed plagues since the beginning of the desert age. The city of Raam have them
carved on their tombs and the insects are mentioned in several parchments from the Red age as well.
Swarms have devastated crops and been a contributory cause of famines and human migrations. More
recently, city states have changed special group of mercenaries and Templars to hunt nests of the beast,
in order to protect their agriculture. Locations where swarms tend to originate are tracked down by
groups of adventurers, very few survive that trial, but the ones who do make it back are paid generously
for their effort.
In Athasian superstition locust play the role of harbinger of change, chaos and doom. The sighting of a
plague is one of the worst omen that can possibly exist and folks rush to buy protective charms and ask
for elemental priest blessing against the times to come.
Locust do not necessarily move in swarm and isolated individuals can be encountered frequently, but
swarming behavior has increased in the last century, when suitable climatic conditions occur and
vigilance lapses, plagues occur. Locust build mounds, where they lay eggs and wait for them to sprout.
During that time the swarm increase its hunting, capturing beasts and humanoid to feed them to the
young starving locust. Swarm nests in area difficult to reach, usually on dangerous to climb cliffs, hidden
valley or high plateau.
The swarm have a hierarchy, focused on the need for reproduction, Dune Locust Hunter are the more
common, feeding on everything they can and sometime scouting for food source for the rest of the

swarm. Sandhorrors are the warrior cast of the Dune Locust, they live exclusively to mate with the
Queen Locust and protect the swarm against treats. The Queen Locust is the only type of locust
incapable of flying, and as such is much more vulnerable than the rest of her species. A Queen sole
purpose is to create mounds and lay eggs, waiting the hunters to come back and feed her. When the
time is right the Queen emits a powerful psychic wave to signal the beginning of a plague, this wave can
be felt miles around by other psychic creatures, which usually leave the surrounding region as fast as the
possibly can.
ENCOUNTERS The region of Raam is particularly famous for the dangerous nest that abound around,
making contracts on hive a lucrative job for mercenaries. Outside the time of plague, lone locust can
easily be encountered. Small group of them are common as well, ranging from five to fifteen individuals.
When the time of a plague has come hundreds of them can be seen, darkening the sky in the distance,
leaving only bone picked clean and devastated areas in their wake.
DUNE LOCUST HUNTER
The common Dune Locust are the Dune Locust Hunters, scouting the wastelands for food. They are
extremely aggressive and will attack any creature they can best, leaving the dangerous predators alone.
In groups, they hunt bigger preys and nothing is safe from their hunger. All Dune Locust are poisonous,
they prefer to attack directly, rushing from the sky and dismembering their prey with their mandibles
but are not above waiting for their poison to take effect on a strong prey, lurking out of reach until their
prey is weaken enough.

Dune Locust Hunter


Medium monstrosity, neutral
Armor Class: 14 (natural armor)
Hit Points: 76 (10d8 + 30)
Speed: 40ft., fly 40ft
STR
16 (+3)

DEX
10 (+0)

CON
16 (+3)

INT
3 (-4)

WIS
15 (+2)

CHA
6 (-2)

Skills: Perception +4
Damage Immunities: poison
Damage Vulnerabilities: psychic
Senses: passive Perception 14
Languages: Challenge: 3 (700xp)
Mind of the swarm. Dune Locust are united by a psychic link, connecting them constantly to the swarm.
As long as a locust is within 3 miles of another one, it gets advantage on saving throws against being
charmed or frightened. Other locust can use this connection to find a member of their swarm or
communicate basic information, such as food, danger or attack.

Actions
Multiattack. The dune locust makes two melee attacks, one with its mandible and one with its stinger.
Mandible. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 9 (2d6 + 3) piercing damage.
Stinger. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage and the

target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned
the target takes 1d6 poison damage at the beginning of each of its turn. The target can repeat the saving
throw at the end of each of its turns, ending the poison on itself on a success.
SANDHORROR
Sandhorrors are far bigger and nastier than they lesser counterpart. They have bright colors, usually
vivid yellow, blue or red, depending on the species. Sandhorrors are seldom encountered in the
wilderness for no reason, they usually come to the rescue of hunters in difficulty or near the nest of a
hive, defending their territory. As other dune locust they are extremely aggressive and will even attack
bigger predators without hesitation. Just as Hunters, Sandhorrors prefer direct attacks, falling on their
prey and tearing them apart before moving to the next one. Their poison is usually strong enough to kill
instantly most preys.

Sandhorror
Large monstrosity, neutral
Armor Class: 16 (natural armor)
Hit Points: 140 (15d10 + 60)
Speed: 30ft., fly 30ft
STR
20 (+5)

DEX
10 (+0)

CON
18 (+4)

INT
3 (-4)

WIS
15 (+2)

CHA
6 (-2)

Skills: Perception +5
Damage Immunities: poison
Damage Vulnerabilities: psychic
Senses: passive Perception 15
Languages: Challenge: 7 (2,900xp)
Mind of the swarm. Dune Locust are united by a psychic link, connecting them constantly to the swarm.
As long as a locust is within 3 miles of another one, it gets advantage on saving throws against being
charmed or frightened. Other locust can use this connection to find a member of their swarm or
communicate basic information, such as food, danger or attack.

Actions
Multiattack. The dune locust makes two melee attacks, one with its mandible and one with its stinger.
Mandible. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 15 (2d10 + 5) piercing damage.
Stinger. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 10 (1d10 + 5) piercing damage and
the target must succeed on a DC 15 Constitution saving throw, taking 18 (6d6) poison damage on a
failed save, or half as much damage on a failed save, or half as much damage on a successful one.
Spit. Range Weapon Attack: +8 to hit, range 60ft., one target. Hit: the target must succeed on a DC 15
Constitution saving throw, taking 18 (6d6) poison damage on a failed save, or half as much damage on a
failed save, or half as much damage on a successful one.
QUEEN LOCUST

Queen Locust are the heart of a swarm, the other cast of locust revolving around her needs: the hunters
working to satiable her gluttonous appetite and the sandhorrors protecting her monstrous body. Few
swarm have more than on queen among them, but the birth of one is always celebrated by the hive with
a chorus of psychic excitement that rushes through the land. If threatened a Queen is perfectly capable
to defend herself by her voluminous body prevents her to flee. A Queen body resembles the one of a
giant larva with plates of chitin covering it. Its head is similar to a classic dune locust, with a gigantic
double pair of mandible. It moves on small legs that looks barely solid enough to carry her massive
abdomen while a malformed pair of wings sprout from her back, too weak to allow her to fly.

Queen Locust
Huge monstrosity, neutral
Armor Class: 18 (natural armor)
Hit Points: 240 (20d12 + 120)
Speed: 15ft.
STR
20 (+5)

DEX
6 (-2)

CON
22 (+6)

INT
4 (-3)

WIS
20 (+5)

CHA
6 (-2)

Skills: Perception +9
Damage Immunities: poison
Damage Vulnerabilities: psychic
Condition Immunities: charmed, frightened, prone, stunned
Senses: passive Perception 15
Languages: Challenge: 12 (8,400xp)
Heart of the Hive. The Queen is the most important member of the locust hive and other members will
go to great length to defend it. Locust in a 30ft radius of the Queen have advantage on attack rolls and
saving throws. Additionally the Queen can transmit telepathic orders to any locust in a 30 mile radius.
Psychic Might. The Queen Locust is the psychic center of the hive and as such its mere presence can
crush the mind of lesser creatures. A creature (other than locust) starting their turn in a 20ft radius of
the Queen Locust takes 10 (2d10) psychic damage and must make a DC 17 Wisdom saving throw or
being stunned until the end of its next turn.

Actions
Mandibles. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 35 (6d10 + 5) piercing damage.
Spit. Range Weapon Attack: +9 to hit, range 60ft., one target. Hit: the target must succeed on a DC 17
Constitution saving throw, taking 32 (8d8) poison damage on a failed save, or half as much damage on a
failed save, or half as much damage on a successful one.

Dune Reaper

A CHORUS OF WAILING HOWLS and shrieks and a sickly sweet odor on the night breeze warn a traveler
that a dune reaper pack is on the hunt nearby. By the time luminescent eyes gleam like floating lanterns
against the darkened dunes, escape is no longer possible.
LORE These territorial predators came into existence through defiling magic. Dune reapers consume
everything they find: They devour humanoids and beasts, graze on plants, and even chew through
wagons and buildings. They sometimes eat stones to aid digestion of tougher materials. Reapers that go
too long without food resort to cannibalism. Familial groups called prides break into packs to hunt the
wastes. A pride makes its home near a water source, forming a hive that becomes the center of the
pride's territory. Hives are mounds of sand, earth, and rock sealed together with secretions from the
drones. Within the mounds are tunnels and chambers, which might be connected to existing
underground spaces or structures, especially those containing sources of water. Humanoids can exist
close to a hive only if the reapers have another plentiful source of food.
Dune reaper warriors are always female and rule over the smaller drones and shrieks, all of which are
male. Each warrior forms a hunting pack with multiple drones and shrieks as mates; the other reapers
can become erratic if she is slain. A warrior's mates closely match her in power, ensuring that only the
strongest reapers reproduce. The dominant female in the pride, known as the matron, makes all
decisions, guides the pride to new territory, and directs followers in creating the hive. A matron can be
unseated only by another female that defeats her in a duel to the death.
Dune reapers are extremely dangerous during their annual mating season, when they hunt for prey to
feed growing young. The pack's matron lays eggs in the bodies of living creatures. When the eggs hatch,
the young reapers devour the helpless captives. The stronger hatchlings then set upon their brood
mates, killing and eating the weak ones. Young reapers that survive are driven from the hive after about

two months and must either join another pride or form a new one. These juveniles are as deadly as
adults.
ENCOUNTERS Dune reapers hunt in packs, which can number from five to more than a dozen. A patient
and calculating hunter, a dune reaper warrior learns the travel patterns of prey and can hold its pack for
days in a hidden position.
A dune reaper is extremely aggressive in isolation from its pride or pack, making it hard to tame.
Nevertheless, Athasians value the beasts as arena combatants and as sources of leather, armor plates,
and bone blades. Rarely, a clutch of reaper young imprints on humanoids present at the hatching.
DUNE REAPER SHRIEK
A dune reaper pride includes specialized drones with the ability to leap through time and space. Each
time such a reaper does so, it utters a terrifying cry-hence its name. Shrieks have the added advantage
of being able to teleport into and out of melee. When a shriek arrives after a shrieking warp, it often
chooses to push away all but one enemy that it hits, focusing subsequent attacks on the creature it did
not push.

Dune Reaper Shriek


Medium aberrant, unaligned
Armor Class: 17 (natural armor)
Hit Points: 106 (13d8 + 52)
Speed: 30ft.
STR
16 (+3)

DEX
16 (+3)

CON
18 (+4)

INT
3 (-4)

WIS
13 (+1)

CHA
8 (-1)

Skills: Perception +3, Stealth +6


Damage Immunities: thunder
Senses: darkvision 60ft, passive Perception 14
Languages: Challenge: 6 (2,300xp)
Forceful Silence. When the dune reaper takes force damage, it cannot use shrieking warp until the end
of its next turn.

Actions
Multiattack. The dune reaper makes two melee attacks with its arm blade.
Arm Blade. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 11 (2d8 + 3) piercing damage.
Shrieking Warp. The shriek uses a psionic ability identical to the Blink spell. In addition when the shriek
reappears every creatures in a 10ft radius around the shriek must make a DC15 Constitution saving
throw, taking 16 (4d8) thunder damage and being deafened for one minute on a failed one, and half as
much damage on a successful one. A creature succeeding its saving throw is not deafened.

Reactions
Leap. The shriek can leap through the battlefield with ease, it can use the Dash action as a reaction
during its turn. This extra movement does not cause opportunity attacks.
DUNE REAPER MATRIARCH

Dune reaper matriarch leads the hunting packs. These hulking terrors brandish huge arm blades and
snap at their prey with powerful mandibles. When a matriarch detects a prey, it springs forward with its
allies to make a quick kill. Its pheromones and tactical leadership make other pack members more
dangerous in battle. When a battle goes badly, the matriarch retreats for reinforcements and leaves the
shrieks to sacrifice themselves to hinder pursuit.

Dune Reaper Matriarch


Large aberrant, unaligned
Armor Class: 19 (natural armor)
Hit Points: 196 (16d10 + 96)
Speed: 30ft.
STR
20 (+5)

DEX
14 (+2)

CON
22 (+6)

INT
3 (-4)

WIS
18 (+4)

CHA
14 (+2)

Skills: Perception +8, Stealth +6


Damage Immunities: thunder
Senses: darkvision 60ft, passive Perception 18
Languages: Challenge: 11 (7,200xp)
Forceful Silence. When the dune reaper takes force damage, it cannot use psychic echo until the end of
its next turn.
Inciting Pheromones. Dune reapers in a 30ft radius surrounding the matriarch gain advantage on their
attack rolls. Additionally the dune reapers gain a resistance to psychic damage.

Actions
Multiattack. The matriarch makes three melee attacks, two with its arm blades and one with its
mandible.
Arm Blade. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 20 (3d10 + 5) piercing damage.
Mandible. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 13 (2d8 + 5) piercing damage. If
the target is Medium or smaller, it is grappled (escape DC 17). Until this grapple ends, the target is
restrained.
Psychic Echo (Recharge 5-6). The matriarch scream and the psychic echo rip the mind of every creatures
in a 30ft radius around the matriarch, forcing them to make a DC17 Constitution saving throw, taking 20
(5d8) thunder damage plus 20 (5d8) psychic damage and being stunned until the end of the matriarch
next turn on a failed save. Succeeding on the saving throw reduce the damage taken by half and cancel
the stunning effect.

Reactions
Leap. The matriarch can leap through the battlefield with ease, it can use the Dash action as a reaction
during its turn. This extra movement does not cause opportunity attacks.

Dune Stalker

Dune stalkers are creatures native to the Elemental Plane of Earth, though they are also frequently
found on the Gray Waste of Hades. These monsters revel in evil and take their only joy from spreading
its blight. They despise the Material Plane and avoid it as much as possible. Even so, they are sometimes
summoned there by evil characters to kill targets or carry out other quests.
LORE A dune stalker appears humanoid. It stands approximately 7 feet tall, but it would be taller if
stretched out or forced to stand erect. Its head is triangular, and the neck attaches near the top of the
head, causing its leering, toothy face and pointed chin to hang below its shoulders. The dune stalkers
gangly body is hairless, and its red, dusty, abrasive skin has no pores. The combination of short legs, long
arms, and stooped posture causes its hands to drag on the ground. Its fingers and toes (four on each
limb) are long and bony. The creature has massive shoulders and an enormous chest, which tapers to a
narrow waist and hips. A dune stalker that has been assigned a mission by its summoner pursues the
literal fulfillment of its instructions to the exclusion of all else. It resents its time on the Material Plane
and wants to make its stay there as short as possible. Occasionally, a summoners instructions are
phrased in such a way that the dune stalker cannot actually carry them out. In this case, it is trapped on
the Material Plane, where it takes out its frustration by killing all creatures it finds. Despite their sonic
abilities, dune stalkers do not speak, though they understand Common and Terran.
ENCOUNTER A dune stalkers preferred tactic is to hide in a rocky area and attack from ambush. When
possible, it tries to gain higher ground on its opponents by climbing up on a rock or a structure to
conceal itself. It often begins an assault by using its shout ability to disorient a group of opponents, then
leaping into combat to deliver its kiss of death. Against foes within its reach, a dune stalker usually
prefers to deliver a kiss of death against just one target rather than a shout against the whole group. The

preferred target is the one it seeks to slay, or the one that presents the greatest danger, or the one that
appears to have the strongest good alignment. (Given the dune stalkers demented psychology, this last
could be just about anyone, but paladins usually stand out.)

Dune Stalker
Large elemental, neutral evil
Armor Class: 17 (natural armor)
Hit Points: 131 (13d10 + 39)
Speed: 30ft.
STR
18 (+4)

DEX
10 (+0)

CON
16 (+3)

INT
13 (+1)

WIS
15 (+2)

CHA
11 (+0)

Skills: Perception +6, Stealth +8, Survival +10


Damage Resistance: bludgeoning, slashing, piercing from
nonmagical weapons
Senses: darkvision 60ft, passive Perception 16
Languages: Common, Terran
Challenge: 9 (5,000xp)
Magic Resistance. The dune stalker has advantage on saving throws against spells and other magical
effects.
Relentless Tracker. The dune stalker has advantages on Wisdom (Survival) checks to track creatures.

Actions
Multiattack. The dune stalker makes two melee attacks with its claws.
Claws. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 12 (2d8 + 4) slashing damage. If the
target is Medium or smaller, it is grappled (escape DC 16). Until this grapple ends, the target is
restrained.
Shout (Recharge 5-6). The dune stalker screams in a 30ft cone and every creatures in the area must
make a DC16 Constitution saving throw, taking 28 (7d8) thunder damage on a failed save or half as
much on a successful one. A creature made of inorganic material such as stone, crystal, or metal has
disadvantage on this saving throw. A nonmagical object that isnt being worn or carried also takes the
damage if its in the spell's area.

Reactions
Kiss of Death. Melee Weapon Attack: +8 to hit, reach 5ft., one restrained humanoid grappled by the
dune stalker. Hit: The target takes 55 (10dl10) thunder damage. If this damage reduces the target to 0
hit points, the dune stalker kills the target by setting up lethal vibration in the body, resulting in instant
death.

Dwarf

STURDY MINERS, STONECUTTERS, AND BUILDERS inured to long hours of toil under the crimson sun,
dwarves are common on Athas. A dwarf would rather die than admit defeat.
LORE Every city-state's population includes hundreds or thousands of dwarf artisans and slaves. As well,
dwarves can be found in great numbers in wilderness villages and mining camps.
Dwarves once ruled great mountain kingdoms, until the wars of the Red Age destroyed their holdings.
They have fallen far from that ancient glory. Although they still speak Dwarven, the secret of reading
and writing it is long lost; none can decipher the ancient Davek script today. Thus, even dwarves who
wield magic have only a rudimentary knowledge of rituals. Some view their race's illiteracy as a badge of
honor, claiming that dwarves need no magic to survive the brutal world of Athas.
ENCOUNTERS Dwarves are found in the company of humans, muls, elves, and other city-dwellers. They
are skilled beast-handlers and train war beasts such as jhakars, drakes, cilopses, and giant beetles.
Those who dwell with or near dwarves respect the prowess of the war chiefs. These ferocious warriors
find work as guards, mercenaries, slave-soldiers, or gladiators. In these circumstances they fight along
side, or against, anyone.
DWARF CONSCRIPT
From within the mines they come at the sound of battle, clutching gouges, picks, hammers-any tool to
break bone as easily as stone. Though not warriors, these work-hardened laborers are ready to fight, kill,
and die to drive intruders from their homes. Dwarf conscripts aren't skilled in battle, but they are tough

and stubborn-and they hit hard. They wield big two-handed weapons and attempt to beat foes down
through strength and numbers. Once a conscript has chosen a target, it continues to hammer at that foe
until it or the enemy is slain.

Dwarf Conscript
Medium humanoid, neutral
Armor Class: 14 (hide armor)
Hit Points: 28 (4d8 + 12)
Speed: 25ft.
STR
15 (+2)

DEX
10 (+0)

CON
16 (+3)

INT
10 (+0)

WIS
13 (+1)

CHA
11 (+0)

Skills: Athletic + 4, Perception +3


Damage Resistance: poison
Senses: darkvision 60ft, passive Perception 13
Languages: Common, Dwarf
Challenge: 1/2 (100xp)
Dwarven Resilience. The dwarf have advantage against poison and resistance against poison damage.

Actions
Halberd. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 7 (1d10 + 2) slashing damage.
Handaxe. Melee or Range Weapon Attack: +4 to hit, reach 5ft. and range 20/60, one target. Hit: 5 (1d6 +
2) slashing damage.
DWARF SUNPRIEST
These stoic-faced individuals brandish tribal symbols representing the world's elemental spirits. Other
dwarves revere the wisdom of their holy ones, both in peace and in war and readily follow sunpriests
into battle.

Dwarf Sunpriest
Medium humanoid, neutral
Armor Class: 14 (hide armor)
Hit Points: 43 (6d8 + 18)
Speed: 25ft.
STR
11 (+0)

DEX
10 (+0)

CON
16 (+3)

INT
13 (+1)

WIS
16 (+3)

CHA
11 (+0)

Skills: Medicine +7, Perception +5, Religion +5


Damage Resistance: poison
Senses: darkvision 60ft, passive Perception 15
Languages: Common, Dwarf
Challenge: 2 (450xp)
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks
to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of

the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for
each level above 1st.
Dwarven Resilience. The dwarf have advantage against poison and resistance against poison damage.
Spellcasting. The sunpriest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13,
+5 to hit with spell attacks). The priest has the following cleric spells prepared:
Can trips (at will): fight, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians

Actions
Battleaxe. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 4 (1d8) slashing damage or 5
(1d10) slashing damage if used with two hands to make a melee attack.
DWARF WAR CHIEF
Sporting armor crafted from the hide and chitin of the desert's monsters, and wielding a maul of giant's
bone, a war chief is an imposing figure. Despite the title, war chiefs are not necessarily commanders-but
all are masters of the art of war. War chiefs rush headlong into combat yet retain enough tactical
acumen to defend their more vulnerable compatriots. A war chief focus on the most dangerous-looking
foe early in combat and stays with it, using brutal maul smash attacks to keep it from getting away. If an
enemy slays one of its allies, the war chief attack that foe to exact vengeance against it-ignoring better
targets in its wrath.

Dwarf War Chief


Medium humanoid, neutral
Armor Class: 18 (chitin plate armor)
Hit Points: 153 (15d8 + 75)
Speed: 25ft.
STR
20 (+5)

DEX
10 (+0)

CON
20 (+5)

INT
13 (+1)

WIS
12 (+1)

CHA
14 (+2)

Saving Throws: Str +8, Con +8


Skills: Athletic + 9, Intimidation +5
Damage Resistance: poison
Senses: darkvision 60ft, passive Perception 11
Languages: Common, Dwarf
Challenge: 6 (2,300xp)
Brave. The war chief has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the war chief hits with it (included in the
attack).
Dwarven Resilience. The dwarf have advantage against poison and resistance against poison damage.

Actions
Multiattack. The war chief makes three melee attacks.
Maul. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 14 (3d6 + 5) bludgeoning damage and

the target must succeed on a DC 15 Strength saving throw or be knocked prone.

Reactions
Parry. The war chief adds 2 to its AC against one melee attack that would hit it. To do so, the war chief
must see the attacker and be wielding a melee weapon.
DWARF PROSPECTOR
Wandering the wastes alone or in duos the dwarves prospectors are seasoned survivalists that look for
threats menacing dwarven villages or prospect mines and forgotten ruins for valuable minerals. This
prospectors must know how to care for themselves in the unforgiving wastes of Athas.

Dwarf Prospectors
Medium humanoid, neutral
Armor Class: 14 (Studded leather)
Hit Points: 78 (10d8 + 30)
Speed: 25ft.
STR
14 (+2)

DEX
14 (+2)

CON
16 (+3)

INT
11 (+1)

WIS
13 (+1)

CHA
9 (-1)

Saving Throws: Dex +5


Skills: Athletic +5, Perception +4, Stealth +5, Survival +7
Damage Resistance: poison
Senses: darkvision 60ft, passive Perception 14
Languages: Common, Dwarf
Challenge: 2 (450xp)
Dwarven Resilience. The dwarf have advantage against poison and resistance against poison damage.
Tracker. The prospector has advantages on Wisdom (Survival) checks to track creatures.
Cunning Action. Once per turn the prospector can make a bonus action to Dash, Disengage or Hide.

Actions
Multiattack. The prospector makes two melee attacks or two range attacks.
Short Sword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Light Crossbow. Range Weapon Attack: +5 to hit, range 80/320ft., one target. Hit: 7 (1d8 + 2) piercing
damage.

Reactions
Instinctive Dodge. When a creature that the prospector can see hit it, the prospector can use its
reaction to half the damage taken from the attack.

Eladrin

A MYSTERIOUS, VANISHING PEOPLE who now cling to a handful of crumbling palaces in the Lands
Within the Wind, eladrin are rare in the cities and villages of Athas. They guard the few remaining
passages between the world and their realm, bewitching or slaying travelers who wander too close to
their ancient places.
LORE Great eladrin realms once spanned the Lands Within the Wind, but over the centuries the fey
otherworld has slowly receded, consumed by the defiling magic that ravaged Athas. As their world died,
the fey kingdoms fell into ruin. The eladrin now inhabit a handful of palaces and castles, a small remnant
of their former numbers. They guard the hidden doors to their diminished realm with illusions and
mazes of psionic enchantment.
A rare few eladrin, twisted by the slow death of their realm, have become so hate filled that they
sacrifice themselves for the opportunity to hunt those they blame for their home's destruction. These
windwalkers allow their essence to slowly bleed into the Lands Within the Wind in exchange for infusion
with the energy of that plane. They haunt the trade ways near eladrin lands, slaying every humanoid
they can catch unprotected. During their final years of existence, windwalkers fade to ghostlike,
semisolid embodiments of murderous hatred.
ENCOUNTERS Eladrin have little in common with their elf cousins, but both races recognize their old
kinship and honor it. Eladrin emissaries might travel with elf tribes for a time to spy on the deserts and
cities of Athas. More vicious eladrin, especially windwalkers, occasionally throw in with bandits or other
violent humanoids dwelling at the edges of their territory.

ELADRIN VEILED WARRIOR


They appear from nowhere, stepping from the wavering heat and mirages of the desert. Scouts and
hunters, veiled warriors haunt the far reaches of Athas, spying out and defending their lands. A veiled
warrior is elusive in combat. It uses veiling dart as it moves in to attack, incapacitating a chosen enemy.
It exploits its longspear's reach, moving about quickly while staying with its target.

Eladrin Veiled Warrior


Medium fey, neutral
Armor Class: 17 (Studded leather)
Hit Points: 56 (8d8 + 8)
Speed: 40ft.
STR
14 (+2)

DEX
20 (+5)

CON
12 (+1)

INT
15 (+2)

WIS
12 (+1)

CHA
15 (+2)

Saving Throws: Dex +7, Wis +4, Cha +4


Skills: Athletic +4, Stealth +7
Senses: darkvision 60ft., passive Perception 11
Languages: Common, Elvish, Sylvan
Challenge: 3 (700xp)
Speak with Beasts and Plants. The eladrin can communicate with beasts and plans as if they shared a
language.
Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics). The eladrin innate spellcasting ability is Charisma (spell save DC 12). The
eladrin can innately cast the following spells, requiring no material components:
At will: Misty Step
2/day each: Invisibility, Phantasmal Force

Actions
Multiattack. The eladrin makes two melee attacks or two range attacks.
Halberd. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 10 (1d10 + 5) slashing damage.
Veiling Dart. Range Weapon Attack: +7 to hit, range 20/60ft., one target. Hit: 7 (1d4 + 5) piercing
damage plus 4 (1d8) psychic damage and the target must make a DC 13 Intelligence saving throw, or
become blinded until the end of the eladrin next turn.
ELADRIN MIRAGE ADEPT
The wavering mirages and blowing winds open like a curtain, and the mirage adepts step through
behind the veiled warriors. Around them, reality ripples and shifts. Mirage adepts are powerful psions
who use illusion to hide eladrin ruins and outposts from the sorcerer-kings' spies. They prefer to fight at
a distance, retreating to defensible positions behind allies.

Eladrin Mirage Adept


Medium fey, neutral

Armor Class: 15 (Studded leather)


Hit Points: 111 (14d8 + 28)
Speed: 40ft.
STR
10 (+0)

DEX
16 (+3)

CON
14 (+2)

INT
15 (+2)

WIS
14 (+2)

CHA
18 (+4)

Saving Throws: Dex +7, Wis +4, Cha +4


Skills: Arcana +5, Deception +7, Insight +5
Senses: darkvision 60ft., passive Perception 11
Languages: Common, Elvish, Sylvan
Challenge: 7 (2,900xp)
Speak with Beasts and Plants. The eladrin can communicate with beasts and plans as if they shared a
language.
Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics). The eladrin innate spellcasting ability is Charisma (spell save DC 15). The
eladrin can innately cast the following spells, requiring no material components:
At will: Disguise Self, Dissonant Whispers (4th level spell), Misty Step
3/day each: Confusion, Dispel Magic, Mirror Image, Mislead
1/day each: Mirage Arcane, Prismatic Spray, True Seeing

Actions
Multiattack. The eladrin makes two melee attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) slashing damage plus
6 (2d6) psychic damage.

Reactions
Illusory Self (Recharge 5-6). The eladrin can create an illusory duplicate of himself as an instant, almost
instinctual reaction to danger. When a creature makes an attack roll against the eladrin, it can use its
reaction to interpose an illusory duplicate between him and the attacker. The attack automatically
misses, then the illusion dissipates.
ELADRIN WINDWALKER
A blur of movement brings flashing sabers, searing pain, and flowing blood. Like ghosts, the windwalkers
flicker and vanish into the blinding sun. Windwalkers always fight the same way regardless of allies'
actions. Through stealth, invisibility, and constant movement, a windwalker focuses on a single foe-the
tougher the better.

Eladrin Windwalker
Medium fey, neutral
Armor Class: 17 (Studded leather)
Hit Points: 80 (12d8 + 24)
Speed: 40ft.
STR
14 (+2)

DEX
20 (+5)

CON
14 (+2)

INT
13 (+2)

WIS
12 (+1)

CHA
15 (+2)

Saving Throws: Dex +8, Wis +4, Cha +5


Skills: Athletic +5, Perception +4, Stealth +8
Senses: darkvision 60ft., passive Perception 14
Languages: Common, Elvish, Sylvan
Challenge: 6 (2,300xp)
Between the Winds. The eladrin can use a bonus action to teleport up to 30ft to an unoccupied space
he can see. Additionally when the eladrin teleport or end its turn without attacking it phases away, until
it attacks or until the end of its next turn. This effect is similar to the Etherealness spell.
Speak with Beasts and Plants. The eladrin can communicate with beasts and plans as if they shared a
language.
Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics). The eladrin innate spellcasting ability is Charisma (spell save DC 13). The
eladrin can innately cast the following spells, requiring no material components:
At will: Thunderous Smite, Wrathful Smite
1/day each: Haste, Lightning (half is psychic damage)

Actions
Multiattack. The eladrin makes three melee attacks.
Scimitar. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 6
(2d6) psychic damage.
Dance of Blades. The eladrin makes a scimitar attack against any number of creature within 5ft of him,
with a separate attack roll for each target.
ELADRIN WHITE LADY
These enigmatic and powerful psychic are only female eladrin. They are guiding the eladrin and acting as
sage, oracle and spiritual leader in the eladrins society. They are rarely seen on the world of Athas and
most of them stay in the dying Land Within the Winds but on some occasion some cross the veil and
take actions in the wastes. A white lady shape the battlefield with her illusions, changing the world with
her sheer will. She supports the eladrin veiled warrior and windwalker from a distance and retreat into
Etherealness if her life is threatened.

Eladrin White Lady


Medium fey, neutral
Armor Class: 15 (Studded leather)
Hit Points: 140 (21d8 + 42)
Speed: 40ft.
STR
10 (+0)

DEX
16 (+3)

CON
14 (+2)

INT
17 (+3)

WIS
19 (+4)

CHA
22 (+6)

Saving Throws: Dex +8, Wis +9, Cha +11


Damage Vulnerabilities: bludgeoning, piercing and slashing
magical cold iron weapon
Damage Immunities: bludgeoning, piercing and slashing
damage from nonmagical

Skills: Arcana +8, Deception +11, Insight +14, Medicine +14,


Persuasion +11
Senses: darkvision 60ft., passive Perception 11
Languages: Common, Elvish, Sylvan
Challenge: 16 (15,000xp)
Speak with Beasts and Plants. The eladrin can communicate with beasts and plans as if they shared a
language.
Limited Magic Immunity: the white lady is immune to spells of 6th level or lower unless she wishes to be
affected. She has advantages on saving throws against all other spells and magical effects.
Innate Spellcasting (Psionics). The eladrin innate spellcasting ability is Charisma (spell save DC 19). The
eladrin can innately cast the following spells, requiring no material components:
At will: Dissonant Whispers, Misty Step
3/day each: Conjure Fey, Counterspell, Insect Plague
2/day each: Disintegrate, Etherealness, Mirage Arcane, Prismatic Spray
1/day each: Foresight, Prismatic Wall, Time Stop
Psychic Might: the white lady spells are casted as 6th level spells if she decides so. She can cast the spell
at lower levels if she wishes to. Spells of 7th level or higher are not affected by this feature.

Actions
Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 8 (1d6 + 3) bludgeoning
damage plus 16 (4d8) psychic damage.

Elf

TRIBES OF ELVES ROAM THE DESERTS OF ATHAS and bring their wares to the scattered settlements.
Though they are considered shifty and untrustworthy, the elves bring unique items to their traveling
markets that ensure plenty of business.
LORE Stories of elves describe swindlers in elven bazaars and wandering bands of raiders that strip
caravans of goods. Entire elf tribes have disappeared from city-states after a single member ran afoul of
the templars.
Though considered dangerous by most other races, the elven markets of the various city-states are an
important source of contraband, particularly that of the magical variety. However, most people know to
be cautious when dealing with elves, since being cheated in a deal is the least of what they have been
known to do. Most elves simply seek to get the most out of any bargain, and the more cutthroat
members of a tribe might use that motivation as an excuse to murder and steal.
ENCOUNTERS Outcast elves join members of other races, frequently in raiding bands. Elves might travel
with beasts of burden, which are unassuming in appearance but trained for battle. Unless it is badly
injured, however, no elf ever rides. Beasts are for transporting goods or making war- elves define
themselves by their ability to run.
ELF PEDDLER
The elven markets bring goods both legitimate and illegal to the city-states. Any deal made with an elf
merchant can go bad, though, and the cheater might disappear without a trace. An unlucky customer
might be the target of a swift, deadly attack to steal his or her remaining possessions.

Elf Peddler
Medium humanoid, neutral
Armor Class: 13 (leather armor)
Hit Points: 13 (3d8)
Speed: 35 ft.
STR
13 (+1)

DEX
15 (+2)

CON
10 (+0)

INT
10 (+0)

WIS
12 (+1)

CHA
12 (+1)

Skills: Deception +5, Perception +3, Stealth +6, Sleight of


Hand +6
Senses: darkvision 60ft, passive Perception 13
Languages: Common, Elvish
Challenge: 1/2 (100xp)
Fey Ancestry. The elf has advantage on saving throws against being charmed, and magic cant put him
to sleep.
Mask of the Wild. The elf can attempt to hide even when only lightly obscured by foliage, mist, sand
storm or other natural phenomena.

Actions
Multiattack. The elf makes two melee attacks or two ranged attacks.
Bone Longbow. Range Weapon Attack: +4 to hit, range 150/600ft., one target. Hit: 6 (1d8 + 2) piercing
damage.
Bone Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) piercing
damage.
ELF DUNE STRIDER
Tribes of elves lope across the wastelands. Lithe and hardy, they cover vast distances over dangerous
terrain every day. Dune striders swoop down on travelers, seizing anything of value before retreating.
Operating in small groups, dune striders try to spread out their attacks to force enemies to surrender
their possessions. If this tactic doesn't work, they retreat.

Elf Dune Strider


Medium humanoid, neutral
Armor Class: 14 (leather armor) 17 against opportunity attack
Hit Points: 55 (9d8 +7)
Speed: 45 ft.
STR
14 (+2)

DEX
17 (+3)

CON
13 (+1)

INT
10 (+0)

WIS
14 (+2)

Skills: Perception +5, Stealth +6, Survival +7


Senses: darkvision 60ft, passive Perception 15
Languages: Common, Elvish
Challenge: 3 (700xp)

CHA
12 (+1)

Evasion. If the elf is subjected to an effect that allows it to make a Dexterity saving throw to take only
half damage, the elf instead takes no damage if it succeeds on the saving throw, and only half damage if
it fails.
Fey Ancestry. The elf has advantage on saving throws against being charmed, and magic cant put him
to sleep.
Mask of the Wild. The elf can attempt to hide even when only lightly obscured by foliage, mist, sand
storm or other natural phenomena.
Move Like the Wind. The speed of the elf is increase by 10ft. (already included in its profile) and the AC
of the elf is increased by 3 against opportunity attacks. Additionally the elf can move through
nonmagical terrain without any extra movement cost.

Actions
Multiattack. The elf makes two melee attacks or two ranged attacks.
Bone Longbow. Range Weapon Attack: +5 to hit, range 150/600ft., one target. Hit: 7 (1d8 + 3) piercing
damage.
Obsidian Spear. Melee or Range Weapon Attack: +5 to hit, reach 5ft. and range 60/60ft, one target. Hit:
6 (1d6 + 3) piercing damage or 8 (1d8 +3) piercing damage if used with two hands.
Poison, ranger power of multi shot, commander power from tactician
ELF RAID LEADER
The elves launch an all-out attack on an outsider community, either as vengeance for ill treatment or to
grab resources. They charge into battle under the direction and the watchful gaze of a raid leader. A raid
leader remains at extreme range, constantly maneuvering for distance if foes attempt to close with it.
When a companion is hindered by a debilitating condition, the raid leader does not hesitate to snap the
ally out of it.

Elf Raid Leader


Medium humanoid, neutral
Armor Class: 16 (studded leather) 19 against opportunity
attack
Hit Points: 78 (12d8 +24)
Speed: 45 ft.
STR
14 (+2)

DEX
19 (+4)

CON
14 (+2)

INT
13 (+1)

WIS
14 (+2)

CHA
12 (+1)

Skills: Perception +5, Stealth +7, Survival +7


Senses: darkvision 60ft, passive Perception 15
Languages: Common, Elvish
Challenge: 8 (3,900xp)
Evasion. If the elf is subjected to an effect that allows it to make a Dexterity saving throw to take only
half damage, the elf instead takes no damage if it succeeds on the saving throw, and only half damage if
it fails.
Fey Ancestry. The elf has advantage on saving throws against being charmed, and magic cant put him
to sleep.

Mask of the Wild. The elf can attempt to hide even when only lightly obscured by foliage, mist, sand
storm or other natural phenomena.
Move Like the Wind. The speed of the elf is increase by 10ft. (already included in its profile) and the AC
of the elf is increased by 3 against opportunity attacks. Additionally the elf can move through
nonmagical terrain without any extra movement cost.

Actions
Multiattack. The elf makes two melee attacks or two ranged attacks.
Bone Longbow. Range Weapon Attack: +7 to hit, range 150/600ft., one target. Hit: 8 (1d8 + 4) piercing
damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage
on a failed save, or half as much damage on a successful one.
Obsidian shortsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) piercing
damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage
on a failed save, or half as much damage on a successful one.
Volley. The elf makes a ranged attack against any number of creatures within 10ft of a point he can see
within his weapons range. He must have enough ammunition for each target, as normal, and make a
separate attack roll for each target.

Reactions
Maneuvering Attack. When the elf hit a creature with a weapon attack, he can use his reaction to
maneuver one of his comrades into a more advantageous position. The elf choose a friendly creature
who can see or hear it. That creature can use its reaction to move up to half its speed without provoking
opportunity attacks from the target of the elfs attack.

Elemental Weird

LORE Weirds are cryptic beings of elemental force who are powerful in the art of divination. They are
oracles, soothsayers, and seers of knowledge past, present, and future. Each weird is composed of
material from one of the four elements (air, earth, fire, or water) and has special knowledge of the
particular aspect of fate with which its element is associated (see below). These creatures dwell in
remote or hidden locations on the Material Planea fact that makes travel difficult for those seeking
their counsel. The upper body of a weird always resembles that of a beautiful female humanoid. The
lower half may be either humanoid or a serpentine column. A weird rises from a pool of the appropriate
element, which it can never leave.
A weird can divine information that could change the very course of history. It has its finger on the pulse
of fate and knows exactly where possible courses of action might lead. Like most seers, an elemental
weird never provides a clear, concise prophecy. Some of the message may seem forthright, but some is
always confusing or just difficult to decipher because the listener does not have enough information to
understand the weirds meaning. Though its messages can be misinterpreted, a weirds warnings and
advice are never wrong. Its counsel is seldom free, however, so anyone beseeching a weird had best
bring offerings or be prepared to undertake a quest of vital importance to the creature.

ENCOUNTER All weirds, regardless of their elemental subtypes, are connected to each other in
fundamental ways. They share a unique, secret bond that is evidenced in their level of cooperation. A
weird that cannot provide the desired knowledge to a supplicant usually guides him or her to another
weird for better counsel. Weirds of different elements often place their pools close to one another to
broaden the range of divination services available to supplicants in an area. Weirds are strongly linked to
the Material Plane. They have all chosen to leave their native planes and serve as diviners for the
humanoid races. Though they are bound to their pools, weirds can interact with other races though
mortal agents that specialize in divination magic.
Elemental weirds do not fight if they can avoid it. If they must fight, they begin by summoning
elementals to defend them. If any other elementals are present (regardless of type), the weird attempts
to gain control of them and turn them against its foes. Meanwhile, the weird remains in the center of its
pool, using divination magic to foresee possible consequences of the battle and acting accordingly. If
forced into melee, a weird uses its reach to lash out at nearby foes. If seriously threatened, a weird
retreats back to its plane of origin.

Elemental Pool. Each weird dwells within a large pool (at least 20 feet across and 40 feet deep) filled
with the purest form of its element. The pool is always secured to a flat surface (floor, wall, or ceiling;
see individual entries for possible orientations) such that its depth forms a hollow within that surface.
The surface must have sufficient depth to accommodate the pool. An elemental pool can also exist as a

separate area inside a larger volume of the same element; for example, a water weirds pool might be
situated at the bottom of an ocean or lake. The base of the pool contains a portal to the weirds native
plane. Creatures granted access to the pool by the weird must provide their own protection from the
elemental material, as well as the means to breathe and move within that enviroment. Otherwise, they
suffer the effects given in the individual entry. A weird is physically tied to its pool and cannot leave
except to return to its native plane through the portal. A weird may rise up to a height of 10 feet above
the surface of its pool, but the lower part of its body must always remain in contact with the elemental
material. Once a weird exits the pool for its native plane, the portal closes, and the pool loses its special
effects.
Air Pool. An air weirds pool is filled with billowing, gusting vapors of breathable air and mist. Creatures
without the ability to fly cannot move through it, except by falling. An air weirds pool may be affixed to
any vertical or horizontal surface, and it may be right side up or upside down (if affixed to a ceiling, for
example).
Fire Pool. This pool contains a torrent of dancing flames that burn and smoke continually. Unprotected
flammable materials within a fire pool catch on fire immediately, and any creature within the pool takes
3d10 fire damage per round. Creatures without the ability to fly cannot move through this pool, except
by falling. A fire weirds pool may be affixed to any vertical or horizontal surface, and it may appear only
in a right side up position (such as on the floor of a cavern).
Earth Pool. This pool is filled with churning mud, rocks, and earth. Every creature within it (except the
earth weird and earth elementals) takes 4d8 bludgeonning damage per round from the ever-grinding
earth. In addition, creatures entering the pool suffocate if they do not have a way to breathe and are
entombed (restrained) if they cannot burrow. An earth weirds pool may be affixed only to a horizontal
surface, and it may appear only in a right side up position (such as in the floor of a cavern).
Water Pool. This pool is filled with bubbling, swirling water. Any creature within it that cannot breathe
water immediately begins to drown. Any creature without the ability to swim cannot move through a
water pool, except by falling. A water weirds pool may be affixed only to a horizontal surface, and it
may appear only in a right side up position (such as on the floor of a cavern).
AIR WEIRD
Air weirds are elemental spirits that offer direction and guidance to those traveling into unknown areas.
They can point out paths not considered, reveal unknown doors into new worlds, and describe what
may be needed to survive such journeys. An air weirds pool is often found outside, in an open-air place
such as a windy plain or on a mountaintop. An air weird appears as a ghostly, translucent woman
composed of flowing vapors. Its eyes are deep blue, and its hair appears windblown. The lower half of
the creatures body is a tendril of mist that trails back into its pool.

Air Weird
Large elemental, neutral
Armor Class: 14 (natural armor)
Hit Points: 128 (15d10 + 45)
Speed: 30 ft., fly 60 ft.
STR
18 (+4)

DEX
15 (+2)

CON
17 (+3)

INT
20 (+5)

WIS
20 (+5)

CHA
20 (+5)

Skills: History +10, Nature +10, Perception +10, Persuasion


+10
Damage Resistances: bludgeoning, piercing, and slashing
from nonmagical weapons
Damage Immunities: lightning, poison, thunder
Condition Immunities: exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses: blindsight 60ft, darkvision 60ft, passive Perception 20
Languages: all languages
Challenge: 16 (15,000xp)
Regeneration. The weird regains 10 hit points at the start of its turn if it has at least 1 hit point.
Prescience. At will and as a bonus action, a weird can duplicate the effect of any of the following
divination spells: contact other plane, detect thoughts, divination, find the path, foresight, legend lore,
locate creature, locate object, scrying, tongues, true seeing.
Spellcasting. The weird is an 18th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18,
+10 to hit with spell attacks). The weird has the following cleric spells prepared:
Cantrips (at will): Guidance, Resistance
1st level (4 slots): Create Elemental Node*, Protection from Evil and Good, Thunderwave
2nd level (3 slots): Prayer of Healing, Warding Wind*
3rd level (3 slots): Dispel Magic, Lightning Bolt
4th level (3 slots): Banishment (Air Plane only), Death Ward, Elemental Bane*
5th level (3 slots): Control Winds, Geas, Rejuvenate*
6th level (1 slot): Chain Lightning, Heroes Feast
7th level (1 slot): Divine Word, Whirlwind*
8th level (1 slot): Control Weather, Holy Aura
9th level (1 slot): Mass Heal, Storm of Vengeance

Actions
Multiattack. The weird makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 13 (2d8 + 4) blugeoning damage and
10 (3d6) lightning damage.
Elemental Command. As an action, the weird targets one elemental creature of any element it can see
within 30 feet of it. The elemental must make a DC 18 Wisdom saving throw. On a failed save, the target
must obey the weirds commands for the next 24 hours. An elemental whose challenge rating is equal to
or greater than the weirds challenge rating is immune to this effect.
Summon Elemental (3/Day). The weird magically summons 1d4 Air Elemental. The summoned
elemental appears in an unoccupied space within the elemental pool and acts as an ally of the weird. It
remains for 10 minutes, until it or the weird dies, or until the weird dismisses it as an action.
EARTH WEIRD
Earth weirds are foretellers of death and doom. They can pronounce an individuals impending fate or
warn of a coming apocalypse. They are also prognosticators of wealth and fortune, foreseeing who shall
succeed or fail in the pursuit of material possessions. An earth weirds pool is often situated at the base
of a mountain or deep underground. An earth weirds upper body resembles that of a beautiful human
woman. The creature has sparkling gemstones for eyes and hair the brown color of earth, streaked with

veins of gold and silver. The lower body is a shifting column of stone and dirt that connects to the earth
pool.

Earth Weird
Large elemental, neutral
Armor Class: 15 (natural armor)
Hit Points: 128 (15d10 + 45)
Speed: 30 ft., burrow 30 ft.
STR
18 (+4)

DEX
15 (+2)

CON
17 (+3)

INT
20 (+5)

WIS
20 (+5)

CHA
20 (+5)

Skills: History +10, Nature +10, Perception +10, Persuasion


+10
Damage Resistances: bludgeoning, piercing, and slashing
from nonmagical weapons
Damage Vulnerabilities: thunder
Damage Immunities: acid, poison
Condition Immunities: exhaustion, paralyzed, petrified,
poisoned, unconscious
Senses: darkvision 60ft, tremorsense 60ft, passive Perception
20
Languages: all languages
Challenge: 16 (15,000xp)
Regeneration. The weird regains 10 hit points at the start of its turn if it has at least 1 hit point.
Prescience. At will and as a bonus action, a weird can duplicate the effect of any of the following
divination spells: contact other plane, detect thoughts, divination, find the path, foresight, legend lore,
locate creature, locate object, scrying, tongues, true seeing.
Spellcasting. The weird is an 18th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18,
+10 to hit with spell attacks). The weird has the following cleric spells prepared:
Cantrips (at will): Acid Splash, Resistance
1st level (4 slots): Absorb Elements*, Create Elemental Node*, Detect Magic
2nd level (3 slots): Calm Emotions, Hold Person
3rd level (3 slots): Erupting Earth*, Slow, Wall of Sand*
4th level (3 slots): Banishment (Earth Plane only), Elemental Bane*, Vitriolic Sphere*
5th level (3 slots): Geas, Mass Cure Wounds, Rejuvenate*
6th level (1 slot): Bone of the Earth*, Move Earth
7th level (1 slot): Divine Word, Regenerate
8th level (1 slot): Antimagic Field, Earthquake
9th level (1 slot): Astral Projection, Meteor Swarm

Actions
Multiattack. The weird makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 13 (2d8 + 4) blugeoning damage and
10 (3d6) acid damage.
Elemental Command. As an action, the weird targets one elemental creature of any element it can see

within 30 feet of it. The elemental must make a DC 18 Wisdom saving throw. On a failed save, the target
must obey the weirds commands for the next 24 hours. An elemental whose challenge rating is equal to
or greater than the weirds challenge rating is immune to this effect.
Summon Elemental (3/Day). The weird magically summons 1d4 Earth Elemental. The summoned
elemental appears in an unoccupied space within the elemental pool and acts as an ally of the weird. It
remains for 10 minutes, until it or the weird dies, or until the weird dismisses it as an action.
FIRE WEIRD
Fire weirds are the diviners of hope. They shed light when all is dark and illuminate lore that has been
long lost and nearly forgotten. They guide the long-suffering and ignorant to new peace and prosperity.
The beautiful, feminine half of a fire weird is a humanoid form composed of flickering flames and
wreathed with smoke. The lower half of the body snakes away in a fiery trail into the hazy, flame-filled
pool.

Fire Weird
Large elemental, neutral
Armor Class: 14 (natural armor)
Hit Points: 128 (15d10 + 45)
Speed: 30 ft., fly 60 ft.
STR
18 (+4)

DEX
15 (+2)

CON
17 (+3)

INT
20 (+5)

WIS
20 (+5)

CHA
20 (+5)

Skills: History +10, Nature +10, Perception +10, Persuasion


+10
Damage Resistances: bludgeoning, piercing, and slashing
from nonmagical weapons
Damage Vulnerabilities: cold
Damage Immunities: fire, poison
Condition Immunities: exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses: darkvision 60ft, passive Perception 20
Languages: all languages
Challenge: 16 (15,000xp)
Regeneration. The weird regains 10 hit points at the start of its turn if it has at least 1 hit point.
Prescience. At will and as a bonus action, a weird can duplicate the effect of any of the following
divination spells: contact other plane, detect thoughts, divination, find the path, foresight, legend lore,
locate creature, locate object, scrying, tongues, true seeing.
Spellcasting. The weird is an 18th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18,
+10 to hit with spell attacks). The weird has the following cleric spells prepared:
Cantrips (at will): Light, Resistance
1st level (4 slots): Bless, Burning Hands, Create Elemental Node*
2nd level (3 slots): Pyrotechnics*, Scorching Ray
3rd level (3 slots): Daylight, Mass Healing Word, Protection from Energy
4th level (3 slots): Banishment (Fire Plane only), Elemental Bane*, Fire Shield

5th level (3 slots): Immolation*, Geas, Rejuvenate*


6th level (1 slot): Forbiddance, Sunbeam
7th level (1 slot): Fire Storm, Resurrection
8th level (1 slot): Incendiary Cloud, Holy Aura
9th level (1 slot): Astral Projection, Mass Heal

Actions
Multiattack. The weird makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 13 (2d8 + 4) blugeoning damage. If
the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the
fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Elemental Command. As an action, the weird targets one elemental creature of any element it can see
within 30 feet of it. The elemental must make a DC 18 Wisdom saving throw. On a failed save, the target
must obey the weirds commands for the next 24 hours. An elemental whose challenge rating is equal to
or greater than the weirds challenge rating is immune to this effect.
Summon Elemental (3/Day). The weird magically summons 1d4 Fire Elemental. The summoned
elemental appears in an unoccupied space within the elemental pool and acts as an ally of the weird. It
remains for 10 minutes, until it or the weird dies, or until the weird dismisses it as an action.
WATER WEIRD
Water weirds are soothsayers that bring words of healing to the wounded. They offer curative
knowledge for suffering lands and new options for people who seek a better way. When there is little
hope for life, water weirds offer a way to snatch victory from the jaws of defeat against all odds. A water
weird appears as a translucent, blue humanoid woman composed entirely of water. Its feet remain
below the surface of its pool at all times.

Water Weird
Large elemental, neutral
Armor Class: 14 (natural armor)
Hit Points: 128 (15d10 + 45)
Speed: 30 ft., swim 90 ft.
STR
18 (+4)

DEX
15 (+2)

CON
17 (+3)

INT
20 (+5)

WIS
20 (+5)

CHA
20 (+5)

Skills: History +10, Nature +10, Perception +10, Persuasion


+10
Damage Resistances: bludgeoning, piercing, and slashing
from nonmagical weapons
Damage Vulnerabilities: fire
Damage Immunities: cold, poison
Condition Immunities: exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses: darkvision 60ft, passive Perception 20
Languages: all languages
Challenge: 16 (15,000xp)

Regeneration. The weird regains 10 hit points at the start of its turn if it has at least 1 hit point.
Prescience. At will and as a bonus action, a weird can duplicate the effect of any of the following
divination spells: contact other plane, detect thoughts, divination, find the path, foresight, legend lore,
locate creature, locate object, scrying, tongues, true seeing.
Spellcasting. The weird is an 18th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18,
+10 to hit with spell attacks). The weird has the following cleric spells prepared:
Cantrips (at will): Light, Resistance
1st level (4 slots): Create or Destroy Water, Create Elemental Node*, Sanctuary
2nd level (3 slots): Hold Person, Prayer of Healing, Silence
3rd level (3 slots): Mass Healing Word, Tidal Wave*
4th level (3 slots): Banishment (Water Plane only), Elemental Bane*, Ice Storm
5th level (3 slots): Geas, Maelstrom*, Rejuvenate*
6th level (1 slot): Otilukes Freezing Sphere, Wall of Ice
7th level (1 slot): Divine Word, Regenerate
8th level (1 slot): Control Weather, Tsunami
9th level (1 slot): Astral Projection, Mass Heal

Actions
Multiattack. The weird makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 13 (2d8 + 4) blugeoning damage and
10 (3d6) cold damage.
Elemental Command. As an action, the weird targets one elemental creature of any element it can see
within 30 feet of it. The elemental must make a DC 18 Wisdom saving throw. On a failed save, the target
must obey the weirds commands for the next 24 hours. An elemental whose challenge rating is equal to
or greater than the weirds challenge rating is immune to this effect.
Summon Elemental (3/Day). The weird magically summons 1d4 Water Elemental. The summoned
elemental appears in an unoccupied space within the elemental pool and acts as an ally of the weird. It
remains for 10 minutes, until it or the weird dies, or until the weird dismisses it as an action.

Feral Yowler

LORE Feral yowlers are the result of extreme experiments in defiling magic gone awry. Whether
originally spawned from displacer beasts, panthers, or concocted from no known beast, the first feral
yowlers were warped and twisted by massive amounts of magical energy. Because of these
experiments, they not only developed an immunity to defiling magic, they also gained the abilities that
make them such deadly and efficient killers. Feral yowlers are ruthless predators, hunting not only for
fun but also for the thrill of the kill.
A feral yowler measures about 7 feet long and weighs roughly 400 pounds. While they love to yowl, feral
yowlers do not actually speak, though some learn to recognize a few simple words of tarek and
Draconic.
ENCOUNTER Feral yowlers roam the Labyrinth, a maze of canyons and fissures in the Tablelands that
scars the landscape between the Black Sands and the Dragons Bowl mountains. They also inhabit
forlorn ruins and dungeons throughout Athas, occasionally striking up alliances with tarek or hejkin
warlords in exchange for treasure or fresh food.
FERAL YOWLER

A lone feral yowler always tries to ambush its prey. When it does strike, it begins a battle with its yowl of
fear, hoping to distract and weaken its foes. A feral yowler then charges into combat, relying on rapid
attacks to bring prey down quickly.

Feral Yowler
Medium monstrosity, chaotic evil
Armor Class: 16 (studded leather)
Hit Points: 92 (8d8 +56)
Speed: 50ft.
STR
18 (+4)

DEX
17 (+3)

CON
24 (+7)

INT
7 (-2)

WIS
14 (+2)

CHA
8 (-1)

Damage Immunities: necrotic


Condition Immunities: frightened
Skills: Perception +8, Stealth +6
Senses: darkvision 60ft, passive Perception 18
Languages: understands dwarven but cannot speak it
Challenge: 6 (2,300xp)
Keen Hearing and Smell. The feral yowler has advantage on Wisdom (Perception) checks that rely on
hearing and smell.
Regeneration. The feral yowler regains 10 hit points at the start of its turn if it has at least 1 hit point.
Innate Spellcasting. The feral yowler's innate spellcasting ability is Constitution. It can innately cast the
following spells (spell save DC 18, +10 to hit with spell attacks), requiring no material components:
2/day each: Blur, Inflict Wounds (2nd level spell)
1/day each: Harm

Actions
Multiattack. The feral yowler makes two melee attacks, one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 10 (1d10 + 4) piercing damage and if
the target is a creature it must succeed a DC 13 Strength saving throw or be knocked prone.
Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) slashing damage
Yowl of Fear (Recharge 5-6): A feral yowler can let loose a wailing yowl that strikes fear into the hearts
of any who hear it. All creatures within 60 feet of a feral yowler that can hear its yowl are affected. Each
creature within the area must make a DC 13 Wisdom saving throw or be frightened for one minute. The
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
success. A creature that succeeds on the saving throw is immune to that feral yowlers yowl for 24
hours.

Floating Mantle

THE CHURNING DUST STORMS OF THE SEA OF SILT sweep up wonders from its farthest reaches and
deposit them on Tyr's rocky shores. Arriving amid the relics and wreckage are the bizarre floating
mantles. These beasts resemble jellyfish that float on the coastal breezes as they feed and commune
with one another.
LORE Floating mantles should not be able to fly: Their baglike bodies lack wings or any other method of
propulsion. Scholars who study captured specimens theorize that special glands produce a Iighter-thanair gas that is stored in their flexible bodies to provide lift. Valves release it in small jets to propel the
creatures with amazing maneuverability. The gas is flammable and explodes if exposed to fire or
lightning.
A floating mantle's coloration reveals its mood. Normally, males tend toward red and females toward
yellow; their hues are pale but intensify when the creatures are angered. When a floating mantle enters
its reproductive stage, it bloats to half again its original size and takes on a bruise-blue color. Now called
a bluesting, it can no longer hunt, instead using nutrients stored over previous months to feed its
developing young. During this uncomfortable period, bluestings are irritable and far more aggressive
than other floating mantles.

A bluesting gives birth to scores of polyps, though few survive long enough to bond with the colony. The
exertion of combat can cause a bluesting to birth a few young prematurely. The ravenously hungry
polyps fight alongside their parent, only to die minutes after the battle ends.
ENCOUNTERS Floating mantles collect in small colonies and share a group consciousness, allowing them
to communicate primitive ideas and concepts with one another. They have few predators but defend
themselves and their surviving young with unexpected ferocity.
FLOATING MANTLE
Floating mantles hover above coastal mudflats, where they graze and make their nests. Quiet and
inoffensive, floating mantles attack only when they feel threatened. They surround enemies, injecting
them with slowing toxins from their long tentacles. A mantle then draws a creature up to its body and
drains its vitality using the same appendages. When injured, a floating mantle looses a psychic scream,
both to drive off its attacker and to warn its fellows.

Floating Mantle
Medium aberration, unaligned
Armor Class: 15 (natural armor)
Hit Points: 74 (10d8 +20)
Speed: 0ft, fly 30ft (hover)
STR
10 (+0)

DEX
17 (+3)

CON
14 (+2)

INT
5 (-3)

WIS
14 (+2)

CHA
10 (+0)

Condition Immunities: blind, prone


Damage Vulnerabilities: fire, lightning
Skills: Perception +6
Senses: blindsight 60ft (blind beyond that), passive
Perception 16
Languages: Challenge: 5 (3,900xp)
Sudden Explosion. When the floating mantle is reduced to 0 hit points by fire or lightning damage it
explodes violently, and each creature in a 10ft radius must make a DC 15 Dexterity saving throw, taking
15 (3d10) fire damage on a failed one, or half as much damage on a successful save. The explosion ignite
flammables objects in that area that arent being worn or carried.

Actions
Multiattack. The floating mantle makes two melee attacks, one with its tentacles and one with its
pseudopod.
Tentacle. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 3 (1d6) bludgeoning damage, and
the target must make a DC 15 Constitution saving throw, taking 12 (4d6) poison damage on a failed
save, or half as much damage on a successful one. Additionally a target that fails the saving throw see its
speed halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action
or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
Pseudopod. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 13 (2d10 + 3) necrotic damage.

The target must succeed on a DC 15 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. Additionally the floating mantle gains a number of
temporary hit points equal to the damage inflicted.
Psychic Scream (Recharge 5-6). The floating mantle silent scream echoes in the mind of every creature
in 30ft radius around the mantle. Each creature in the area must make a DC 15 Wisdom saving throw,
taking 16 (4d8) psychic damage on a failed save and being stunned until the end of the mantles next
turn. A successful saving throw reduces the damage by half and prevent to being stunned. Other
mantles are immune to this power.
FLOATING MANTLE BLUESTINGS
Bluestings prefer to remain at a distance surrounded by polyps. An injured or threatened bluesting
might expel polyps in the stress of battle. It forms no attachment to such premature offspring, though,
and leaves them to swarm foes while it launches waves of poisonous barbs.

Floating Mantle Bluesting


Large aberration, unaligned
Armor Class: 18 (natural armor)
Hit Points: 146 (15d10 +45)
Speed: 0ft, fly 40ft (hover)
STR
14 (+2)

DEX
18 (+4)

CON
16 (+3)

INT
5 (-3)

WIS
14 (+2)

CHA
10 (+0)

Condition Immunities: blind, prone


Damage Vulnerabilities: fire, lightning
Skills: Perception +10
Senses: blindsight 60ft (blind beyond that), passive
Perception 20
Languages: Challenge: 9 (5,000xp)
Sudden Explosion. When the floating mantle is reduced to 0 hit points by fire or lightning damage it
explodes violently, and each creature in a 10ft radius must make a DC 16 Dexterity saving throw, taking
36 (6d12) fire damage on a failed one, or half as much damage on a successful save. The explosion ignite
flammables objects in that area that arent being worn or carried.

Actions
Multiattack. The floating mantle makes two melee attacks or two ranged attack, two with its tentacles;
or two flinging netles.
Flinging Netles. Range Weapon Attack: +8 to hit, range 30/60ft., one creature. Hit: 12 (2d8 + 4) piercing
damages and the target must make a DC 16 Constitution saving throw, taking 19 (6d6) poison damage
on a failed save, or half as much damage on a successful one. Additionally a target that fails the saving
throw see its speed halved for 1 minute. In addition, the creature can't take reactions, and it can take
either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success.
Tentacle. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 8 (2d6 + 2) bludgeoning damage,

and the target must make a DC 16 Constitution saving throw, taking 19 (6d6) poison damage on a failed
save, or half as much damage on a successful one. Additionally a target that fails the saving throw see its
speed halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action
or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
Psychic Scream (Recharge 5-6). The floating mantle silent scream echoes in the mind of every creature
in 30ft radius around the mantle. Each creature in the area must make a DC 16 Wisdom saving throw,
taking 24 (6d8) psychic damage on a failed save and being stunned until the end of the mantles next
turn. A successful saving throw reduces the damage by half and prevent to being stunned. Other
mantles are immune to this power.
Sudden Birth (Recharge 4-6). Floating mantle polyps are birthed by the bluesting in the mist of battle. A
swarm of polyp appears in the same space as the floating mantle bluesting.
POLYP SWARM
A bluesting gives birth to scores of polyps, though few survive long enough to bond with the colony. The
exertion of combat can cause a bluesting to birth a few young prematurely. The ravenously hungry
polyps fight alongside their parent, only to die minutes after the battle ends.

Polyp Swarm
Medium swarm of tiny aberration, unaligned
Armor Class: 13 (natural armor)
Hit Points: 33 (6d8+ 6)
Speed: 0ft, fly 30ft.
STR
8 (-1)

DEX
18(+4)

CON
13 (+1)

INT
2 (-4)

WIS
14 (+2)

CHA
10 (+0)

Damage Resistance: bludgeoning, piercing, slashing


Condition Immunities: blinded, charmed, frightened,
paralyzed, petrified, prone, restrained, stunned
Damage Vulnerabilities: fire, lightning
Skills: Perception +4
Senses: blindsight 60ft (blind beyond that), passive
Perception 14
Languages: Challenge: 1/2 (100xp)
Psychic Scream. When the swarm is reduced to 0 hit points it emits a psychic scream, and each creature
in a 10ft radius must make a DC 13 Wisdom saving throw, taking 12 (3d8) psychic damage on a failed
save and being stunned until the end of its next turn. A successful saving throw reduces the damage by
half and prevent to being stunned. Other mantles are immune to this power.
Swarm. The swarm can occupy another creatures space and vice versa, and the swarm can move
through any opening large enough for a Tiny creature. The swarm cant regain hit points or gain
temporary hit points.

Actions

Tentacles. Melee Weapon Attack: +6 to hit, reach 0ft, one target in the swarms space. Hit: 8 (2d8) blunt
damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute.

Gaj

THE MAGIC-TORN WASTELANDS spawn monsters so terrible that not even the merciful can permit
them to live. Gaj exemplify such horrors, combining a hideous aspect with a malign intelligence. They
crave the flesh of sentient beings, both for sustenance and for the delicious taste of fear.
LORE: Gaj dwelI in extensive burrows that interconnect to form a community but, aside from pain
tyrants, they hunt alone or in mated pairs. Each gaj or pair has its own tunnels and rarely interacts with
its neighbors. The community does band together to defend the colony, and to engage in group hunts
led by pain tyrants. But when the larder runs low, gaj turn on one another-including their mates.
A gaj uses its feathery antennae to invade the mind ofits prey, ripping at its victim's thoughts and
creating paralyzing terror. A gaj telepathically mocks enemies for their weakness and goads them to

foolish action. Gaj pain tyrants are longer and more slender than mind hunters. Their vestigial antennae,
though useless as limbs, compel obedience through agonizing psychic lashes.
Gaj are prized in arenas across the Tyr Region for their cunning and ferocity in battle. Thus they
command a high price, and monster hunters take great risks to capture live specimens.
ENCOUNTERS Fortunately for Athasian travelers, gaj are rare. In the wild, they conceal themselves amid
rocks and in defiles, luring prey into their clutches by transmitting telepathic cries for help.
Mindhunters are normally encountered alone or as arena combatants. Pain tyrants hunt in the company
of other gaj or surround themselves with humanoid slaves.
GAJ MINDHUNTER
Bursting from beneath the sand, a mindhunter uses its chitinous claws to tear at flesh and thoughts,
shredding memories and rending dreams. As insectoid mandibles clash, a pair of feathery antennae
brush away the crumbs of what was once a mind. A mindhunter combines a powerful physical form with
crushing psionic talent. It relies on its sturdy shell to ward off attacks as it closes to snatch up prey with
its mandibles. Once it has grabbed a creature, it uses feathery probe to tear apart its victim's mind. The
mind hunter turns its prey's thoughts and fears against other enemies, blasting them with force wave or
enslaving them with mind wrench.

Gaj Minhunter
Medium aberration, chaotic evil
Armor Class: 18 (natural armor)
Hit Points: 156 (20d8+ 40)
Speed: 30ft, burrow 10ft.
STR
17 (+3)

DEX
13(+1)

CON
14 (+2)

INT
13 (+1)

WIS
15 (+2)

CHA
20 (+5)

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


Skills: Deception +13, Insight +10, Stealth +9,
Senses: darkvision 60ft, tremorsense 60ft, passive
Perception 12
Languages: telepathy 120ft.
Challenge: 10 (5,900xp)
Invasive Presence. The sole presence of the gaj stirs a blinding pain in the mind of intelligent creatures.
All thinking creatures (Intelligence 3 or higher) present in a 30ft radius around the gaj automatically
suffer 10 (3d6) psychic damage at the beginning of the gajs turn and have disadvantage on attack roll.
Creatures with resistance to psychic damage or charmed by the gaj are immune to this effect.

Actions
Multiattack. The gaj makes three melee attacks, two mandibles attacks and one with its feathery probe.
Feathery Probe. Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit: 20 (5d8) psychic damage
and the target must succeed on a DC 16 Wisdom saving throw or become stunned until the end of the
gaj next turn.
Mandibles. Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit: 11 (2d8 + 3) piercing damage. If

the target is Medium or smaller, it is grappled (escape DC 14). Until this grapple ends, the target is
restrained.
Mind Wrench (3/Day). The gaj targets one creature it can see within 30 feet of it. The target must
succeed on a DC 16 Wisdom saving throw or be psionically charmed by the gaj until the gaj dies or until
it is on a different plane of existence from the target. The charmed target is under the gaj's control and
can't take reactions, and the gaj and the target can communicate telepathically with each other over any
distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a
success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw
when it is at least 1 mile away from the gaj.

Reactions
Psychic Feedback. When the gaj suffers damages and has one creature grabbed it can use its reaction to
use psychic feedback. The creature suffers psychic damages equal to the damage suffered by the gaj.
GAJ PAIN TYRANT
Not all who are hunted by the gaj are fortunate enough to die swiftly. A few end up as enslaved warriors
defending gaj burrows, as bait for tastier meals, or as food stored against lean times. Overseeing these
prisoners are specialized gaj whose vestigial antennae deliver intense psychic jolts. Their slaves, broken
by constant psychic torment, know only obedience to their horrific masters. Pain tyrants fight from
behind allies or slaves, since their most destructive powers function at a distance. A pain tyrant lashes a
foe with Mind Wrench, then rips into the incapacitated creature with phrenic probe. It moves allies
around the battlefield and does not hesitate to sacrifice them for any tactical advantage, no matter how
minor.

Gaj Pain Tyrant


Large aberration, chaotic evil
Armor Class: 20 (natural armor)
Hit Points: 258 (25d10+ 100)
Speed: 30ft, burrow 10ft.
STR
20 (+5)

DEX
13(+1)

CON
18 (+4)

INT
16 (+3)

WIS
19 (+4)

CHA
24 (+7)

Saving Throws: Str +10, Int +8, Wis +9


Skills: Deception +17, Insight +14, Stealth +11,
Senses: darkvision 60ft, tremorsense 60ft, passive
Perception 12
Languages: Deep Speech, telepathy 120ft.
Challenge: 14 (11,500xp)
Invasive Presence. The sole presence of the gaj stirs a blinding pain in the mind of intelligent creatures.
All thinking creatures (Intelligence 3 or higher) present in a 30ft radius around the gaj automatically
suffer 16 (5d6) psychic damage at the beginning of the gajs turn and have disadvantage on attack roll.
Creatures with resistance to psychic damage or charmed by the gaj are immune to this effect.

Actions
Multiattack. The gaj makes three melee attacks or two range attacks, two mandibles attacks and one

with its feathery probe; or two phrenic probes.


Feathery Probe. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit: 28 (7d8) psychic damage
and the target must succeed on a DC 18 Wisdom saving throw or suffer from an effect identical to the
Feeblemind spell.
Mandibles. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit: 21 (4d8 + 5) piercing damage. If
the target is Medium or smaller, it is grappled (escape DC 18). Until this grapple ends, the target is
restrained.
Phrenic Probe. Ranger Weapon Attack: +8 to hit, range 120ft., one target, Hit: 28 (7d8) psychic damage
and the target must make a DC 18 Wisdom saving throw, or become stunned until the end of the gajs
next turn.
Mind Wrench (Recharge 5-6). The gaj targets one creature it can see within 30 feet of it. The target
must succeed on a DC 18 Wisdom saving throw or be psionically charmed by the gaj until the gaj dies or
until it is on a different plane of existence from the target. The charmed target is under the gaj's control
and can't take reactions, and the gaj and the target can communicate telepathically with each other
over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw.
On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving
throw when it is at least 1 mile away from the gaj.

Legendary Actions
The gaj can take 3 legendary actions, choosing from the options below. Only on legendary action option
can be used at a time and only at the end of another creatures turn. The gej regains spent legendary
actions at the start of its turn.
Psychic Drain (Cost 2 Actions). One creature charmed by the gaj takes 10 (3d6) psychic damage, and the
gaj regains hit points equal to the damage the creature takes.
Psychic Feedback. When the gaj suffers damages, it can use psychic feedback on one creature charmed
by it. The creature suffers psychic damages equal to the damages dealt by the attack and the gaj suffers
only half the damage of the attack.

Ghost, Raaig

IN AN ENVIRONMENT WHERE VIOLENT DEATH is so common, ghosts frequently haunt sites of great
significance or terrible slaughter. Among them are an array of spirits bound to the service of longforgotten gods. Called raaigs, these ghosts defend ancient shrines, temples, relics, and secrets.
LORE In life, raaigs were devout priests or holy warriors charged with protecting sacred sites or relics. In
death they still keep watch, though their charges have crumbled into ruin or vanished. They have been
twisted by their ancient oaths into merciless, hateful apparitions that swiftly slay any living intruder.
Unlike ghosts or specters, raaigs briefly take solid form to attack, then fade into insubstantiality before
foes can retaliate.
Raaigs haunt old temples. They attack any who set foot in their shrines considering them unbelievers
who defile the sacred precinct. Few people on Athas know the ancient names or prayers that can satisfy
a raaig's challenge. A given raaig is bound to a limited area or purpose and cannot abandon it to chase
intruders even a short distance. A few guardians were so favored by their gods in life that they were
granted a tiny spark of divine essence. Called soulflames, these raaigs still embody their gods' will. When
a soulflame is badly injured, though, that divine spark escapes, leaving behind a spectral vessel empty of
all but despair.
ENCOUNTERS Intelligent and strong-willed, raaigs assume command over other undead such as
mummies, ghosts, or skeletons. Those defending evil temples might ally with demons or devils that once
served them. Soulflames are occasionally accompanied by angels that survived the disappearance of
Athas's gods by drawing upon the spark of divinity within these blessed spirits.
RAAIG TOMB SPIRIT

Dust swirls around the broken altar, obscuring the peculiar symbol carved on it. As the cloud surges
forward, it takes the form of a human clad in ancient armor. It strikes, and its ghostly weapon slices
cleanly through flesh. The tomb spirit chooses one enemy and uses raaia's challenge to force it into
single combat, its dread aura keeping the target close. Its weapon temporarily solidifies as it strikes,
cutting with a supernatural chill.

Raaig Tomb Spirit


Medium undead, loyal good/neutral/evil, depending on the
divinity it was serving.
Armor Class: 12
Hit Points: 50 (10d8)
Speed: 0t, fly 40ft.
STR
10 (+0)

DEX
15(+2)

CON
10 (+0)

INT
10 (+0)

WIS
12 (+1)

CHA
17 (+3)

Damage Resistances: acid, fire, lightning, thunder;


bludgeoning, piercing and slashing damage from nonmagical
weapons that arent silvered
Damage Immunities: cold, necrotic, poison
Condition Immunities: charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60ft, passive Perception 11
Languages: any languages it knew in life
Challenge: 2 (450xp)
Ethereal Sight. The ghost can see 60ft into the Ethereal Plane when it is on the Material Plane, and vice
versa.
Incorporeal Movement. The ghost 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.

Actions
Multiattack. The ghost makes two melee attacks.
Chilling Greatblade. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 4 (1d8) slashing damage
plus 6 (2d6) cold damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on
the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by
anything on the other plane.
Raaigs Challenge. The raaig attempt to compel a creature that he can see and within 30ft into a duel.
The creature must make a DC 13 Wisdom saving throw. On a failed save, the creature is drawn to the
raaig, compelled by a divine spark of power. For one minute, the creature has disadvantage on attack
rolls against creatures other than the raaig, and must make the Wisdom saving throw each time it
attempts to move to a space that is more than 30 feet away from the raaig; if it succeeds on this saving
throw, this spell doesnt restrict the creatures movement for that turn. If the creatures fails the saving
throw, it takes 3 (1d6) psychic damage.
RAAIG CRYPT LORD

Beyond the ranks of undead guardians stands a phantasmal figure clad in heavy armor and a rich
mantle. Medallions of office mark it as the spirit of a high priest or a temple champion. A crypt lord
fights alongside other raaigs, directing the battle. It moves allies into advantageous positions with
ghostly command and support them with his divine powers.

Raaig Crypt Lord


Medium undead, loyal good/neutral/evil, depending on the
divinity it was serving.
Armor Class: 18 (spectral plate)
Hit Points: 98 (15d8 + 30)
Speed: 0t, fly 40ft.
STR
17 (+3)

DEX
15(+2)

CON
14 (+2)

INT
12 (+1)

WIS
18 (+4)

CHA
17 (+3)

Damage Resistances: acid, fire, lightning, thunder;


bludgeoning, piercing and slashing damage from nonmagical
weapons that arent silvered
Damage Immunities: cold, necrotic, poison
Condition Immunities: charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60ft, passive Perception 14
Languages: any languages it knew in life
Challenge: 7 (2,900xp)
Ethereal Sight. The ghost can see 60ft into the Ethereal Plane when it is on the Material Plane, and vice
versa.
Incorporeal Movement. The ghost 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.
Spellcasting. The raaig lord is a 10th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14,
+7 to hit with spell attacks). The mummy lord has the following cleric spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): guiding bolt, inflict wounds, shield of faith
2nd level (3 slots): blindness/deafness, hold person, silence
3rd level (3 slots): animate dead, dispel magic
4th level (3 slots): divination, guardian of faith
5th level (2 slots): flame strike, geas
6th level (1 slot): blade barrier

Actions
Multiattack. The ghost makes two melee attacks.
Chilling Greatblade. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 9 (2d6 +3) slashing
damage plus 15 (5d6) cold damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on
the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by
anything on the other plane.

Reactions

Ghostly Command. The ghost can use its reaction to enact one of the following manoeuver:
Commanders Strike: the ghost direct one of its allies to strike. When it does so it chooses a friendly
creature who can see or hear it. That creature can immediately use its reaction to make one weapon
attack.
Maneuvering Attack: The ghost command one of its allies to move into a more advantageous position.
When it does so it chooses a friendly creature who can see or hear it. That creature can use its reaction
to move up to half its speed. This move is provoking opportunity attacks.
Rally: The ghost bolsters the resolve of one of its allies. When it does so it chooses a friendly creature
who can see or hear it. That creature gains 10 temporary hit points.
RAAIG SOULFLAME
A blinding light flares from the foreign symbols on the altar. Within that radiance a humanoid phantom
coalesces. Although it looks little different from the other ghosts, vast power emanates from it.
Soulflames teleport throughout the enemies' ranks, rarely staying in the same spot. They focus attacks
on enemies that pose a greater threat. Once wounded, a soulflame becomes a being of murderous rage.
It focuses its attacks on the enemy who wounded it, even if others are dealing more damage.

Raaig Soulflame
Medium undead, loyal good/neutral/evil, depending on the
divinity it was serving.
Armor Class: 18 (spectral plate)
Hit Points: 207 (21d8 + 63)
Speed: 0t, fly 40ft.
STR
21 (+5)

DEX
15(+2)

CON
17 (+3)

INT
10 (+0)

WIS
12 (+1)

CHA
17 (+3)

Damage Resistances: acid, fire, lightning, thunder;


bludgeoning, piercing and slashing damage from nonmagical
weapons that arent silvered
Damage Immunities: cold, necrotic, poison
Condition Immunities: charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60ft, passive Perception 14
Languages: any languages it knew in life
Challenge: 15 (13,000xp)
Blazing Soul. The soulflames body is wrapped into ghostly cold flames that sears the flesh of its
opponents. The flames are shedding bright light in a 10-foot radius and dim light for an additional 10
feet. Whenever a creature within 5 feet of the ghost hits it with a melee attack, it takes 8 (2d8) cold
damage.
Ethereal Sight. The ghost can see 60ft into the Ethereal Plane when it is on the Material Plane, and vice
versa.
Incorporeal Movement. The ghost 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.
Magic Weapons. The raaigs weapon attacks are magical.

Actions

Multiattack. The ghost makes four melee attacks, two with its divine blade and two with its deathly
blade.
Divine Blade. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit: 13 (2d8 +5) slashing damage
plus 15 (5d6) radiant damage.
Deathly Blade. Melee Weapon Attack: +10 to hit, reach 5ft, one target. Hit: 13 (2d8 +5) slashing damage
plus 15 (5d6) necrotic damage, until the end of the soulflames next turn the target regains only half the
normal amount of hit points when it receives healing.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on
the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by
anything on the other plane.
Fiery Teleport (Recharge 5-6). The ghost magically teleports, along with any equipment it is wearing or
carrying, up to 120 feet to an unoccupied space it can see. His arrival is accompanied with a blast of
ghostly cold flames, every creature in a 20ft area surrounding the ghost must make a DC 17 Dexterity
saving throw, taking 24 (8d6) cold damage on a failed one, or half as much damage with a successful
one.

Giant
ATHASIAN GIANTS DWELL IN SMALL TRIBES on islands throughout the Sea of Silt, which they guard
fiercely. They are capable of traversing the sea's shallower areas, wading through chest-deep terrain to
reach their homes.
LORE Many giants on Athas live on islands in the shallower areas of the Sea of Silt. Sometimes they can
be bribed into carrying smaller beings as passengers to their islands or to other locations in the sea.
Giants are fickle, though, so travelers must take care not to offend them.
Powerful masters of the Way created the first beast giants long ago, and the race has persisted, though
it is mutable in form. These giants supplement their ferocity with an inborn psychic power that lets them
read the mind of an enemy, allowing them to copy a foe's powerful attack.
Shadow giants are remnants of giants killed by the sorcerer-kings in ancient wars. Their hate-filled spirits
have found a home in the deathly substance of the Gray.
ENCOUNTERS Beast giants associate with others of their kind as well as with hill giants, firbolgs, brohgs,
and other giant kin. Shadow giants are loners, feared by other giants, though on occasion a brohg
renegade seeks one out to learn secrets of arcane magic. Shadow giants might ally with their
elementally infused cousins, especially the powerful fire and stone giants in the Sea of Silt.
BEAST GIANT
Each of these hulking humanoids has the head of a beast, though everyone has slightly different
features. The beasts represented are found throughout Athas and include those both living and long
extinct. When faced with a threat, a beast giant reacts with savage ferocity. It uses its bite to start a fight
and reacts to a serious injury with psionic retention, turning that attack against a foe on its next turn.

Beast Giant
Huge giant, neutral

Armor Class: 14 (natural armor)


Hit Points: 191 (15d12 + 90)
Speed: 30ft.
STR
25 (+7)

DEX
10(+0)

CON
22 (+6)

INT
10 (+0)

WIS
16 (+3)

CHA
17 (+3)

Saving Throws: Con +10, Wis +7, Cha +7


Skill: Insight +7, Perception +7
Senses: darkvision 60ft, passive Perception 17
Languages: Common, Giant
Challenge: 9 (5,000xp)
Psionic Retention. The giant can store an attack that he was wounded or afflicted by. The attack is
retained until the end of the giant's next turn. A retained attack duplicates the initial attack's damage
and any harmful effects as though originating from the initial enemy (DC, spell level), but not its range
or targets. The giant can inflict the same damage and effects of the retained attack on an enemy it hits
with its bite.

Actions
Multiattack. The giant makes two melee attacks with its bite.
Bite. Melee Weapon Attack: +11 to hit, reach 10ft, one target. Hit: 19 (3d8 +7) piercing damage and the
giant can release the effect stored with psionic retention.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240ft, one target. Hit: 29 (4d10 +7) bludgeoning
damage.
SHADOW GIANT
A vengeful spirit that seeks retribution for an ancient slaughter, this undead giant resembles a tall, thin
shadow cast against a wall. A shadow giant attack in priority the foe that has hurt it the most. It tries to
keep the target within reach so it can strand that foe in the Gray with cast into shadow.

Shadow Giant
Huge undead (giant), neutral evil
Armor Class: 16 (natural armor)
Hit Points: 220 (18d12 + 90)
Speed: 40ft.
STR
22 (+6)

DEX
13(+1)

CON
20 (+5)

INT
10 (+0)

WIS
9 (-1)

CHA
17 (+3)

Saving Throws: Str +10, Con +9, Cha +7


Damage Vulnerabilities: radiant
Damage Resistances: acid, fire, lightning, thunder;
bludgeoning, piercing and slashing damage from nonmagical
weapons that arent silvered
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, frightened,

grappled, paralyzed, petrified, poisoned, prone, restrained


Skill: Perception +7, Stealth +9
Senses: darkvision 60ft, passive Perception 17
Languages: Common, Giant
Challenge: 13 (10,000xp)
Incorporeal Movement. The giant 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.
Light Sensitivity. While in bright light, the giant has disadvantage on attack roll s, as well as on Wisdom
(Perception) checks that rely on sight.
Shadow Stealth. While in dim light or darkness, the giant can take the Hide action as a bonus action.

Actions
Multiattack. The giant makes two melee attacks with its necrotic touch.
Necrotic Touch. Melee Weapon Attack: +10 to hit, reach 10ft, one target. Hit: 21 (4d8 +6) necrotic
damage and the target must succeed on a DC 17 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.
Cast Into Shadow (Recharge 5-6). The shadow giant use this capacity to banish an unwilling creature to
the Grey. The giant chooses a creature within its reach and make a melee spell attack against it (+7 spell
attack). On a hit, the creature must make a DC 17 Charisma saving throw. If the creature fails this save, it
is transported to a random location on the plane of the Grey. A creature so transported must find its
own way back to your current plane of existence.

Gith
ALTHOUGH DESCENDED from creatures said to come from beyond the Gray, Athas's gith are tribal and
savage. The slide into barbarism did not extinguish their mental abilities, however. Combined with the
giths' extreme brutality and absolute mercilessness, their psionic powers might be even more dangerous
than those of their forebears.
LORE Githyanki first visited Athas long ago aboard a vast, silvery craft that transported them from a
place beyond the Gray. The githyanki sought a way back to their realm, but they found themselves
trapped on Athas by the Gray, which serves as a nighimpassable planar barrier between the world and
their home realm. Meanwhile, the visitors proved particularly sensitive to the corrupting nature of
arcane magic. Today, the descendants of the first githyanki survive as shadows of their former selves,
decayed in both mind and body. They have not forgotten their origins however. A few tribes are
dedicated to gathering shards of their long-lost ship, hoping to return home. Gith tribes wander the
mountains and the Tablelands living as nomadic hunters. Like thri-kreen tribes, gith grant humanoids no
special status hunting them as avidly as any other prey.
ENCOUNTERS Gith travel in small packs though sometimes an individual can be found with other
creatures, working as a mercenary or as a slave. Gith also keep pets such as baazrags. Although most
gith attack foulspawn on Sight a few tribes have begun to collaborate with these aberrations toward
some shared ambition.
GITH SAVAGE

These bloodthirsty degenerates are always earger to join the hunt. Gith savages lives are nasty, brutish
and short.

Gith Savage
Medium humanoid (gith), lawful evil
Armor Class: 17 (Inix shell-armor)
Hit Points: 49 (9d8 +9)
Speed: 30ft.
STR
15 (+2)

DEX
14 (+2)

CON
12 (+1)

INT
13 (+1)

WIS
13 (+1)

CHA
10 (+0)

Saving Throws: Con +3, Int +3, Wis +3


Senses: passive Perception 11
Languages: Deep Speech, Gith
Challenge: 3 (700xp)
Innate Spellcasting (Psionics). The githyanki's innate spellcasting ability is Intelligence. It can innately
cast the following spells, requiring no material components:
At will: Mage Hand (the hand is invisible)
3/day each: Jump, Misty Step, Nondetection (self only).

Actions
Multiattack. The githyanki makes two melee attacks or two range attacks.
Obsidian Greatsword. Melee Weapon Attack: +4 to hit, reach 5ft, one target, Hit: 9 (2d6 +2) slashing
damage plus 7 (2d6) psychic damage.
Javelin. Melee or Ranger Weapon Attack: +4 to hit, reach 5ft or range 30/120ft., one target, Hit: 5 (1d6
+2) piercing damage.
GITH DRONE
Gith that show early signs of psionic talent receive special training, isolated from others of their tribe.
This seclusion protects the tribe as gith trainers tear away the drones' mental barriers. If the drones
survive this trauma they develop explosive psychic abilities. Gith tribes take great pride in their drones.

Gith Drone
Medium humanoid (gith), lawful evil
Armor Class: 13 (chitine armor)
Hit Points: 81 (12d8 + 24)
Speed: 30ft.
STR
13 (+1)

DEX
14 (+2)

CON
14 (+2)

INT
18 (+4)

Saving Throws: Con +3, Int +3, Wis +3


Senses: passive Perception 11

WIS
13 (+1)

CHA
10 (+0)

Languages: Deep Speech, Gith


Challenge: 6 (2,300xp)
Innate Spellcasting (Psionics). The githyanki's innate spellcasting ability is Intelligence (spell save DC 15,
+7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: Mage Hand (the hand is invisible)
3/day each: Jump, Misty Step, Nondetection (self only).
2/day each: Telekinesis, Wall of Force
1/day each: Reverse Gravity

Actions
Multiattack. The githyanki makes two melee attacks or two range attacks.
Bone Dagger. Melee Weapon Attack: +5 to hit, reach 5ft, one target, Hit: 4 (1d4 +2) piercing damage
plus 7 (2d6) psychic damage.
Telekinetic Thrust. Ranger Weapon Attack: +7 to hit, range 90ft., one target, Hit: 13 (3d6 +4) force
damage and the target must make a DC 14 Strength saving throw or being knocked prone.
GITH SHARD KNIGHT
The shard knights are only found in gith tribes valuating their ancient history and seeking to travel
among the worlds again, whishing nothing more than to leave the barren wastes of Athas behind them.
In the gathering for the part of their lost ship, the gith entrust their most fearsome warriors with the
ones discovered, forging them into shard swords.

Gith Shard Knight


Medium humanoid (gith), lawful evil
Armor Class: 18 (mekillot plate)
Hit Points: 96 (15d8 + 30)
Speed: 30ft.
STR
18 (+4)

DEX
14 (+2)

CON
16 (+3)

INT
12 (+2)

WIS
12 (+2)

CHA
15 (+2)

Saving Throws: Con +6, Int +5, Wis +5


Senses: passive Perception 12
Languages: Deep Speech, Gith
Challenge: 8 (3,900xp)
Innate Spellcasting (Psionics). The githyanki's innate spellcasting ability is Intelligence (spell save DC 13,
+5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: Mage Hand (the hand is invisible)
3/day each: Jump, Misty Step, Nondetection (self only).
1/day each: Plane Shift, Telekinesis

Actions
Multiattack. The githyanki makes two melee attacks.
Shard Greatsword. Melee Weapon Attack: +7 to hit, reach 5ft, one target, Hit: 9 (2d6 +7) slashing

damage plus 10 (3d6) psychic damage. This is a magic weapon attack. On a critical hit against a target in
an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the
target to its material body, instead of dealing damage.

Golem

UNTHINKING AUTOMATONS energized by potent magic, golems can be found in desert ruins or in the
treasuries of the sorcerer-kings. Powerful defilers craft golems from bone, clay, flesh, stone, and more
unusual materials. The relative abundance of obsidian, salt, and sand on Athas has inspired creators to
rely on these substances when constructing golems.
LORE Golems abide by the instructions of their creators, or anyone their creators order them to obey.
They are fearless and unflinching, executing their masters' commands without concern for their own
survival. They plow straight ahead in battle, mashing anyone or anything that obstructs their progress.
The creation of a golem requires potent arcane rituals and expensive components. Such resources are
exceedingly rare On Athas. Much of the lore regarding golems comes from ages past, and a great deal of
it is lost even to sorcerer-kings. The few ritualists who can create golems do not necessarily even
understand why their rituals work.

Legends tell of golems far more potent than any created today. Constructed from substances now rare
on Athas, these creatures still haunt the depths of forgotten ruins, obeying orders uttered by creators
thousands of years ago.
ENCOUNTERS Golems cooperate with any creature their master dictates. They are often placed
alongside other constructs, though they can be found with demons, devils, and other long-lived
guardians. Golems are frequently stationed to protect a specific area, but some creators use them as
loyal bodyguards.
SALT GOLEM
The air grows hazy as a salt golem approaches. The ambient particles from its body sting the flesh and
burn the eyes. A blocky, rocklike form of white and gray becomes more distinct as it draws close enough
for its heavy limbs to strike. Salt golems leave tiny toxic shards in the wounds they inflict, causing
agonizing pain. Like most golems, they aren't capable of sophisticated tactics. They are cunning enough,
though, to distinguish between strong and injured foes.

Salt Golem
Large construct, unaligned
Armor Class: 14 (natural armor)
Hit Points: 112 (12d10 + 48)
Speed: 30ft.
STR
20 (+5)

DEX
9 (-1)

CON
18 (+4)

INT
3 (-4)

WIS
10 (+0)

CHA
1 (-5)

Damage Immunities: poison, psychic; bludgeoning, piercing,


and slashing from nonmagical weapons that aren't
adamantine
Condition Immunities: charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses: darkvision 120ft, passive Perception 10
Languages: understands the languages of its creator but cant
speak
Challenge: 9 (5,000xp)
Toxic Salt. Any creature that starts its turn within 5ft of the golem has disadvantage on its attack rolls,
until the end of its next turn. If the creature is missing some of its hit points, it also takes 6 (2d6) poison
damage.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.

Actions
Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack: +9 to hit, reach 5ft, one target, Hit: 18 (3d8 +5) bludgeoning damage and
the target must make a DC 16 Constitution saving throw or take 9 (3d6) poison damage at the beginning
of its turn for one minute. A creature can repeat the saving throw at the end of each of its turns, ending

the effect on itself on a success.


Horrid Dehydration (Recharge 5-6). The golem absorb all the moisture in a 15-foot cone. Each creature
in that area must make a DC 16 Constitution saving throw, gaining one level of exhaustion on a failed
save. This attack has no effect on undead or constructs. If it target a plant creature or a magical plant, it
makes the saving throw with disadvantage. If it targets a nonmagical plant that isnt a creature, such as a
tree or shrub, it doesnt make a saving throw; it simply withers and dies.
DUNE GOLEM
A sudden flurry sweeps the desert as the sands rise in a loosely humanoid form. Particles sift and flow as
though blown by a constant wind, but the creature never loses its substance. Gaping pits at the top of
the churning sand simulate a mouth and eyes. These semisolid animates ambush foes by bursting
upward from the ground. Once engaged in battle, a dune golem is a straightforward combatant,
grabbing and engulfing the first available target while pounding on others.

Dune Golem
Large construct, unaligned
Armor Class: 16 (natural armor)
Hit Points: 150 (15d10 + 75)
Speed: 30ft.
STR
22 (+6)

DEX
9 (-1)

CON
20 (+5)

INT
3 (-4)

WIS
10 (+0)

CHA
1 (-5)

Damage Immunities: poison, psychic; bludgeoning, piercing,


and slashing from nonmagical weapons that aren't
adamantine
Condition Immunities: charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses: darkvision 120ft, passive Perception 10
Languages: understands the languages of its creator but cant
speak
Challenge: 10 (5,900xp)
Shifting Sands. The golem can occupy another creatures space, and the golem can move through any
opening large enough for a grain of sand, the golems move do not create opportunity attacks. When a
creature starts its turn in the same space as the dune golem it starts to suffocate (see suffocating p.183
of the players handbook).
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.

Actions
Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5ft, one target, Hit: 19 (3d8 +6) bludgeoning damage. If
the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained.
The grappled creature start to suffocate.
Moving Sands (Recharge 5-6). The golem select a 20ft radius area that it can see within 120ft of him.

The area selected must be made of sand or earth. When a creature enters the area, it sinks 1d4 + 1 feet
into the quicksand and becomes restrained. At the start of each of the creature's turns, it sinks another
1d4 feet. As long as the creature isn't completely submerged in quicksand, it can escape by using its
action and succeeding on a Strength check. The DC is 10 plus the number of feet the creature has sunk
into the quicksand. A creature that is completely submerged in quicksand can't breathe (see the
suffocation rules in the Player's Handbook). A creature can pull another creature within its reach out of
a quicksand pit by using its action and succeeding on a Strength check. The DC is 5 plus the number of
feet the target creature has sunk into the quicksand.
SHADESTEEL GOLEM
Crafted from metal mined and forged entirely in the Grey, shadesteel golems are silent and powerful
guardians. Necromancers, liches, and defilers create these planar golems to defend their crypts from
clerics unlikely to be hampered by undead minions. Those seeing a shadesteel golem often mistakenly
identify it as undead, since it has a dark shadowy appearance and moves as quietly as a wraith. Unlike
most constructs, a shadesteel golem is very stealthy, capable of blending into even the faintest of
shadows. Their creators use them as hidden guardians in conjunction with more obvious deterrents,
such as iron golems or zombies. A shadesteel golem stands 2,20 meters tall and weighs about 700 kilos,
though it usually floats with such ease that it appears to be almost weightless.
Jahakinir the Shadow-Wizard, a lich of terrible power, created the first four shadesteel golems on the
plane of the Grey, and offered them to his master, the Sorcerer-King Kalak. One day, she simply
vanished from the face and depths of the world. His servants claim that she hid her wealth in secret
subterranean vaults guarded by Jahakinirs shadesteel golems, but these sepulchers have never been
found. Whether the lich created other shadesteel golems and whether the secrets of their construction
have been passed on remain mysteries as well. Other rulers from different city-states have sponsored
expeditions into ruins known to countain shadesteel golem unearth the lost knowledge of their
construction, but it is not known whether these explorations have borne fruit.

Shadesteel Golem
Large construct, unaligned
Armor Class: 18 (natural armor)
Hit Points: 190 (18d10 + 90)
Speed: 30ft., fly 30ft.
STR
25 (+7)

DEX
16 (+3)

CON
20 (+5)

INT
3 (-4)

WIS
10 (+0)

CHA
1 (-5)

Damage Immunities: necrotic, poison, psychic; bludgeoning,


piercing, and slashing from nonmagical weapons that aren't
adamantine
Condition Immunities: charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses: darkvision 120ft, passive Perception 10
Languages: understands the languages of its creator but cant
speak
Challenge: 14 (11,500xp)

Necrotic Absorption. Whenever the golem is subjected to necrotic damage, it takes no damage and
instead regains a number of hit points equal to the necrotic damage dealt.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Shadow Blend. In any condition of illumination other than bright light, a shadesteel golem can become
invisible into the shadows with a bonus action. Artificial illumination, even a light or continual flame
spell, does not negate this ability, though a daylight spell does.

Actions
Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 5ft, one target, Hit: 20 (3d8 +7) slashing damage.
Negative Pulse Wave (Recharge 5-6). The shadesteel golem can radiate a burst of inky black negative
energy. The pulse wave drains life from all living creatures within 40 feet of the golem, dealing 42 (12d6)
points of necrotic damage. A DC 18 Constitution saving throw succeeded halves the damage. Undead
creatures within the area are healed of 12d6 points of damage instead, and any turning effect they are
under is broken.
OBSIDIAN GOLEM
Crystallized darkness strides ponderously as the shriek of glass grows louder. Powdered obsidian trails
from the form's stiffly flexing joints. On its jagged fists are crimson stains, recalling the fate of the last
trespasser. Obsidian golems are festooned with sharp, glassy edges, and their crushing blows inflict
deep cuts that bleed profusely. Although nearly mindless, they have sufficient acumen to try to catch at
least two foes at a time with stunning handclap.

Obsidian Golem
Large construct, unaligned
Armor Class: 20 (natural armor)
Hit Points: 220 (22d10 + 110)
Speed: 30ft.
STR
28 (+9)

DEX
9 (-1)

CON
20 (+5)

INT
3 (-4)

WIS
10 (+0)

CHA
1 (-5)

Damage Immunities: lightning, poison, psychic; bludgeoning,


piercing, and slashing from nonmagical weapons that aren't
adamantine
Condition Immunities: charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses: darkvision 120ft, passive Perception 10
Languages: understands the languages of its creator but cant
speak
Challenge: 17 (15,000xp)
Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and
instead regains a number of hit points equal to the lightning damage dealt.
Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Razor Sharp. Whenever a creature within 5ft of the golem hits it with a melee attack the obsidian shards
cut it deep. The creature takes (8) 2d8 slashing damage. Creatures attacking with melee natural
weaponry always take the damage, regardless of the distance.

Actions
Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack: +15 to hit, reach 5ft, one target, Hit: 22 (3d8 +9) slashing damage and the
target suffers 2d8 extra slashing damage at the beginning of each of its turn from blood loss. Undead,
elementals, plants and constructs are not suffering from the extra damage. The bleeding can be stopped
if a character takes an action and make a successful Wisdom (Medicine) check DC 15. A spell giving hit
points back to the bleeding target also stops the bleeding.
Stunning Handclap (Recharge 5-6). The golem claps its hands and release a wave of lighting. Each
creature in a 20ft radius around the golem makes a DC 19 Dexterity saving throw, taking 35 (10d6)
lightning damage and is stunned until the end of the golems next turn on a failed save. A successful
saving throw reduces the damage taken by half and prevent on being stunned.

Goliath

KNOWN ALSO AS HALF-GIANTS within the city-states, goliaths are renowned for their physical power
and fighting ability. They serve as gladiators, sentries, and elite bodyguards. Outside the city-states,
goliaths are fearsome mountain raiders.
LORE Goliaths are not a natural race. Using dark magic, sorcerer-kings created them generations ago by
combining humans and giants. Although most goliaths now live in the city-states, a number of them
wander the high mountains of Athas. They raid the lowlands for slaves and spoils, withdrawing to the
high vales when pursued. Given enough incentive, whole tribes of barbaric mountain goliaths travel to
the cities to serve as mercenaries or soldiers for nobles or a sorcerer-king.
ENCOUNTERS In the cities, goliaths are often thugs or agents of oppression, acting as hired muscle for
templars, criminals, and slavers. Anyone who needs a strong warrior and has a few coins to spare might
hire a goliath to intimidate or kill foes. In the Ringing Mountains, goliaths are violent reavers taking what
they can from others. They have little use for companions that are not pets or slaves.
A few goliaths dwell among the giant tribes of the Sea of Silt. Although treated as menial servants,
they're permitted to guard the islands and join in raiding. For goliaths with barbaric natures, this
existence is preferable to dwelling among civilized peoples.

GOLIATH ENFORCER
A towering, muscle-bound thug clamps a meaty hand on a trespassing human, nearly toppling the
diminutive figure. Glancing up at the formidable guard, the human realizes he has only two options: beg
for his life or flee for it. Judging from the bone and blood covering the goliath's morningstar, he knows
neither has much likelihood of success. As thugs, raiders, and mercenaries, goliath enforcers gravitate
toward brute force and strength in numbers rather than skill and finesse. They throw themselves
recklessly into the middle of the action, heedless of the danger.

Goliath Enforcer
Medium humanoid, neutral
Armor Class: 14 (Gaj scale armor)
Hit Points: 44 (6d8 + 18)
Speed: 30ft.
STR
18 (+4)

DEX
10 (+0)

CON
16 (+3)

INT
10 (+0)

WIS
10 (+0)

CHA
10 (+0)

Skills: Athletic +6, Intimidation +4


Senses: passive Perception 10
Languages: Common, Giant
Challenge: 1/2 (100xp)
Desert Born. The goliath are acclimated to high altitude, including elevations above 20,000 feet. They
are also naturally adapted to hot climates, as described in chapter 5 of the Dungeon Masters Guide.

Actions
Multiattack. The goliath makes two melee attacks.
Morningstar. Melee Weapon Attack: +6 to hit, reach 5ft, one target, Hit: 8 (1d8 +4) piercing damage.

Reaction
Stones Endurance (1/Day). The goliath can focus shrug off injury. When it takes damage, it can use its
reaction to roll a d12. The Goliath add +3 to the number rolled, and reduce the damage by that total.
GOLIATH RAIDER
Members of the goliath tribes or giant tribes, this proud warriors are valuating nothing more than
strength, endurance and cunning. They live to fight and throw themselves in the melee with the rage of
a charging braxat, cleaving the nearest enemy before moving to the next one.

Goliath Raider
Medium humanoid, chaotic neutral
Armor Class: 13 (hide armor)
Hit Points: 74 (9d8 + 36)
Speed: 40ft.

STR
18 (+4)

DEX
13 (+1)

CON
18 (+3)

INT
10 (+0)

WIS
10 (+0)

CHA
10 (+0)

Damage Resistance: bludgeoning, piercing, slashing


Condition Immunities: charmed, frightened
Skills: Athletic +6, Survival +4
Senses: passive Perception 10
Languages: Common, Giant
Challenge: 4 (1,100xp)
Desert Born. The goliath are acclimated to high altitude, including elevations above 20,000 feet. They
are also naturally adapted to hot climates, as described in chapter 5 of the Dungeon Masters Guide.
Reckless. At the start of its turn, the goliath can gain advantage on melee weapon attack rolls during
that turn, but attack rolls against it have advantage until the start of its next turn.

Actions
Multiattack. The goliath makes two melee or range attacks
Bone Greataxe. Melee Weapon Attack: +6 to hit, reach 5ft, one target, Hit: 10 (1d12 +4) slashing
damage.
Javelin. Range Weapon Attack: +3 to hit, range 20/60ft, one target, Hit: 7 (1d6 +4) piercing damage.

Reaction
Stones Endurance (1/Day). The goliath can focus shrug off injury. When it takes damage, it can use its
reaction to roll a d12. The Goliath add +3 to the number rolled, and reduce the damage by that total.
GOLIATH GLADIATOR
The sands of the arena crunch beneath a ponderous tread. The roar of the crowd rises to a crescendo. A
muscular warrior with an enormous trident grins with fervor at the audience and then sets a fierce gaze
upon the opponent whose blood will soon stain the sands. More skilled than the average rampaging
warrior, a goliath gladiator combines might with tactical cunning. It shouts orders to allies, directing
them to flank, concentrate their attacks, and take advantage of foes distracted by the gladiator's
challenges. The gladiator wades into the heart of melee, but it always keeps an eye out for fallen or
hindered allies.

Goliath Gladiator
Medium humanoid, neutral
Armor Class: 14 (studded leather)
Hit Points: 135 (15d8 + 60)
Speed: 30ft.
STR
20 (+5)

DEX
14 (+2)

CON
18 (+4)

INT
10 (+0)

WIS
10 (+0)

Saving Throw: Str +8, Dex +5, Con +7,


Skills: Acrobatics +5, Athletic +10, Intimidation +5
Senses: passive Perception 10
Languages: Common, Giant
Challenge: 6 (2,300xp)

CHA
15 (+2)

Brave. The golitah has advantage on saving throws against being frightened.
Brute. A melee weapon deals one extra die of its damage when the goliath hits with it (included in the
attack).
Desert Born. The goliath are acclimated to high altitude, including elevations above 20,000 feet. They
are also naturally adapted to hot climates, as described in chapter 5 of the Dungeon Masters Guide.

Actions
Multiattack. The goliath makes three melee attacks.
Trident. Melee or Range Weapon Attack: +8 to hit, reach 5ft and range 20/60, one target, Hit: 13 (2d8
+5) piercing damage.
Net. Range Weapon Attack: +5 to hit, range 5/15ft, one target, Hit: special (see p.148 Players
Handbook).

Reaction
Stones Endurance (1/Day). The goliath can focus shrug off injury. When it takes damage, it can use its
reaction to roll a d12. The Goliath add +3 to the number rolled, and reduce the damage by that total.
Battle Manoeuver. The goliath can use its reaction to enact one of the following manoeuver:
Disarming Attack: When the goliath hits a creature with a weapon attack, he can attempt to disarm the
target, forcing it to drop one item of the goliaths choice that its holding. The target must make a DC 15
Strength saving throw. On a failed save, it drops the object. The object lands at its feet.
Menacing Attack: When the goliath hits a creature with a weapon attack, it can attempt to frighten the
target. The target must make a DC 15 Wisdom saving throw. On a failed save, the target is frightened of
the goliath until the end of the goliaths next turn.
Trip Attack: When the goliath hits a creature with a weapon attack, it can attempt to knock the target
down. If the target is Large or smaller, it must make a DC 15 Strength saving throw. On a failed save, the
target is knocked prone.
GOLIATH KINGS GUARD
Like statues, the guards stand along the cavernous hall, gazing unblinkingly at all who pass. Their
stillness conceals their potential for sudden violence, which is manifest only in their watchful eyes and
their ready armaments. These elite palace warriors protect sorcerer-kings, high-ranking templars, and
nobles. When serving as bodyguards, they congregate around their ward, keeping attackers at bay with
their halberds. In battle, a guard saves stone's endurance until an enemy has shown the ability to hurt it.

Goliath Kings Guard


Medium humanoid, Loyal neutral
Armor Class: 18 (obsidian plate)
Hit Points: 156 (18d8 + 90)
Speed: 30ft.
STR
20 (+5)

DEX
12 (+1)

CON
20 (+5)

INT
10 (+0)

WIS
13 (+1)

Saving Throw: Str +9, Dex +5, Con +9


Condition Immunities: charmed, frightened
Skills: Athletic +10, Intimidation +5

CHA
15 (+2)

Senses: passive Perception 10


Languages: Common, Giant
Challenge: 9 (5000xp)
Deadly Fighter. The goliath is deadly with its weapon, scoring a critical hit on a roll of 18-20 and dealing
one extra die of its damage when the goliath hits with it (included in the attack).
Squad Fighter. The goliath has advantage on attack rolls against a creature if at least one of the goliath's
allies is within 5 feet of the creature and the ally isn't incapacitated.
Tenacity. When the goliath drops below 80 hit points is regains 10 hit points at the start of its turn until
he reaches 80 again.
Desert Born. The goliath are acclimated to high altitude, including elevations above 20,000 feet. They
are also naturally adapted to hot climates, as described in chapter 5 of the Dungeon Masters Guide.

Actions
Multiattack. The goliath makes three melee attacks.
Halberd. Melee Weapon Attack: +9 to hit, reach 5ft, one target, Hit: 15 (2d10 +5) piercing damage.

Reaction
Stones Endurance (1/Day). The goliath can focus shrug off injury. When it takes damage, it can use its
reaction to roll a d12. The Goliath add +3 to the number rolled, and reduce the damage by that total.

Grisgol

LORE A grisgol is a horrifying construct composed of broken and worn-out magic items, animated by a
powerful spellcaster who has harnessed the spirit of a lich. Its skeleton is fabricated from old staffs and
wands and its skin from expended scrolls wrapped about it like a mummys burial cloth. Woven into this
are rings, bracers, fragments of leather or chainmail, and the like. Inside the creature are scores of halfempty vials of potions, unguents, and oils, vaguely resembling sets of internal organs. It typically wears a
rune-scribed cloak or robe. Pinpoints of red light glare from underneath a hood or old helmet. Nestled
inside the construct, among miscellaneous junk, is the original lichs phylactery. Unless one knows what
animates a grisgol, the phylactery appears as another piece of spent magic trash tossed loosely and
randomly into the insides of the construct. From a distance, a grisgol appears to be a mummy, even
moving with a similar stiff gait. When it walks, one can hear the tinkling of glass touching glass, the
sloshing of half-filled vials and bottles, the squeaking of leather, the rubbing of wood and bone against
each other, and, most prominently, the shuffl ing of paper as if pages of a tome were caught in a slight
breeze. Thin tendrils of black smoke escape from cracks in its body. A grisgol leaves a sooty, oily residue
upon whatever it touches. A grisgol is in every way a magic construct, possessing all traits native to
golems in addition to the abilities of the lich that powers it. A grisgols damaging and paralyzing touch
attacks are the same as a lich and the construct retains a fraction of the original lichs spell-casting

ability. A grisgol only casts the spells scribed by its creator on the scrolls and tome pages that make up
its outer skin.
The spells a grisgol can cast are, however, restricted to the spell levels, domains, and specializations the
lich (a 20th-level cleric, sorcerer, or wizard) could have cast. Destroying a grisgol does not destroy the
lich that powers it. To kill the lich, its phylactery must be destroyed after the grisgol is destroyed.
Otherwise, the lich is free to return in a physical form in 1d10 days. The escaped lich retains all the
powers and abilities it had previous to its entrapment. The lich seeks vengeance upon whoever
possesses its phylactery and the wizard, sorcerer, or cleric who originally entrapped it in the body of a
grisgol. A grisgol stands 8 feet tall and weighs about 400 pounds. It knows all the languages known by
the lich whose phylactery animates it.
ENCOUNTER Grisgol are rare, even by golem standards. They are solitary construct that exist solely to
serve the will of their master. Once this master has died it continues to fulfil his duty, oblivious of the
pointless reason behind it. In the region of Raam, particularly ancient tombs are rumored to hold
mysterious string of parchment, driving those reading them to madness and death. Other reports from
adventurers tell the stories of strange mummies invulnerable to most of their known weaknesses.
Lich sometimes create grisgol as punishment for their rivals, hiding their phylactery in the construct and
sending them to impossible and pointless mission. They are reveling in the knowledge that their enemy
can do nothing but rage silently while his immortality is wasted away.

Grisgol
Large construct, unaligned
Armor Class: 18 (natural armor)
Hit Points: 185 (20d10 + 80)
Speed: 30ft.
STR
18 (+4)

DEX
10 (+0)

CON
18 (+4)

INT
3 (-4)

WIS
10 (+0)

CHA
1 (-5)

Damage Immunities: poison, psychic; bludgeoning, piercing,


and slashing from nonmagical weapons that aren't
adamantine
Condition Immunities: charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses: darkvision 120ft, passive Perception 10
Languages: understands the languages of its creator but cant
speak
Challenge: 17 (18,000xp)
Choking Dust. Striking the golem with any kind of implement other than a piercing weapon invites a
disease causing, choking cloud of dust and mold to explode from the creature. All within a 10-foot radius
must make a DC 18 Constitution saving throw or contract the cackle fever (see p.252 of the Dungeon
Masters Guide). The DC of the disease is the one of the Grisgol, not the conventional disease.
Incite Madness. After a grisgol is killed, anyone examining the strips of scroll parchment or tome pages
that comprise the creatures wrappings invokes a curse that renders the reader insane, unless he
succeeds on a DC 19 Wisdom saving throw. The victim of this insanity becomes convinced that the

thousands of scraps of parchment contain great and lost arcane secrets, and that he must discover these
secrets by painstakingly fitting every last piece of ripped parchment and torn page back together in the
right order. He dedicates every waking hour to this massive undertaking, barely pausing to eat or rest, in
order to finish this task as fast as possible. The victim always thinks, and tries to convince others, that he
is on the brink of a revelation. His personal study becomes cluttered with diagrams, charts, and plans
extrapolating how the pieces might fit together, constantly rearranging them to fit current theories or
hunches. The victim of the curse loses 1d4 point of Intelligence per day. Once it reach 0, the creature
dies. The Intelligence cannot be restored while the curse is lasting. Only a heal spell or similarly powerful
magic can relieve a victim of this curse, the Intelligence lost is then recovered after the victim finish a
short or long rest. A victim dying of the curse can only be brought back to life with by a true resurrection
or a wish spell.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Spell-Like Abilities. A grisgol is created with the ability to use nine different spells as spell-like abilities
(one each of levels 1 through 9th), each one once per day (spell DC 17, +9 to hit with spell attacks).
These spells can vary based on the creators whim, and are either cleric spells (if the animating lich was a
templar) or sorcerer/wizard spells (if the animating lich was a sorcerer or wizard). Most creators choose
simple spells, reasoning that the grisgols lack of intelligence prevents it from using strategy. The golem
has the following wizard spells prepared:
1/Day each: Cone of Cold, Confusion,Chromatic Orb, Finger of Death, Globe of Invulnerability, Haste,
Incendiary Cloud, Melfs Acid Arrow, Meteor Swarm

Actions
Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack: +15 to hit, reach 5ft, one target, Hit: 14 (2d10 +4) slashing damage and 10
(2d8) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed
for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success.

Halfling

NATIVES OF THE RAIN-KISSED FOREST RIDGE, halflings are tribal people who maintain their distance
from other humanoid races of Athas. They interact little with the Seven Cities or the people of the
desert and are notorious for eating captured enemies. They're not above stealing livestock or
ambushing unwary travelers to remedy an empty cook pot. Most halflings want nothing to do with
outsiders, though. They defend their home with poisoned darts and primal magic.
Some halflings roam the desert, although they are a rare sight in the Seven Cities. Small bands venture
down from the Forest Ridge and find employment as guides, trackers, hunters, and occasionally slavers.
Individual halflings indulge their wanderlust by exploring unfamiliar areas of the world. On occasion,
bloodthirsty renegade tribes aggressively raid villages or waylay caravans in the vast wastes.
LORE Halflings are among the oldest of the speaking peoples of Athas, and they have a rich oral
tradition, a deep understanding of nature, and a complex culture. Halfling tribes on Athas openly
practice cannibalism, though usually as a ritualistic matter. Though they rarely deal with outsiders,
halflings have been known to work with others for mutual gain. However, anyone who breaks an oath to
a halfling tribe will find himself or herself quickly pursued by a band of head hunters. These marauders
pose a threat to any traveler who wanders into their hunting grounds.
ENCOUNTERS Halflings distrust other intelligent humanoids and are rarely found in their company. They
do take forest monsters as pets, domesticating drakes, griffons, kirres, panthers, and similar beasts.

HALFLING FOREST RUNNER


As masters of ambush, forest runners embody the halfling reputation for stealth and cunning. Whether
patrolling halfling lands or wandering the wastes, they harry enemies rather than engaging them in
pitched battles. Fierce warriors, forest runners do not fear enemies even two or three times their size.
They rely on stealth, poison, teamwork, and pure savagery to defeat their foes. They favor moving up to
their enemies and then using strike and slip away to vanish back into the surrounding terrain.

Halfling Forest Runner


Small humanoid, neutral
Armor Class: 14 (leather armor)
Hit Points: 29 (6d6 + 6)
Speed: 25ft.
STR
12 (+1)

DEX
17 (+3)

CON
13 (+1)

INT
8 (-1)

WIS
14 (+2)

CHA
9 (-1)

Skills: Nature +4, Perception +4, Stealth +7, Survival +4


Senses: passive Perception 14
Languages: Common, Halfling
Challenge: 1 (200xp)
Forest Stalker. The Halfling can move through nonmagical terrain without any extra movement cost.
The Halfling has advantages on Dexterity (Stealth) and Wisdom (Survival) checks made in the forest.
Naturally Stealthy. The Halfling can attempt to hide even when he is obscured by a creature only one
size larger than him.
Sneak Attack (1/Turn). The halfling deals an extra 9 (3d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the halfling
that isn't incapacitated and the halfling doesn't have disadvantage on the attack roll.

Actions
Multiattack. The halfling makes two melee or range attack.
Bone Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft, one target, Hit: 6 (1d6 +3) slashing
damage and the target must make a DC 10 Constitution saving throw, taking 4 (2d4) poison damage on a
failed save, or half as much damage on a successful one.
Blowgun. Ranged Weapon Attack: +5 to hit, range 25/100ft., one target, Hit: 1 piercing damage and the
target must make a DC 11 Constitution saving throw, taking 6 (2d6) 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.
HALFLING HEADHUNTER
A halfling headhunter is a tribal champion who inspires its fellows through its grisly deeds. A headhunter
acts with stealth and ruthless efficiency to dispatch the worst enemies that a halfling tribe might
encounter. A headhunter skirts a fight, scouting a good opportunity to rush an enemy leader or ranged

combatant. It isn't afraid to withdraw from a fight, provoking opportunity attacks if necessary, to reach a
new hiding place and prepare another ambush.

Halfling Headhunter
Small humanoid, neutral
Armor Class: 16 (studded leather)
Hit Points: 75 (14d6 + 28)
Speed: 25ft.
STR
14 (+2)

DEX
18 (+4)

CON
14 (+2)

INT
10 (+0)

WIS
16 (+3)

CHA
11 (+0)

Skills: Nature +6, Perception +6, Stealth +10, Survival +6


Senses: passive Perception 16
Languages: Common, Halfling
Challenge: 7 (2,900xp)
Naturally Stealthy. The Halfling can attempt to hide even when he is obscured by a creature only one
size larger than him.
One with the Forest. The Halfling can move through nonmagical terrain without any extra movement
cost. The Halfling has advantages on Dexterity (Stealth) and Wisdom (Survival) checks made in the
forest. Additionally the Halfling can use the Hide action as a bonus action on its turn. He cannot be
tracked by nonmagical means unless he leaves a trail on purpose.
Sneak Attack (1/Turn). The halfling deals an extra 18 (6d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the halfling
that isn't incapacitated and the halfling doesn't have disadvantage on the attack roll.
Spellcasting. The halfling is a 14th-level spellcaster. Its spellcasting ability is Wisdom (spell DC 15, +7 to
hit with spell attacks). The halfling has the following ranger spells prepared:
1st level (4 slots): Ensnaring Strike, Fog Cloud, Hunters Mark
2nd level (3 slots): Barkskin, Beast Sense
3rd level (3 slots): Nondetection, Wind Walk
4th level (1 slot): Freedom of Movement

Actions
Multiattack. The halfling makes two melee or range attack.
Stone Handaxe. Melee Weapon Attack: +5 to hit, reach 5ft, one target, Hit: 6 (1d6 +2) slashing damage
and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until
this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its
turns, ending the poison on itself on a success.
Short Bow. Ranged Weapon Attack: +7 to hit, range 80/320ft., one target, Hit: 7 (1d6 +4) piercing
damage and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) 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.

HALFLING FOREST KEEPER


Shamanistic forest keepers tap both the benevolence and the threat of nature. They wield great
influence among their kind, repaying that respect by preserving halfling traditions and lore and by
shielding the tribe from harm. Forest keepers prefer to remain at range. They open a battle neutralizing
spells, hoping to render a prominent enemy vulnerable to poison attacks from other halflings.

Halfling Forest Keeper


Small humanoid, neutral
Armor Class: 12 (16 with barkskin)
Hit Points: 55 (10d6 + 20)
Speed: 25ft.
STR
10 (+0)

DEX
14 (+2)

CON
12 (+2)

INT
10 (+0)

WIS
18 (+4)

CHA
14 (+2)

Condition Immunities: charmed, frightened


Damage Immunities: poison, disease
Skills: Medicine +6, Nature +6, Perception +6
Senses: passive Perception 16
Languages: Common, Druidic, Halfling
Challenge: 4 (2,900xp)
Forest Stalker. The Halfling can move through nonmagical terrain without any extra movement cost.
The Halfling has advantages on Dexterity (Stealth) and Wisdom (Survival) checks made in the forest.
Naturally Stealthy. The Halfling can attempt to hide even when he is obscured by a creature only one
size larger than him.
Spellcasting. The halfling is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell DC 14, +6 to
hit with spell attacks). The halfling has the following druid spells prepared:
Cantrip (at will): Druidcraft, Guidance, Poison Spray, Thorn Whip
1st level (4 slots): Animal Friendship, Charm Person, Cure Wounds, Entangle, Healing Word
2nd level (3 slots): Barkskin, Hold Person, Spider Climb
3rd level (3 slots): Call Lightning, Dispel Magic, Feign Death, Plant Growth, Wind Walk
4th level (3 slots): Confusion, Divination, Freedom of Movement, Grasping Vines, Stoneskin,
5th level (2 slots): Commune with Nature, Insect Plague, Mass Cure Wounds, Tree Stride

Actions
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 3 (1d6) bludgeoning damage,
or 4 (1d8) bludgeoning damage if used with two hands to make a melee attack.

Harssaf

LORE As harsh and unyielding as their desert homes, harssafs dont typically deal congenially with
others. Harssafs live in and wander the great deserts and barren places of Athas. Seemingly composed
of the fire and sand of their home terrain, they live in nomadic bands and frequently raid settlements
within or near their homes. Harssafs live mostly insular lives, traveling and raiding throughout a massive
section of the Tableland, the Great Aluvial Sand Wastes and the Endless Sand Dunes. Harssafs have no
compunctions about killing when necessary, but they take no particular pride in it. Killing to the harssafs
is a necessary skill to survive the coming sandstorms that will carry the great desert to the far reaches of
the world. Both male and female harssafs stand about 6 feet tall and weigh about 190 pounds. Harssaf
communities dot the great deserts of Sarlona. When humans migrated from Sarlona to Khorvaire
millennia ago, they brought harssaf slaves with them. Their descendants gather in small tribes in the
heart of the Talenta Plains, where the harssafs maintain a tenuous truce with roaming halfling plainsfolk.
The halflings of the Talenta Plains refer to these harssaf interlopers as the Flameborn.
Harssaf clans are incredibly structured, composed of a strict caste system of scouts and tenders. Tenders
comprise less than one-third of a bands total population, and even they are capable warriors. Consisting
mostly of scouts incapable of fighting due to age or infirmity, pregnant females, young children, and the
few craftsfolk of the clan, tenders are regarded as second-class citizens. Leaders of the clans always

emerge from the scout caste, which consists of any male or female of fighting age. Males and females
have an equal opportunity to prove themselves worthy of the scout caste. But females who have
children are relegated to be tenders until their children are old enough to be left with others of the
caste. Only then can these females return to the scout clan. As a result, children are raised by the clan as
a whole, being alternately schooled by different members of the scout caste. These scouts have taken it
upon themselves to educate the youngsters in various martial and religious mysteries to ensure they are
prepared to choose their career when they come of age.
ENCOUTER Harssaf clans sometimes skirmish over resources or territory, but they prefer to avoid
fighting other chosen desert dwellers and focus their raids on the soft outlanders. A harssaf camp is
usually composed of several small tents shared by tenders, and a few large pavilions where the scouts
stay. Due to their natural affinity for hot and sandy environments, harssafs have no problem sleeping in
the open desert. Rumors exist of ancient harssaf structures in the deepest deserts, strongholds that all
clans visit from time to time. These strongholds are said to hold the history of the mysterious harssaf
people, as well as monasteries that devote themselves to schooling the many monks of the harssaf
clans.
SCOUT HARSSAF
A harssaf prefers to ambush its opponents, hiding among the dunes near the desert edge in sand form
or just beneath the sands and using its blindsense to determine when potential targets wander by. Once
engaged in melee, a harssaf ignites its weapons and closes to melee, wielding its twin kukris with deadly
efficiency.

Scout Harssaf
Medium humanoid (fire), loyal evil
Armor Class: 14 (studded leather)
Hit Points: 41 (6d8 + 12)
Speed: 30ft., burrow 10ft.
STR
13 (+1)

DEX
15 (+2)

CON
14 (+2)

INT
11 (+0)

WIS
11 (+0)

CHA
10 (+0)

Condition Immunities: blinded


Damage Immunities: fire
Damage Vulnerabilities: cold
Skills: Perception +2, Stealth +4, Survival +2
Senses: blindsense 30ft, passive Perception 12
Languages: Common, Ignan
Challenge: 2 (450xp)
Flaming Aura. At will as a bonus action, a harssaf can generate an intense fiery heat. This aura takes the
form of a miragelike shimmering around a harssafs body. Any creature that comes within 5 feet of a
harssaf automatically takes 1d6 points of fire damage per round.

Actions
Multiattack. The harssaf makes two melee attack with its scimitars.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 + 1) slashing damage, and 3

(1d6) fire damage.


Sand Form. Harssaf can assume the form of a pile of mobile sand. This ability works as the gaseous form
spell, except the harssaf is composed of sand instead of vapor and it cannot fly; harssafs in sand form
slither along the ground and can fit through gaps or crevices less than one-quarter inch wide.
MONK HARSSAF
Most clans of harssafs include monks that specialize in the arts of grappling, and one of these can
frequently be found as part of a raiding party. These individuals have the unenviable job of subduing
spellcasters, especially those that exhibit any signs of casting cold magic.

Monk Harssaf
Medium humanoid (fire), loyal evil
Armor Class: 17
Hit Points: 84 (13d8 + 26)
Speed: 40ft.
STR
13 (+1)

DEX
18 (+4)

CON
15 (+2)

INT
10 (+0)

WIS
16 (+3)

CHA
14 (+2)

Condition Immunities: blinded, charmed, disease, frightened


Damage Immunities: fire, poison
Damage Vulnerabilities: cold
Skills: Arcane +3, Perception +6
Senses: blindsight 30ft, passive Perception 16
Languages: Common, Ignan
Challenge: 6 (2,300xp)
Evasion. If a harssaf makes a successful Dexterity saving throw against an attack that normally deals half
damage on a successful save, he instead takes no damage, and only half damage if he fails.
Flaming Aura. At will as a bonus action, a harssaf can generate an intense fiery heat. This aura takes the
form of a miragelike shimmering around a harssafs body. Any creature that comes within 5 feet of a
harssaf automatically takes 1d6 points of fire damage per round.
Stunning Strike. Once per turn, the monk can make a stunning strike. A creature hit by a melee weapon
attack of the monk must succeed on a DC 14 Constitution saving throw or be stunned until the end of
the monks next turn.
Fire Ki. Thanks to their monastic training harssaf monk are able to channel their ki into devastating,
blazing spell-like effects (spell save DC 14, +6 to hit with spell attack). The harssaf is able to cast the
following spell without magical components:
1/Day each: Fireball, Wall of Fire

Actions
Multiattack. The harssaf makes two attacks with fire fist.
Fire Fist. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage,
and 13 (3d8) fire damage. This is a magic weapon attack.
Sand Form. Harssaf can assume the form of a pile of mobile sand. This ability works as the gaseous form

spell, except the harssaf is composed of sand instead of vapor and it cannot fly; harssafs in sand form
slither along the ground and can fit through gaps or crevices less than one-quarter inch wide.
FIRETOUCHED HARSSAF
Harssafs worship the desert itself. They believe their race once spawned from the desert, and that one
day the desert will rise up to swallow the earth in its warm embrace. Only they, the faithfully prepared,
will survive the onslaught of the desert. A few worship powerful lords of the Elemental Plane of Fire and
come into service of efreeti, building scorched temples of black glass and basalt for their tyrannical
masters.

Firetouched Harssaf
Medium humanoid (fire), loyal evil
Armor Class: 14 (hide armor)
Hit Points: 72 (11d8 + 22)
Speed: 30ft., burrow 10ft.
STR
13 (+1)

DEX
15 (+2)

CON
14 (+2)

INT
13 (+1)

WIS
15 (+2)

CHA
10 (+0)

Condition Immunities: blinded


Damage Immunities: fire
Damage Vulnerabilities: cold
Skills: Religion +4, Medicine + 5
Senses: blindsense 30ft, passive Perception 12
Languages: Common, Ignan
Challenge: 8 (3,900xp)
Flaming Aura. At will as a bonus action, a harssaf can generate an intense fiery heat. This aura takes the
form of a miragelike shimmering around a harssafs body. Any creature that comes within 5 feet of a
harssaf automatically takes 1d6 points of fire damage per round.
Spellcasting. The harssaf is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell DC 13, +5 to
hit with spell attacks). The harssaf has the following cleric spells prepared:
Cantrip (at will): Fire Bolt
1st level (4 slots): Burning Hands, Faerie Fire, Guiding Bolt, Shield of Faith
2nd level (3 slots): Flame Blade, Prayer of Healing, Scorching Ray
3rd level (3 slots): Fireball, Melfs Minute Meteors*, Protection from Energy
4th level (3 slots): Death Ward, Fire Shield, Wall of Fire
5th level (2 slots): Flame Strike, Immolation*, Mass Cure Wounds
6th level (1 slot): Heal, True Seeing

Actions
Fire Bolt. Range Spell Attack: +5 to hit, reach 120ft., one target. Hit: 15 (3d10) fire damage.
Sand Form. Harssaf can assume the form of a pile of mobile sand. This ability works as the gaseous form
spell, except the harssaf is composed of sand instead of vapor and it cannot fly; harssafs in sand form
slither along the ground and can fit through gaps or crevices less than one-quarter inch wide.
Conjure Elemental (1/Day). The harssaf summons a fire elemental. The summoned elemental appears

in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and cant
summon other elementals. It remains for 10 minutes, until it or its summoner dies, or until its
summoner dismisses it as an action.

Hejkin

THE RAMPANT MISUSE OF ARCANE POWER not only altered Athas's environs, it also birthed numerous
abominations. Among these monsters are the burrowing humanoids called hejkins. Hejkins are cursed to
see beyond the world into a heaving, squirming space filled with nightmares. They draw power from this
place and from the twisted primal spirits of the blasted Athasian land. These diminutive creatures might
appear to be crazed monsters, but they have a rudimentary culture. They revere the earth and its dark
spirits as terrifying and callous forces that nonetheless supply life. Their connection to the earth gives
hejkins a hatred of creatures that misuse arcane magic or carve into the earth. They murder spellcasters
and miners with glee, taking meat, supplies, and other spoils to their hidden abodes. No creature is safe
from the cook fires of hejkins, even other hejkins. The creatures also covet treasure. As long as they
don't have to scar the earth to acquire their spoils, they collect gems and gold.

LORE Hejkins are deformed in both body and mind. They gibber and behave erratically, occasionally
engaging in elaborate alien rites to unnamable spirits. They prefer to raid at night and return to their
caverns during the day. Hejkins make their homes in natural caverns, choosing those with an existing
water supply. They do not shape earth or stone. The only marks the hejkins leave are strange, charged
runes on cave walls. These runes hold power that can harm the unwary or drive the sane to madness.
Hunger or bloodlust draws hejkins from their caverns. Astronomical events, such as a comet's
appearance in the sky, can drive hejkin tribes into a frenzy. During these times, they are found in nearly
any kind of environment, murdering and plundering.
MASTER GLYPHS
Hejkin serve unknown entities that drives them insane, during a crisis or a particularly intense twisted
rite the hejkins scribble glyphs on the rock, granting magical powers to the ugly symbol. Most of these
glyphs merely duplicate the effect of a glyph of warding spell. Each glyph is a unique glyph with specific
effects. Master glyphs affect a creature upon its initial entry into the glyphs range. Beneficial glyphs
apply their effects immediately. Hostile glyphs typically grant a saving throw to negate or reduce their
effects; in this case, a creature need only make the save upon entering the glyphs range. The effect of a
glyph ends immediately after a creature leaves the glyphs area of effect, but the creature must make a
new saving throw immediately upon reentering the glyphs range. The effects of multiple glyphs do not
stack. In a case where more than one glyph would have an effect on a specific area, the glyph with the
highest spell level suppresses the other glyphs. In the case of multiple glyphs of the same spell level
overlapping, the most recently created glyph suppresses the older glyphs.
Glyph of the Deep: Any air-breathing creature that approaches within 20 feet of this glyph must make a
DC 15 Constitution saving throw to avoid having its lungs instantly emptying of air. A creature affected
immediately begins to suffocate. On the first round, the creature is directly out of breath and can only
survive for a number of turns equal to its Constitution modifier (1 round minimum), at the end of that
time it drops to 0 hit points and is dying. Any effect that returns a drowning character to positive hit
points wakens the creature and allows it to start breathing. Otherwise, only a DC 10 Wisdom (Medicine)
check can fill the creatures lungs and save it from a suffocating death.
Glyph of Enfeeblement: All nonaberration within 20 feet of this glyph are weakened and debilitated,
and deal only half damage with weapon attacks that use Strength. The effect of this glyph persists for 1
minute after a creature exits the area of effect. A successful DC 13 Wisdom saving throw negates the
effect completely.
Glyph of Twisted Reality: Squirming, ebony tentacles fill a 20-foot square on ground and walls around
the glyph. These tentacles turn the ground in the area into difficult terrain. When a creature enters the
affected area for the first time on a turn or starts its turn there, the creature must succeed on a DC 14
Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles. A creature
that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its
choice) against a DC 14. On a success, it frees itself.

Glyph of Torment All nonaberration within 30 feet of this glyph become nervous and unsure of their
abilities. These creatures have disadvantages on saving throws. This effect cannot be resisted with a
saving throw.
Glyph of Madness: All creatures within 30 feet of this glyph hear the raving of mad voices in their mind,
all nonaberration within range must succeed on a DC 14 Wisdom saving throw or become charmed for
the duration. While a creature is charmed in this way, a madness glows in its eyes. The charmed
creature must use its action before moving on each of its turns to make a melee attack against a
creature other than itself. The target can act normally on its turn if you choose no creature or if none are
within its reach. An affected creature can retake the Wisdom saving throw at the end of each of its
turns. On a success, its free from the glyphs influence until it enters the area of effect again.
Glyph of the Deep Curse: Within 30 feet of this glyph, any nonaberration must succeed on a DC 14
Constitution saving throw or become diseased. The disease has no effect for one minute and can be
removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes grey,
slimy, and skin lesion start to appear. The creature can't regain hit points unless it is underground, and
the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the
creature is outside in the open, it takes 6 (1d12) acid damage every 10 minutes.
ENCOUNTERS Hejkin tribes or patrols might be encountered in any subterranean setting. At times, they
ally with beasts and wicked earth creatures, especially those that burrow. They have an affinity for
insects and similar creatures, such as kruthiks and ankhegs. Fell taints and other aberrant creatures
sometimes join hejkin tribes and are occasionally the subject of their worship.

Hejkin Sparker
Small aberration, neutral evil
Armor Class: 12
Hit Points: 7 (2d6)
Speed: 25ft., burrow 10ft
STR
8 (-1)

DEX
14 (+2)

CON
10 (+0)

INT
8 (-1)

WIS
8(-1)

CHA
14 (+2)

Damage Resistances: lightning


Skills: Stealth +4
Senses: darkvision 60ft, passive Perception 9
Languages: Dwarven
Challenge: 1/4 (50xp)
Spark. When the hejkin score a critical hit with its claw attack it add an extra 2 (1d4) lightning damage to
its damage.

Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5ft, one target, Hit: 4 (1d4 +2) slashing damage and 2
(1d4) lightning damage.
HEJKIN CHANTER

The demented eyes of a hejkin chanter pulse in time to the creature's babbled songs. Although most of
the words are unintelligible, a few chilling phrases sometimes break through the madness.

Hejkin Chanter
Small aberration, neutral evil
Armor Class: 12 (15 with mage armor)
Hit Points: 54 (10d6 + 20)
Speed: 25ft., burrow 10ft
STR
8 (-1)

DEX
14 (+2)

CON
14 (+2)

INT
12 (+1)

WIS
8(-1)

CHA
17 (+3)

Damage Resistances: lightning


Skills: Stealth +4
Senses: darkvision 60ft, passive Perception 9
Languages: Dwarven, Deep Speech
Challenge: 3 (750xp)
One with Shadows. When the hejkin is in an area of dim light or darkness, it can use its action to
become invisible until he moves, takes an action or a reaction.
Spellcasting. The hejkin is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell DC 13, +5 to
hit with spell attacks). The hejkin has the following warlock spells prepared:
At will: Eldritch Blast, Mage Armor
2/Day each: Dissonant Whispers, Tashas hideous laugher, Witch Bolt
1/Day each: Bestow Curse, Evards black tentacles

Actions
Multiattack. The hejkin makes two eldritch blast attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5ft, one target, Hit: 4 (1d4 +2) slashing damage and 2 (1d4)
lightning damage.
Eldritch Blast. Range Spell Attack: +5 to hit, reach, one target, Hit: 5 (1d10) force damage.
Summon Aberration (1/Day). The hejkin magically summons a gibbering mouther, a nothic, or attempts
to summon a Grell with a 60 percent chance of success or a Chuul with 40 percent chance of success. If
the attempts fail the hejkin suffers 10 (2d10 psychic damage). The summoned aberration appears in an
unoccupied space within 60 feet of its summoner, acts as an ally of its summoner. It remains for 10
minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
HEJKIN CHIEF
Hejkin chiefs are relentlessly dominating. They shriek incessant streams of orders in nearly incoherent
Dwarven, to which their followers appear oblivious. Even so, combat against the hejkins reveals definite
patterns to the tribe's actions as a result of the chief's exhortations.

Hejkin Chief
Small aberration, neutral evil

Armor Class: 12
Hit Points: 42 (8d6 + 16)
Speed: 25ft., burrow 10ft
STR
12 (+1)

DEX
14 (+2)

CON
14 (+2)

INT
12 (+1)

WIS
8(-1)

CHA
14 (+2)

Damage Resistances: lightning


Skills: Stealth +4
Senses: darkvision 60ft, passive Perception 9
Languages: Dwarven
Challenge: 2 (450xp)
Blood Frenzy. The hejkin has advantage on melee attack rolls against any creature that doesn't have all
its hit points.
Spark. When the hejkin score a critical hit with its claw attack it add an extra 6 (2d6) lightning damage to
its damage.

Actions
Multiattack. The hejkin makes two melee attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5ft, one target, Hit: 4 (1d4 +2) slashing damage and 4 (2d4)
lightning damage.
Earth Grasp (Recharge 5-6). The hejknin choose a 5-foot-square unoccupied space on the ground that it
can see within 30ft. A Medium hand made from compacted soil rises there and reaches for one creature
it can see within 5 feet of it. The target must make a DC 13 Strength saving throw. On a failed save, the
target takes 2d6 bludgeoning damage and is restrained. As an action, the hejkin can maintain the effect
the following turns and cause the hand to crush the restrained target, who must make the Strength
saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful
one. To break out, the restrained target can make a Strength check against your powers save DC 13. On
a success, the target escapes and is no longer restrained by the hand.

Id Fiend

FEAR ON ATHAS is embodied in many tangible forms. Just as debilitating are the fears the mind conjures
the anticipation, the dread, and the worry. Unknown, perhaps unknowable, dangers lie in wait on all
sides: Boulders conceal vicious predators, a gloomy cave harbors cruel slave hunters, and forest
canopies shadow far more than shrubs. The id fiend revels in these doubts, using them against its prey,
magnifying anxieties until the line between fantasy and reality is shattered.
LORE Instructors at the House of the Mind in Draj pay top coin for living id fiend specimens. They use a
number of the fiend's organs and fluids in concoctions that awaken latent talent in their students. Most
mixtures distilled by these seers and alchemists are of dubious purpose. Still, the id fiend's cranial fluid is
a key component of terror ichor.
ENCOUNTERS Despite its monstrous appearance, an id fiend is intelligent and not above associating with
other creatures. Still, such alliances (if they truly are alliances) are short-lived. A fiend's mere presence is
often enough to set the dimmest creature's nerves on edge.

When an id fiend is encountered with other creatures, they might be unwitting servants, seeing their
fears manifested in the adventurers. If the party destroys the id fiend first, the other opponents might
stand down, flee, or even befriend the heroes for a time.
ID FIEND
Terrors come to life when an id fiend is near. Shadows darken and writhe, the ground crawls with
vermin, and strange sounds echo all around. Against reason, a creature's deepest fears skulk nearby,
lurking behind rocks or whispering from shadows. The id fiend magnifies the sensations until its prey can
bear these fears no longer. Once gripped with terror, the id fiend's target comes to accept its doom.

Id Fiend
Large aberration, unaligned
Armor Class: 18 (natural armor)
Hit Points: 242 (20d10 + 100)
Speed: 30ft.
STR
19 (+4)

DEX
10 (+0)

CON
18 (+4)

INT
13 (+1)

WIS
16 (+3)

CHA
10 (+0)

Saving Throws: Str +8, Con +8, Wis +7


Damage Resistances: psychic
Condition Immunity: frightened
Skills: Perception +7, Stealth +8
Senses: darkvision 60ft, passive Perception 17
Languages: Challenge: 11 (7,200xp)
Dread Aura. The Id Fiend presence stirs a primal fear inside any creature within 60ft of it. Every creature
inside the area has disadvantage on attack rolls, Wisdom, Intelligence and Charisma checks and saving
throws. Creatures that are immune to being frightened are immune to this effect.

Actions
Multiattack. The id fiend makes four melee attacks, one with its bite, two with its claws and one with its
spiked tail.
Claw. Melee Weapon Attack: +8 to hit, reach 5ft, one target, Hit: 10 (2d6 +4) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5ft, one target, Hit: 12 (2d8 +4) piercing damage and the
target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. Until this poison
ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns,
ending the poison on itself on a success.
Spiked Tale. Melee Weapon Attack: +8 to hit, reach 5ft, one target, Hit: 14 (2d10 +4) piercing damage
and target must succeed on a DC 16 Strength saving throw or be knocked prone.

Reactions
Manifest Fear (Recharge 4-6). The id fiend gaze at a creature of its choice within 60ft that he can see,
wracking it with terrible pain and psionic terror. The target must make a DC 16 Wisdom saving throw.
On a failed save, it takes 3d6 psychic damage and is frightened, using immediately its reaction, if
available, to move as far as its speed allows away from the id fiend. The creature doesnt move into

obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much
damage and doesnt have to move away.

Inix

BROAD AND LOW TO THE GROUND, an inix is a reptilian behemoth. Used widely as a beast of burden,
the inix is capable of incredible feats of strength. lt is tough, plodding, and slow to anger, but once
roused, it is nearly unstoppable.
LORE Inixes eat plant matter, carrion, and tiny animals. They prefer to use their claws to dig up food
rather than to attack. Inixes are strong and tough but relatively docile. They become hard to handle only
if hungry or thirsty.
Female inixes lay eggs once per year, and they can produce viable eggs without a male. As a result, wild
inixes have spread to remote locations and remain plentiful as livestock.
ENCOUNTERS Inixes travel in small, homogenous clutches of a few adults and juveniles. Domestication
of the inix is widespread. Adult inixes make capable draft animals, and juveniles make good pets.
Although cantankerous if hungry, an inix attacks only if provoked. It uses its tail to knock a foe down and
then darts forward to bite. If it can fight without harassment from other attackers, an adult inix is
content to use its powerful jaws to grab a creature.
INIX JUVENILE

Inix Juvenile
Medium beast (reptile), unaligned
Armor Class: 14 (natural armor)
Hit Points: 34 (4d10 + 12)
Speed: 35ft.
STR
16 (+3)

DEX
13 (+1)

CON
17 (+3)

INT
2 (-5)

WIS
10(+0)

CHA
6 (-2)

Skills: Perception +2
Senses: passive Perception 12
Languages: Challenge: 1 (200xp)

Actions
Multiattack. The inix makes two melee attacks, one with its bite, and one with its tail.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft, one target, Hit: 7 (2d4 +3) piercing damage and the
target must succeed on a DC 12 Constitution saving throw or suffer 9 (3d6) poison damage and being
poisoned for one minute. Succeeding on the saving throw reduces the damage by half and prevent to
become poisoned.
Tale. Melee Weapon Attack: +5 to hit, reach 5ft, one target, Hit: 7 (1d8 +3) blunt damage.
INIX ADULT

Inix Adult
Large beast (reptile), unaligned
Armor Class: 17 (natural armor)
Hit Points: 93 (8d10 + 40)
Speed: 35ft.
STR
20 (+5)

DEX
13 (+1)

CON
20 (+5)

INT
2 (-5)

WIS
12(+1)

CHA
6 (-2)

Skills: Perception +3
Senses: passive Perception 13
Languages: Challenge: 4 (1,100xp)
Beast of burden. The inix count has a huge creature when it comes to determine the weight it can carry,
push or drag.

Actions
Multiattack. The inix makes two melee attacks, one with its bite, and one with its tail.
Bite. Melee Weapon Attack: +7 to hit, reach 5ft, one target, Hit: 12 (2d8 +5) piercing damage.
Tale. Melee Weapon Attack: +7 to hit, reach 5ft, one target, Hit: 11 (1d12 +5) blunt damage.

Jhakar

SMALL, SQUAT, AND PUGNACIOUS, a jhakar has keen senses and a vicious streak. These traits make
jhakars exceptional guards and hunting beasts, though no training can ever make them safe to handle.
They respect strength and pain, but also nurse grudges. If a master ever lets down his or her guard, a
jhakar is quick to strike.
LORE Jhakar loyalty lasts only as long as a master or pack leader can enforce it. Jhakars turn against their
leader at any sign of weakness. They sometimes withdraw from pursuing or finishing prey to fight
among themselves, vying for dominance.
ENCOUNTERS Wild jhakars are social creatures that gather into small packs around a dominant pack
leader. "Tamed" jhakars can be found serving arena masters, templars, and soldiers, leading the charge
into battle. Owning and controlling a jhakar is considered a sign of strength.
JHAKAR
Jhakars bound across the battlefield, eager to sink their prodigious teeth into hot flesh. They dart in and
deliver a nasty bite before dancing away. Jhakar packs, whether wild or domesticated, work together,
with one beast drawing the prey's attention long enough for the rest to leap in and make the kill.

Jhakar
Small beast (reptile), unaligned

Armor Class: 13 (natural armor)


Hit Points: 21 (4d6 + 8)
Speed: 40ft.
STR
13 (+1)

DEX
12 (+1)

CON
15 (+2)

INT
2 (-5)

WIS
12(+1)

CHA
6 (-2)

Skills: Perception +5, Survival + 5


Senses: passive Perception 13
Languages: Challenge: 1/2 (100xp)
Uncanny Senses. The jhakar sharp senses grant him advantage on Wisdom (Perception) and Wisdom
(Survival) checks.
Trapping Jaw. If the jhakar moves at least 20 feet straight toward a target and then hits it with a bite
attack on the same turn, the target takes an extra 3 (1d6) piercing damage. If the target is a creature, it
must succeed on a DC 13 Strength saving throw or be knocked prone and being grappled (escape DC 13).
The target cannot stand up until the grapple ends.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5ft, one target, Hit: 7 (2d6 +1) piercing damage.

Reactions
Bonce away. The jhakar can use its reaction to make a Disengage or Dash action.

Kank

OVERSIZED HIVE INSECTS, kanks viciously attack strangers. Patient trainers can domesticate these
beasts to collect their tasty nectar or employ them as guard beasts. Kanks are also valued as hardy
creatures that can survive in most Athasian environments.
LORE Kanks are hive insects that can be tamed and trained. Spitters specialize in collecting organic
forage and producing nectar that nourishes other kanks. Soldiers have vicious mandibles that help them
defend the tribe.
Every kank hive has a brood queen. This lethargic creature does little besides produce kank eggs. A
brood queen is unable to defend herself from attack, and she has little actual control over the hive. She
relies on soldiers to defend her and spitters to produce food.
ENCOUNTERS A hive of kanks is easy to domesticate-any creature that feeds the hive regularly can tame
its kanks. Because kanks can consume any organic matter, they require minimal care. They consider
creatures that feed them to be part of the hive.

Kank
Large beast, unaligned

Armor Class: 14 (natural armor)


Hit Points: 53 (6d10 + 18)
Speed: 50ft.
STR
16 (+3)

DEX
14 (+2)

CON
16 (+3)

INT
2 (-5)

WIS
12(+1)

CHA
6 (-2)

Damage Resistances: acid, poison


Senses: passive Perception 11
Languages: Challenge: 2 (450xp)

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5ft, one target, Hit: 6 (1d8 +2) piercing damage and the
target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison
ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns,
ending the poison on itself on a success.
Spit. Range Weapon Attack: +4 to hit, range 20/60, one target, Hit: 10 (2d8 +2) acid damage and the
target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison
ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns,
ending the poison on itself on a success.

Kestrekel

THE HORRID CROAK OF AKESTREKEL is considered a harbinger of death, because these predators gather
when a creature is about to die. Individually, a kestreke is a nuisance. A flock of these birds can be an
immediate and dire threat, though. The larger ones are cruel creatures that enjoy the suffering of
LORE Kestrekels seek out the sick and injured, their dark eyes watching for any sign of weakness. As the
prey is sapped, the beasts probe their coming meal by darting closer for quick bites. Travelers dogged by
these carrion birds can lure them close by feigning injuries, but this trick rarely works on any but the
most eager beasts.
ENCOUNTERS Death lures kestrekels, but they are patient and always watchful. Kestrekels seldom
attack healthy creatures, but might follow them, especially into areas where the land and climate are
hard or where other predators or dangers might be present. As a traveler moves deeper into these
territories, other kestrekels join the first few, until a dozen or more have gathered. Together, they emit
their grating calls, waiting until their meal can no longer fend off attack.
KERESTREL CARRION EATER

A carrion eater is a grim, unwelcome companion for desert travelers. Attracted by movement, this beast
gazes at wanderers with glassy black eyes that glitter in the hot sun. A patient watcher, this scavenger
follows its victim overhead or alights some distance away. Cowardly by nature, kestrekels don't become
aggressive until they sense their prey is injured, sick, dehydrated, or dying. Any carnage drives the birds
wild with hunger.

Kestrekel Carrion Eater


Medium beast, neutral evil
Armor Class: 12
Hit Points: 5 (1d8)
Speed: 10ft, fly 60ft.
STR
6 (-2)

DEX
14 (+2)

CON
10 (+0)

INT
6 (-2)

WIS
14(+2)

CHA
5 (-3)

Skills: Perception +4
Senses: passive Perception 14
Languages: understands Common but cant speak
Challenge: 1/8 (25xp)
Keen Sight and Smell. The kestrekel has advantage on Wisdom (Perception) checks that rely on sigh and
smell
Pack Tactics. The kestrekel has advantage on an attack roll against a creature if at least one of the
kestrekels allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions
Talons. Melee Weapon Attack: +4 to hit, reach 5ft, one target, Hit: 4 (1d4 +2) slashing damage.
GIANT KESTREKEL
A giant kestrekel has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a
wounded creature to hasten its end. Giant kestrekel have been known to haunt a thirsty, starving
creature for days to enjoy its suffering.

Giant Kestrekel
Large beast, neutral evil
Armor Class: 10
Hit Points: 27 (4d10 + 8)
Speed: 10ft, fly 60ft.
STR
15 (+2)

DEX
10 (+0)

CON
15 (+2)

INT
6 (-2)

WIS
14(+2)

Skills: Perception +4
Senses: passive Perception 14
Languages: understands Common but cant speak
Challenge: 1 (200xp)

CHA
7 (-2)

Keen Sight and Smell. The kestrekel has advantage on Wisdom (Perception) checks that rely on sigh and
smell
Pack Tactics. The kestrekel has advantage on an attack roll against a creature if at least one of the
kestrekels allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions
Multiattack. The kestrekel makes two melee attacks, one with its talons, and one with its beak.
Beak. Melee Weapon Attack: +4 to hit, reach 5ft, one target, Hit: 7 (2d4 +2) piercing damage.
Talons. Melee Weapon Attack: +4 to hit, reach 5ft, one target, Hit: 9 (2d6 +2) slashing damage.

Kirre

PAWING SILENTLY THROUGH EMERALD SHADOWS, the leonine kirre stalks its prey. Muscles ripple
beneath striped fur as eight legs tread closer to an unsuspecting victim. The forest quiets, and the air
grows still-waiting for the mighty predator to claim its meal.
A kirre is one of many breeds (others include the tigone and the reptilian lirr) believed to have evolved
from antiquity's great cats. Kirres infest Athas's rare forests and jungles. Prides can be found in small
numbers throughout the Crescent Forest or in the Forest Ridge, where they trouble halflings.
LORE Kirres are no ordinary dumb beasts. They have a strange, feral cunning and patience, when not
overly hungry. They are able to assess their opponents, identifying weapons, gear, and health. They
adjust their tactics depending on the creature they hunt. They might make noises to unnerve their

enemies and drive them into foolish actions. They could also be silent, keeping to the shadows until it is
time to strike. They watch and wait or hit and run as circumstances allow, delaying their final assault
until the heat and sun have taken their toll.
ENCOUNTERS Kirres hunt in packs, stalking creatures for several hours, learning their prey's capacities,
and wearing them down. They refuse to hunt with less intelligent allies, treating them as prey instead.
The beasts sometimes accept humanoids as pack mates. They are found in the company of halflings
most often, but wilderness goliath and gith tribes also regularly hunt with kirres.
KIRRE
A kirre is a cautious hunter, watching and tracking its prey for miles before engaging. During the hunt,
the kirre stays back, growling and chirping to rattle the quarry. As the kirre grows hungry and its prey
grows fatigued, the beast draws closer. The kirre attacks only when the quarry is weakened or
distracted, or when it appears the prey might escape. The kirre leaps at its prey, raking with its claws
before springing away. When it closes for good, the beast viciously rips its victim apart.

Kirre
Large beast, unaligned
Armor Class: 14
Hit Points: 71 (7d10 + 28)
Speed: 50ft.
STR
18 (+4)

DEX
19 (+4)

CON
19 (+4)

INT
6 (-2)

WIS
15 (+2)

CHA
10 (+0)

Saving Throws: Str +6, Dex +6, Con +6


Skills: Perception +6, Stealth +8
Senses: passive Perception 16
Languages: understands Common but cant speak
Challenge: 3 (700xp)
Keen Smell. The kirre has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The kirre has advantage on an attack roll against a creature if at least one of the kirres
allies is within 5 feet of the creature and the ally isn't incapacitated.
Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack
on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If
the target is prone, the kirre can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet.

Actions
Multiattack. The kirre makes three melee attacks, one with its bite, one with its claws and one with
barbed tail.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft, one target, Hit: 9 (1d8 +4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5ft, one target, Hit: 7 (1d6 +4) slashing damage.
Barbed Tail. Melee Weapon Attack: +6 to hit, reach 5ft, one target, Hit: 11 (2d6 +4) slashing damage.
Forceful Roar (Recharge 5-6). The kirre roar a cone of 15ft, every creatures in the area must make a DC

15 Dexterity saving throw, taking 15 (5d6) force damage on a failed one, and half damage on a
successful one.

Megapede

LARGE, PREDATORY CREATURES that have hundreds of legs, tough shells, and intrinsic psionic attributes
roam the wastes of Athas. Called megapedes, these insect like monsters live beneath the sands,
burrowing swiftly and silently. They appear without warning to attack herd animals and other prey.

LORE Most megapedes lair below the sands of Athas, where they lay eggs in cavernous nests. Some of
these mammoth creatures occupy natural caves or tunnels. Many desert wanderers seeking shelter
have inadvertently stumbled across megapede lairs; few live long enough to regret the mistake.
ENCOUNTERS Megapedes are related to cilopses and occasionally share lairs with them. Because both
creatures are highly aggressive, mega pedes tolerate the presence of only one or two cilopses in a lair.
MEGAPEDES
A savage fighter, the megapede snaps with its clawed legs and poisonous mandibles. The beast activates
its inherent psionic powers, catching foes off guard. A megapede is especially dangerous when its egg
clutch is endangered.

Megapede
Gargantuan monstrosity, unaligned
Armor Class: 17
Hit Points: 322 (18d20 + 108)
Speed: 30ft., burrow 20ft., climb 30ft.
STR
25 (+7)

DEX
10 (+1)

CON
22 (+6)

INT
4 (-3)

WIS
10 (+0)

CHA
5 (-3)

Saving Throws: Con +10, Wis +4


Senses: blindsight 60ft, tremorsense 60ft, passive Perception
16
Languages: Challenge: 16 (700xp)

Actions
Multiattack. The megapede makes three melee attacks, one with its mandible and two with its pincers.
Mandible. Melee Weapon Attack: +11 to hit, reach 10ft, one target, Hit: 24 (4d8 +7) piercing damage
and the target must make a DC 18 Constitution saving throw, taking 30 (10d6) poison damage on a
failed save, or half as much damage on a successful one.
Pincers. Melee Weapon Attack: +11 to hit, reach 10ft, one target, Hit: 15 (2d8 +7) piercing damage if the
target is Medium or smaller, it is grappled (escape DC 18). Until this grapple ends, the target is
restrained.
Psionic Detonation (Recharge 5-6). A wave of armful psychic energy emanate from the megapede. Each
creature in a 60ft radius from the monster must make a DC 18 Wisdom saving throws, taking 50 (10d10)
psychic damage on a failure or half as much on a successful one. Additionally a creature failing the
saving throw is stunned until the end of the megapedes next turn.

Mekillot

WITH THEIR ARMORED BACKS, these enormous, temperamental drakes make valuable mounts and
formidable enemies. Any mekillot rider knows that the line between mount and foe is a thin one. Only
careful handling or psionic control keeps an angry or a hungry mekillot from turning on its trainer.
LORE Wild mekillots roam the wastes in small herds, eating plants and animals and laying eggs near
oases. The animals are tough, aggressive, and headstrong, but they can be domesticated if raised from
birth. The demand for these beasts has resulted in humanoid collectors killing numerous feral mekillot
adults and stealing their eggs. Defilers who serve sorcerer-kings perform intricate rituals on the eggs to
create dreadful beasts of war.
ENCOUNTERS Humanoids use mekillots as draft animals and war beasts. The largest mekillots carry
numerous warriors or battle structures in times of war.
MEKILLOT
A mekillot charges into combat, slamming into or running over its enemies. It rarely gives up once it
joins a battle. The mekillot's bloodlust even leads it to charge after fleeing enemies.

Mekillot
Huge beast (reptile), unaligned

Armor Class: 13 (natural armor)


Hit Points: 95 (10d12 + 30)
Speed: 50ft.
STR
22 (+6)

DEX
9 (-1)

CON
17 (+3)

INT
2 (-4)

WIS
11 (+0)

CHA
5 (-3)

Senses: passive Perception 10


Languages: Challenge: 5 (1,800xp)
Trampling Charge. If the mekillot moves at least 20 feet straight toward a creature and then hits it with
a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be
knocked prone. If the target is prone, the mekillot can make one stomp attack against it as a bonus
action.

Actions
Gore. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage.
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning
damage.
MEKILLOT DIRK
This colossal mekillot are used for war, acting as troupe carrier or platform for siege engine. Dirk
mekillot are never found in nature, they are bread for the purpose of war by the sorcerer-kings defilers.
Few things can stop this monstrosity in battle, sheltered in their armor and often protected by extra
layers of protection. Only the most talented psychic can control this mekillot.

Mekillot Dirk
Gargantuan beast (reptile), unaligned
Armor Class: 17 (natural armor)
Hit Points: 271 (14d20 + 126)
Speed: 50ft.
STR
26 (+8)

DEX
5 (-3)

CON
28 (+9)

INT
2 (-4)

WIS
11 (+0)

CHA
5 (-3)

Senses: passive Perception 10


Languages: Challenge: 12 (8,400xp)
Trampling Charge. If the mekillot moves at least 20 feet straight toward a creature and then hits it with
a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be
knocked prone. If the target is prone, the mekillot can make one stomp attack against it as a bonus
action.

Actions
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one grappled creature. Hit: 28 (4d10 + 8) piercing
damage.
Gore. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage.
Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 8) bludgeoning
damage.
Tongue. Range Weapon Attack: +12 to hit, range 30ft, one target. Hit: 20 (4d6 +8) bludgeoning damage
if the target is Medium or smaller, it is grappled (escape DC 18) and the mekillot pulls the target to its
space. Until this grapple ends, the target is restrained. The mekillot can only have one creature grabbed
at a time.

Mul
BRED BY SORCERER-KINGS, muls combine what many consider the best traits of dwarves and humans.
They are hardy, strong, resourceful, and quick to anger. With extensive and rigorous training, they make
ideal soldiers.
LORE A mul's performance in combat is never in question. But even the best gladiators and slaves are
intractable and difficult to control. Many kill or maim their handlers. Nobles tolerate obstinate mul
slaves because they make excellent warriors and draw crowds to the arenas. A powerful mul often takes
command among slave gangs, substituting strength and ferocity for more traditional leadership skills.
Many muls, unwilling to remain beneath the heel of another race, flee the cities to form savage desert
tribes or stand as figureheads in resistances against the rule of the sorcerer-kings.
Muls mingle with other races, though humans and dwarves have little love for the creatures. Free muls
become raiders, gang enforcers, or mercenaries, lending their superior strength and stamina to
whatever force they join.
MUL CHAINFIGHTER
The slight is not egregious-a sharp word uttered carelessly, perhaps. Even so, the mul furrows its bald
brow in anger and then looses its cahulaks. Cahulaks are favored by mul mercenaries, enforcers, and
bodyguards. Muls use these weapons to bring foes close before savagely constricting them.

Mul Chainfighter
Medium humanoid, neutral
Armor Class: 12 (studded leather)
Hit Points: 72 (8d8 + 40)
Speed: 25ft.
STR
16 (+3)

DEX
10 (+0)

CON
18 (+4)

Saving Throws: Str +5, Con +6


Senses: passive Perception 10

INT
10 (+0)

WIS
11 (+0)

CHA
10 (+0)

Languages: Common, Dwarven


Challenge: 3 (700xp)
Incredible Toughness. The mul maximum hit point increase by 1 per level. The mul has advantage on
saving throws against poison, as well as to resist being charmed or paralyzed.

Actions
Multiattack. The mul makes two melee attacks with its chain.
Chain. Melee Weapon Attack: +6 to hit, reach 10ft, one target, Hit: 7 (1d8 +3) piercing damage and the
target must make a DC 14 Constitution saving throw, or be knocked prone.
MUL SAVAGE
Scars mar the mul's sun-blasted flesh like cracks in the rock. The warrior seems a part ofthe desert-and
just as unyielding. Mul savages are among the most brutal members of a race known for violence. They
batter foes with their clubs, dealing fearsome damage.

Mul Savage
Medium humanoid, neutral
Armor Class: 14 (hide armor)
Hit Points: 104 (12d8 + 60)
Speed: 35ft.
STR
18 (+4)

DEX
10 (+0)

CON
18 (+4)

INT
10 (+0)

WIS
11 (+0)

CHA
10 (+0)

Saving Throws: Str +7, Con +7


Damage Resistance: bludgeoning, piercing, slashing
Senses: passive Perception 10
Languages: Common, Dwarven
Challenge: 6 (2,300xp)
Incredible Toughness. The mul maximum hit point increase by 1 per level. The mul has advantage on
saving throws against poison, as well as to resist being charmed or paralyzed.
Reckless. At the start of its turn, the mul can gain advantage on melee weapon attack rolls during that
turn, but attack rolls against it have advantage until the start of its next turn.
Relentless Rage. The battle rage of the mul can keep it fighting despite grievous wounds. If it drops to 0
hit points and dont die outright, it can make a DC 10 Constitution saving throw. If it succeeds, it drops
to 1 hit point instead. Each time it uses this feature after the first, the DC increases by 5.

Actions
Multiattack. The mul makes three melee attacks with its greataxe.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5ft, one target, Hit: 10 (1d12 +4) slashing damage.
MUL CHAMPION
The champion holds its head high and points its chin forward. The warrior's oiled muscles and polished
armor gleam beneath the sun. This mul is a symbol of hope to the oppressed and a beacon of defiance
against the corrupt elite. Mul champions hurl themselves into melee, inspiring others to take up arms

against oppressors and enemies. These muls prefer to set themselves against other martial types,
though they hold a particular hatred for spellcasters.

Mul Champion
Medium humanoid, neutral
Armor Class: 16 (chitin half-plate)
Hit Points: 148 (17d8 + 85)
Speed: 25ft.
STR
20 (+5)

DEX
12 (+1)

CON
18 (+4)

INT
13 (+1)

WIS
11 (+0)

CHA
10 (+0)

Saving Throws: Str +8, Dex +5, Con +8


Skills: Athletics +9, Intimidation +4, Insight +4, Perception +4
Senses: passive Perception 14
Languages: Common, Dwarven
Challenge: 11 (7,200xp)
Brute. A melee weapon deals one extra die of its damage when the mul hits with it (included in the
attack).
Incredible Toughness. The mul maximum hit point increase by 1 per level. The mul has advantage on
saving throws against poison, as well as to resist being charmed or paralyzed.

Actions
Multiattack. The mul makes four melee attacks with its greatsword or four ranged attacks with its
handaxes.
Steel Greatsword. Melee Weapon Attack: +9 to hit, reach 5ft, one target, Hit: 17 (4d6 +5) slashing
damage.
Handaxe. Ranger Weapon Attack: +9 to hit, range 20/60ft, one target, Hit: 8 (1d6 +5) slashing damage.

Reactions
Combat Superiority The mul can use its reaction to enact one of the following manoeuver, the saving
throw against the attack is 17:
Disarming Attack. When the mul hits a creature with a weapon attack, he can attempt to disarm the
target, forcing it to drop one item of the mulschoice that its holding. The mul add 1d10 to the attacks
damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you
choose. The object lands at its feet.
Evasive Footwork. When the mul move, it rolls 1d10 and add the number rolled to its AC until it stops
moving.
Riposte. When a creature misses the mul with a melee attack, it can use its reaction to make a melee
weapon attack against the creature. If it hits, it adds 1d10 to the attack's damage roll.
Trip Attack. When it hits a creature with a weapon attack, the mul can attempt to knock the target
down. It adds 1d10 to the attacks damage roll, and if the target is Large or smaller, it must make a
Strength saving throw. On a failed save, the target is knocked prone.

Nightmare Beast

SOME SAGES SAY NIGHTMARE BEASTS are vestiges of an age when war consumed the world and blood
flowed in rivers. Other scholars speculate that the responsibility for these terrors rests at the feet of the
sorcerer-kings. Whatever their true origins, no creature on Athas, other than the sorcerer-kings and the
Dragon, elicits more fear than a nightmare beast.
LORE Sages believe the nightmare beasts were called from the Gray and bound to Athas through
powerful defiling magic. These horrors are a cancer on the world, their noxious presence poisoning land
and contaminating water. Creatures indigenous to the haunts of a nightmare beast sicken and die, if
they aren't devoured first. Killing one of these monsters does little to remove its stain. The hulking
corpse rapidly rots into bubbling bile that renders the area uninhabitable.
With a disposition as bad as its reputation, its no wonder that a nightmare beast spreads terror
wherever it goes. This monster has no interest in treasure, nor does it often bring any prey back to its
lair, unless the kill is so large that it cannot be consumed all at once. A nightmare beast often
inadvertently eats treasures along with their owners, so occasionally items of value turn up in the
creatures lair at a later time. Nightmare beasts speak Abyssal.

Although little is known of the nightmare beast's life cycle, it is assumed that spawn are adolescent
forms. How the beasts put aside their innate hatred long enough to mate is an open and disturbing
question.
ENCOUNTERS A nightmare beast does little to conceal its cavernous lair, for its mere presence is enough
to cow the land and its inhabitants. Just as a defiler robs the soil of its nourishing properties, so does a
nightmare beast despoil its habitat. A nightmare beast's lair lies at the center of a wasted real m, twisted
by dark magic and poisoned by its malevolent presence. No other creature is willing or able to cooperate
for any period of time with a fully manifested nightmare beast.
Nightmare beast spawn often hunt in packs. On occasion, a spawn joins a pack of whatever sort of
predator it used to be. The spawn's former link to those creatures keeps its innate hatred in check, at
least for a time.
SECRETS OF THE NIGHTMARE BEAST Few if any people currently living on Athas know the truth about
nightmare beasts. The commonly held theories of the beasts, their origins, and their life cycle are wrong.
Each nightmare beast was once another, more mundane predator of the wastelands. In rare instances,
as an animal consumes prey within areas connected to the Gray or imbued with substantial defiling
magic, the creature slowly begins to change. Energy courses through it, causing it to grow and to
develop a limitless hatred for all living things. Once the tainted creature begins to seek and consume
sentient beings, it mutates into a nightmare beast.
Nightmare beast spawn aren't progeny - they are a stage of mutation that some creatures reach before
full metamorphosis is achieved.
This, of course, leads to other questions: Why do these creatures all mutate into the same form? Do
other, related mutations haunt the farthest reaches of the wastes?
NIGHTMARE BEAST A maw of gladius-sized teeth splits a hulking form covered in armored scales. Tusks
as sharp and numerous as the spears of a phalanx sprout from this opening. A nightmare beast stands at
least 20 feet tall on its four legs. Each of its digits is tipped with a 3-foot-long claw. Its jaws are filled with
1-foot-long teeth and flanked by curved tusks the size of cavalry lances. A nightmare beasts thick, tough
hide is typically dark gray with dark blue, purple, or brown splotches in between patches of bony
material. Its red eyes, each the size of a mans head, glow in the dark. The nightmare beast prefers to
lair in a remote cave. It spends most of its time in search of food, and it tends to hunt in one area until
the food supply is exhausted. At that point, it usually hibernates for up to one year, then awakens again
in a ravenous state. Surely nothing so nightmarish could be a living being-and yet it is. The nightmare
beast is always ravenous, a mobile source of carnage. The more the beast's hunger is frustrated, the
greater the frenzy of its attacks.
Hatred consumes a nightmare beast - only through supreme willpower does it resist its brutish impulses.
When possessed of its full faculties, the beast torments its enemies, sending them into nightmare-filled
slumber. While its victim thrashes, the beast appears at its side where it can sample the horror
firsthand. If a nightmare beast becomes injured, all thought of toying with its enemies vanishes. Its
barely contained monstrous nature surges to the fore. Roaring with rage, it rises up on its hind legs,
savagely slashing, impaling, and destroying its enemies. The putrid essence of a nightmare beast taints

everything around it when the beast dies. At the Dungeon Master's option, the area within 30ft of a
slain nightmare beast becomes defiled terrain.

Nightmare Beast
Huge monstrosity, chaotic evil
Armor Class: 19 (natural armor)
Hit Points: 240 (20d12 + 120)
Speed: 30ft.
STR
24 (+7)

DEX
11 (+0)

CON
22 (+6)

INT
8 (-1)

WIS
13 (+1)

CHA
11 (+0)

Saving throws: Str +12, Con +11, Wis +6


Damage Reduction: bludgeoning, piercing and slashing from
nonmagical weapon
Skills: Athletics +12, Perception +6
Senses: darkvision 60ft, passive Perception 16
Languages: Abyssal
Challenge: 16 (15,000xp)
Horrid Visions. Each creature within 60 feet of the nightmare beast that can see it must succeed on a DC
18 Charisma saving throw, suffering from a Short-Term madness (p.259 of the Dungeon Master Manual)
on a failed save. If the save fails by 5 or more, the target also suffers from a Long-Term Madness. If a
target's saving throw is successful or the effect ends for it, the target is immune to this nightmare
beast's Horrid Vision for the next 24 hours. The short-term and long-term madness can be ended with
the greater restoration, remove curse and dispel evil spells.
Magic Resistance. The nightmare beast has advantage on saving throws against spells and other magical
effects.
Nightmares: Perhaps the nightmare beasts most powerful weapon is the one from which its name is
derived. Every intelligent creature that falls asleep within 10 miles of a nightmare beast must succeed at
a Wisdom saving throw (DC 18) or suffer from horrid, vivid nightmares of being stalked and killed by
monsters, demons, cruel enemies, or whatever else it fears. The effect is otherwise the same as that of a
Dream spell. A remove curse or a successful dispel magic negates the effect. Once a creature has either
been affected by this ability or made a successful save, it cannot be affected by that nightmare beasts
nightmare power again for 24 hours.
Innate Spellcasting. The nightmare beast's innate spellcasting ability is Constitution (spell save DC 19).
The nightmare beast can innately cast the following spells, requiring no material components:
1/day each: Abi-Dalzims horrid wilting*, Chain lightning, Circle of Death, Cloudkill, Dimension Door.

Actions
Multiattack. The nightmare beast makes four melee attacks, one with its bite, two with its claws and
one with its tusks.
Bite. Melee Weapon Attack: +12 to hit, reach 10ft, one target, Hit: 17 (4d6 +7) piercing damage.
Claws. Melee Weapon Attack: +12 to hit, reach 10ft, one target, Hit: 11 (2d4 +7) slashing damage.
Tusks. Melee Weapon Attack: +12 to hit, reach 10ft, one target, Hit: 23 (4d8 +7) slashing damage.

Legendary Actions

The nightmare beast can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creatures turn. The beast regains
spent legendary actions at the start of its turn.
Detect. The nightmare beast makes a Wisdom (Perception) check.
Trample. The nightmare beast tramples the ground and affect any creatures in a 10ft radius surrounding
it. Each of those creatures must succeed on a DC 18 Strength or Dexterity saving throw (target' s choice)
or be knocked prone and take 16 (3d6 + 7) bludgeoning damage plus 16 (3d6 + 7) slashing damage. On a
successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5feet out of
the beast's space into an unoccupied space of the creature's choice. If no unoccupied space is within
range, the creature instead falls prone in the beast's space.
Black Lightning. A stroke of black lightning forming a line 100 feet long and 5 feet wide blasts out from
the nightmares beat in a direction of its choosing. Each creature in the line must make a DC 18 Dexterity
saving throw. A creature takes 25 (5d10) lightning damage and 25 (5d10) necrotic damage on a failed
save, or half as much damage on a successful one.

Regional Effect
The region containing a Nightmare Beast is warped by the creatures nefarious presence, which creates
one or more of the following effects:

The area within 1 mile of the creatures lair is being slowly defiled. After or month or so all the
plants have withered and died and the soil becomes incapable to sustain life. Water sources
turn poisonous and the weather becomes capricious, with storms raging regularly in the area.
Creatures with a strong connection to the Grey, such as shadows, shadow giants or wraith,
become more frequent in a 10 miles area around the creatures lair.
Horrific visions and illusions haunt the desert sands within 1 mile of the creatures lair. These
illusions move and appear real, although they can do no harm. A creature that examines an
image from a distance can tell it's an illusion with a successful DC 20 Intelligence (Investigation)
check. Any physical interaction with an image reveals it to be an illusion, because objects pass
through it.

If the creatures dies, these effects fade over the course of 1d10 days but the nefarious effect of defiling
are lingering as usual.
NIGHTMARE BEAST SPAWN
A foulness with a tusk-filled maw burrows through the sandy wastes. Its serpentine body is covered with
thick scales and sprouts tiny nubs of vestigial limbs. Although smaller and less deadly than the adult
version, a nightmare beast spawn is a fearsome foe. Unlike their "elders," spawn have neither the ability
nor the inclination to control their destructive urges.
They attack immediately, hoping to feast on both flesh and fear. They prefer to remain at a distance, but
can be vicious melee combatants. Like the grown beast, nightmare beast spawn taint the land when
they die, rendering everything within 5 squares of a corpse defiled terrain.

Nightmare Beast Spawn


Large monstrosity, chaotic evil

Armor Class: 16 (natural armor)


Hit Points: 85 (9d10 + 36)
Speed: 30ft., burrow 10ft, climb 10ft
STR
20 (+5)

DEX
16 (+3)

CON
18 (+4)

INT
6 (-2)

WIS
13 (+1)

CHA
11 (+0)

Damage Reduction: bludgeoning, piercing and slashing from


nonmagical weapon
Skills: Athletics +, Perception +
Senses: darkvision 60ft, passive Perception 16
Languages: Abyssal
Challenge: 8 (3,900xp)
Horrid Visions. Each creature within 60 feet of the nightmare beast that can see it must succeed on a DC
16 Charisma saving throw, suffering from a Short-Term madness (p.259 of the Dungeon Master Manual)
on a failed save. If the save fails by 5 or more, the target also suffers from a Long-Term Madness. If a
target's saving throw is successful or the effect ends for it, the target is immune to this nightmare
beast's Horrid Vision for the next 24 hours. The short-term and long-term madness can be ended with
the greater restoration, remove curse and dispel evil spells.
Magic Resistance. The nightmare beast has advantage on saving throws against spells and other magical
effects.
Nightmares: Perhaps the nightmare beasts most powerful weapon is the one from which its name is
derived. Every intelligent creature that falls asleep within 3 miles of a nightmare beast must succeed at a
Wisdom saving throw (DC 16) or suffer from horrid, vivid nightmares of being stalked and killed by
monsters, demons, cruel enemies, or whatever else it fears. The effect is otherwise the same as that of a
Dream spell. A remove curse or a successful dispel magic negates the effect. Once a creature has either
been affected by this ability or made a successful save, it cannot be affected by that nightmare beasts
nightmare power again for 24 hours.
Innate Spellcasting. The nightmare beast's innate spellcasting ability is Constitution (spell save DC 15).
The nightmare beast can innately cast the following spells, requiring no material components:
1/day each: Chain lightning, Cloudkill, Dimension Door.

Actions
Multiattack. The nightmare beast makes two melee attacks, one with its bite, one with its tusks.
Bite. Melee Weapon Attack: +12 to hit, reach 5ft, one target, Hit: 11 (2d6 +5) piercing damage.
Tusks. Melee Weapon Attack: +12 to hit, reach 5ft, one target, Hit: 13 (2d8 +5) slashing damage.
Black Lightning. A stroke of black lightning forming a line 100 feet long and 5 feet wide blasts out from
the nightmares beat in a direction of its choosing. Each creature in the line must make a DC 15 Dexterity
saving throw. A creature takes 15 (3d10) lightning damage and 15 (3d10) necrotic damage on a failed
save, or half as much damage on a successful one.

Night Twist

LORE Long before luckless travelers in more remote and foreboding marshes see the harrowing sight of
a lone night twist, they hear its haunting and melancholy song. The ghostly moaning sounds of its song
seem slightly different to every traveler. For some, the song of the night twist sounds like a women
weeping. To others, it is more akin to a wind blowing over a desolate graveyard. Most likely, the despair
song of a night twist is the most sorrowful sound each traveler can conjurer within his or her own mind.
Night twists subsist in the most inhospitable marshes, mudflats and ruins feeding on the rotting
carcasses of creatures and travelers attracted by its despair song.
Night Twist grow on cursed ground, defiled lands and battlefield, feeding of the lasting negative energies
running throught the land. They feed on necrotic energies, and as such are often mistaken for Trees of
Death. This mistake is often the last one made.

ENCOUNTER Rangers of the tablelands have heard and felt the despair song of night twists coming from
the Black Sands region. These night twists watch over the unplundered tombs, buried deep in the land in
ancient times. Much older night twists can be found throughout the Dry Marsh and the Crescent Forest,
taking root in and around the cyclopean ruins of fallen giant cities, their songs of despair luring explorers
to a swift doom.
A night twist, when actively seeking victims, sends out its despair song in order to bring prey to it. When
those lured by the song are within range, a night twist uses its phantasmal killer spell-like ability. A night
twist employs its powerful slam attack only if opponents first survive the illusion. The creature uses its
entangle and darkness spell-like abilities to keep opponents from escaping. When a night twist feels
threatened, it uses its wind attack and fear spelllike ability.

Night Twist
Huge plant, neutral evil
Armor Class: 12 (natural armor)
Hit Points: 218 (15d12 + 120)
Speed: 10ft.
STR
30 (+10)

DEX
6 (-2)

CON
26 (+8)

INT
12 (+1)

WIS
14 (+2)

CHA
17 (+3)

Condition Immunities: blinded, deafened, exhaustion


Damage Immunities: lightning, necrotic
Damage Resistance: psychic, cold, bludgeoning, slashing and
piercing damage from nonmagical weapons
Senses: blindsight 60ft (blind beyond that radius), passive
Perception 12
Languages: telepathy 120ft.
Challenge: 13 (10,000xp)
Death Curse. Killing a night twist invites a curse similar to that bestowed by the dream spell. The
creature dealing the death blow must make a DC 17 Wisdom saving throw to avoid being cursed with
hideous and unsettling nightmares that prevents the creature from gaining any benefit from a short or
long rest and deal 10 (3d6) psychic damage. The nightmares and resulting damage affect the subject
every night until the curse is removed or the victim dies. If the curse is removed, the victim remains
fatigued for 24 hours thereafter. A heal spell or more powerful magic cast while the subject is in the
throes of a nightmare is the only way to remove a night twists death curse. If the victim of a night twist
victim dies and is interred, a new night twist springs from where the corpse was laid one month later.
While the creature is developing, a night twist sapling appears at the gravesite; the creature seems to
be a normal (nonintelligent) plant until it reaches maturity.
Despair Song. Every evening, a night twist emits a sorrowful sound that inspires melancholy and despair
in all creatures with an Intelligence score of 6 or higher within a radius of 10 kilometers. Those who fail a
DC 17 Wisdom saving throw are affected and must seek out the source of their sorrow (the night twist)
to the neglect of all other tasks or needs, including eating or sleeping. If physically restrained and not
allowed to seek out the night twist, a victim of this despair song takes 10 (3d6) psychic damage every
evening until it dies or the enchantment is removed. Relocating a victim outside the area affected by the
night twists song does not end the enchantment. The despair song ceases to affect a subject in the

round after the night twist makes a slam attack against it. To remove the effects of the night twists
despair song before it attacks, a heal spell or more powerful magic must be employed. Dispel magic or
dispel evil spells cannot remove the enchantment. The death of the night twist always ends the
enchantment.
Necrotic Absorption. Whenever the night twist is subjected to necrotic damage, it takes no damage and
regains a number of hit points equal to the necrotic damage dealt.
Innate Spellcasting. The night twist's innate spellcasting ability is charisma (spell save DC 15). The night
twist can innately cast the following spells, requiring no material components:
At Will: Gust of Wind
2/Day: Blight, Darkness, Entangle, Fear, Phantasmal Killer.
1/Day: Weird

Actions
Multiattack. The night twist makes three slam attacks.
Slam. Melee Weapon Attack: +14 to hit, reach 10ft, one target, Hit: 20 (2d10 +10) bludgeoning damage,
if the target is Medium or smaller, it is grappled (escape DC 17). Until this grapple ends, the target is
restrained.

Protosphinx

LORE Fallen Sphinxes, whether through the weariness of the ages, corrupted by the slaughter of
innocents, or dreams of worship by supplicants that attempt to bargain their way to knowledge,
protosphinxes broke free of their divine command. Once freed of their servitude to the forgotten gods
of Athas many sphinxs became protosphinx, abandoning their divine mission to become above all else,
aggressive and animalistic creatures who lives up to the vicious reputation of their patron animal, the
large and violent crocodile.
However, even if a sphinx's alignment and loyalties drift in this way, it never leaves the place it guards or
grants its secrets to any except creatures it deems worthy. Despite their feral appearances and their
obvious cruelty protosphinxes are clever manipulators that still obey to old divine laws. They follow the
tradition of magical tests, expecting the failure of the contestant and an easy meal. However, they
always make sure that one of them escape alive so the tell of their buried treasure keeps spreading and
food keeps coming.
In some reagions of the desert they are seen as cruel but benevolent patron, protecting a community
and helping it prosper with its magic in exchange of frequent and bloody sacrifices.
Some protosphinx are plainly mad, vicious creatures that do not obey any of their species dogma. These
sphinxes are the ones that have been played by explorers and adventurers, cheated of their treasure or

secrets in a deceitful way. They succumb to madness without the support of their deity and quickly after
transform into a protosphinx, only driven by vengeance. The only way to appease the monster is to
retrieve its treasure or to make sure its secret is safe once again.
ENCOUNTER Protosphinxes can be found all over Athas, guarding forgotten temples where no worship
has been uttered in millenias, watching over treasure rooms in lost cities. The Tablelands are famous for
the high number of ruins that can be found there, and therefor protosphinxes are more common in this
region. The south of the Great Alluvial Sand Wastes, getween the Giants Ribs Mountains and the
Screaming Ravine is known to be the home of at least two of this monstrosity, but none has been brave
enough to follow the creatures to their lair and discover what could have spawn two of them.
The most famous of the protosphinx is certainly Munakhtmou, lurking in the ruins of Balshara, at the
foot of the Black Spine Mountains. Munakhtmou is known to keep no treasure or secret, but instead
receive the worship of a growing community of escaped slaves, nomads and sheperds. The sphinx
receives the sacrifices of intelligent humanoid and in exchange uses his magic to fertilise the land and
defend the community against raiders and slavers.

Protosphinx
Large monstrosity, lawful evil
Armor Class: 17 (natural armor)
Hit Points: 179 (17d10 + 85)
Speed: 40ft., fly 60ft.
STR
22 (+6)

DEX
10 (+0)

CON
20 (+5)

INT
16 (+3)

WIS
16 (+3)

CHA
20 (+5)

Saving Throws. Dex +5, Con +9, Int +8, Wis +8


Skills: Arcana +8, Deception +9, History +8, Perception +8,
Stealth +10
Damage Resistance: bludgeoning, piercing and slashing from
nonmagical weapons
Damage Immunities: psychic
Condition Immunities: charmed, frightened
Senses: truesight 120ft., passive Perception 18
Languages: Common, Sphinx
Challenge: 14 (10,000xp)
Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as
well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's
intentions or sincerity have disadvantage.
Magic Weapons. The sphinx's weapon attacks are magical.
Spellcasting. The sphinx is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18,
+10 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): Acid Splash, Dancing Lights
1st level (4 slots): Detect Magic, Identify, Tashas Hideous Laughter
2nd level (3 slots): Blur, Spider Climb

3rd level (3 slots): Bestow Curse, Glyph of Warding, Haste


4th level (3 slots): Banishment, Fire Shield, Locate Creature
5th level (2 slots): Hold Monster, Legend Lore

Actions
Multiattack. The sphinx makes two attacks with its claw.
Claws. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 15 (2d8 + 6) slashing damage.
Bite. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 26 (3d12 + 6) piercing damage and the
target suffers 2d8 extra damage at the beginning of each of its turn from blood loss. Undead,
elementals, plants and constructs are not suffering from the extra damage. The bleeding can be stopped
if a character takes an action and make a successful Wisdom (Medicine) check DC 15. A spell giving hit
points back to the bleeding target also stops the bleeding.

Legendary Actions
The sphinx can take 3 legendary actions, choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another creatures turn. The sphinx regains spent
legendary actions at the start of its turn.
Bite Attack. The sphinx makes one bite attack.
Teleport (Costs 2 Actions). The sphinx magically teleports, along with any equipment it is wearing or
carrying, up to 120 feet to an unoccupied space it can see.
Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list of prepared spells, using a spell slot as
normal.

Lair Actions
A sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets
and treasures beyond the reach of mortals. On initiative count 20 (losing initiative ties), the sphinx can
take a lair action to cause one of the following magical effects; the sphinx cant use an effect again until
it finishes a short or long rest:

The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx
can choose not to reroll.
The effects of time are altered such that every creature in the lair must succeed on a DC 15
Constitution saving throw or become 1d20 years older or younger (the sphinx's choice), but
never any younger than 1 year old. A greater restoration spell can restore a creature's age to
normal.
The flow of time within the lair is altered such that everything within moves up to 10 years
forward or backward (sphinx's choice). Only the sphinx is immediately aware of the time change.
A wish spell can return the caster and up to seven other creatures designated by the caster to
their normal time.
The sphinx shifts itself and up to seven other creatures it can see within in its lair to another
plane of existence. Once outside its lair, the sphinx can't use lair actions, but it can return to its
lair as a bonus action on its turn, taking up to seven creatures with it.

Psurlon

ABERRATIONS OF THE DEEP DESERT, psurlons are an unholy mix of extreme intelligence and a hideous,
vaguely wormlike form. Powerful both in body and mind, psurlons sometimes take humanoid form to
spy on nearby tribes and cities. Why psurlons gather such knowledge is unknown, though some scholars
assert they intend to claim a dominion of their own one day.
LORE Psurlons are an old race possessing deep lore. They are sometimes sought by masters of the Way,
spellcasters, or historians to shed new light on old questions. Getting answers from a psurlon is fraught
with danger, though-the exchange can end with the questioner's death if great care is not taken.
Psurlons are not native to Athas. They found their way through the Gray; some might still reside in the
blasted graveyard of dead gods. They were drawn to Athas like moths to a flame, attracted by the high
degree of psionic power regularly wielded by life forms on the planet. Centuries ago, the psurlons had a
world all their own. In an act of hubris, they attempted to unite the minds of their race into a single
godmind. Disaster struck, and the resulting psychic backlash destroyed the psurlon home world. Only
their minds survived, and they managed that only by taking shelter in the Astral Sea and by anchoring
themselves in the bodies of mindless slugs. Over thousands of worm generations, the psurIons modified
their host forms until they reached their present aberrant embodiments. Although they might once have
had forms similar to the humanoids of Athas, they have come to prefer their wormlike host forms.
ENCOUNTERS In their lairs, psurlons keep a variety of indoctrinated or enslaved allies, including human
defilers and beast giants. In an urban environment, they might be encountered as lone agents hiding in
humanoid crowds or as influential power brokers deeply embedded in the local society.

Depending on its current goal or mission, a psurlon might retain its changed form and avoid battle. If
combat is imminent, a psurlon burrows into the most advantageous position, using close or melee
attacks to position foes or inhibit their movement. A psurlon might gather humanoid minions under its
influence to do its fighting. Warded by these cat's-paws, it dominates weak-willed opponents or focuses
its damage on the least armored enemies.
PSURLON DUSTWORM Form-shifting psurlon dustworms infiltrate walled city-states. They observe and
record a great deal of activity, but are particularly interested in the comings and goings of sorcererkings.

Psurlon Dustworm
Medium aberration (shapechanger), neutral evil
Armor Class: 12
Hit Points: 45 (7d8 + 14)
Speed: 30ft., burrow 30ft.
STR
13 (+1)

DEX
14 (+2)

CON
14 (+2)

INT
18 (+4)

WIS
11 (+0)

CHA
17 (+3)

Condition Immunities: charmed


Damage Resistance: psychic
Skills: Arcana +10, Deception +9, History +10
Senses: blindsight 60ft, darkvision 120ft, passive Perception
10
Languages: Common, Deepspeech, telepathy 120ft.
Challenge: 5 (1,800xp)
Shapechanger. The psurlon can use its action to polymorph into a Small or Medium humanoid it has
seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any
equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Innate Spellcasting (Psionics). The psurlon's innate spellcasting ability is Intelligence (spell save DC 15).
The psurlon can innately cast the following spells, requiring no material components:
At will: Detect Thoughts, Dominate Person, Hold Monster.
1/day: Stoneskin.

Actions
Multiattack. The psurlon makes two melee attacks, one with its claws and one with its bite.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft, one target, Hit: 7 (1d8 +2) piercing damage and 6 (2d6)
psychic damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5ft, one target, Hit: 5 (1d6 +2) piercing damage and 6
(2d6) psychic damage.
PSURLON WARWORM
Warworms do not share the insidious malleability of their ilk. Unable to take humanoid form, they lie in
wait beneath the earth, ready to answer a summons by any dustworm or mindworm whose disguise has
been compromised.

Psurlon Warworm
Large aberration, neutral evil
Armor Class: 15 (natural armor)
Hit Points: 113 (12d10 + 36)
Speed: 20ft., burrow 20ft.
STR
19 (+4)

DEX
12 (+1)

CON
16 (+3)

INT
11 (+0)

WIS
11 (+0)

CHA
13 (+1)

Condition Immunities: charmed


Damage Resistance: psychic
Skills: Perception +6
Senses: blindsight 60ft, darkvision 120ft, passive Perception
14
Languages: Deepspeech, telepathy 120ft.
Challenge: 9 (5,000xp)
Innate Spellcasting (Psionics). The psurlon's innate spellcasting ability is Intelligence (spell save DC 12).
The psurlon can innately cast the following spells, requiring no material components:
1/day: Stoneskin.

Actions
Multiattack. The psurlon makes three melee attacks, two with its claws and one with its bite.
Bite. Melee Weapon Attack: +8 to hit, reach 5ft, one target, Hit: 14 (2d10 +4) piercing damage and 6
(2d6) psychic damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5ft, one target, Hit: 12 (2d8 +4) piercing damage and 6
(2d6) psychic damage.
Mind Scream (Recharge 5-6). The warworm screams and the psychic echo rip the mind of every
creatures in a 30ft radius around it, forcing them to make a DC16 Wisdom saving throw, taking 25 (5d10)
psychic damage and being stunned until the end of the warworm next turn on a failed save. Succeeding
on the saving throw reduce the damage taken by half and cancel the stunning effect.
PSURLON MINDWORM
Masters of psyche and fate, mindworms see multiple futures at once. In its most limited use, this vision
allows the psurlons to lower the defenses and cause more damage to enemies from whom it draws
blood. The broader application of this capacity is more insidious. Mindworms sift among potential
futures, determining when circumstances are right for the psurlons to advance another step toward
their secret objective.

Psurlon Mindworm
Medium aberration (shapechanger), neutral evil
Armor Class: 12
Hit Points: 110 (15d8 + 45)
Speed: 30ft., burrow 30ft.

STR
13 (+1)

DEX
14 (+2)

CON
16 (+3)

INT
22 (+6)

WIS
11 (+0)

CHA
19 (+4)

Saving Throws: Int +10, Wis +4, Cha +8


Condition Immunities: charmed
Damage Resistance: psychic
Skills: Arcana +14, Deception +12, History +14
Senses: blindsight 60ft, darkvision 120ft, passive Perception
10
Languages: Common, Deepspeech, telepathy 120ft.
Challenge: 12 (8,400xp)
Shapechanger. The psurlon can use its action to polymorph into a Small or Medium humanoid it has
seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any
equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Innate Spellcasting (Psionics). The psurlon's innate spellcasting ability is Intelligence (spell save DC 20).
The psurlon can innately cast the following spells, requiring no material components:
At will: Detect Thoughts, Dominate Person, Hold Monster, Mass Suggestion.
1/day: Disintegrate, Feeblemind, Revert Gravity, Stoneskin.

Actions
Multiattack. The psurlon makes three melee attacks, two with its claws and one with its bite.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft, one target, Hit: 9 (1d10 +2) piercing damage and 8 (2d8)
psychic damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5ft, one target, Hit: 6 (1d8 +2) piercing damage and 8
(2d8) psychic damage.

Rakshasa

LORE The rakshasa employs delicacy and misdirection in its pursuit of dominion over others. Few
creatures ever see the fiend in its true form, for it can take on any guise it wants, although it prefers to
masquerade as someone powerful or influential: a noble, cardinal, or rich merchant, for example. A
rakshasa's true form combines the features of a human and a tiger, with one noteworthy deformity: its
palms are where the backs of the hands would be on a human.
Rakshasas originated long ago in the Nine Hells, when powerful devils created a dark ritual to free their
essence from their fiendish bodies in order to escape the Lower Planes. A rakshasa enters the Material
Plane to feed its appetite for humanoid flesh and evil schemes. It selects its prey with care, taking pains
to keep its presence in the world a secret.
For a rakshasa, death on the Material Plane means an agonizing and torturous return to the Nine Hells,
where its essence remains trapped until its body reforms - a process that cart take months or years.
When the rakshasa is reborn, it has all the memories and knowledge of its former life, and it seeks
retribution against the one who slew it. If the target has somehow slipped through its grasp, the
rakshasa might punish its killer's family, friends, or descendants. Like devils, rakshasas killed in the Nine
Hells are forever destroyed.
ENCOUNTER Mountains of the Teeth: A low range of dry, knife-edged peaks, the Mountains of the Teeth
are home to hostile tribes of tareks and minotaurs. The mountains also hide several mysterious, ancient
monasteriesthe strongholds of rakshasa princes. Ranging out from these isolated retreats, rakshasa
spies roam the Tyr Region, secretly plotting to turn the sorcerer-kings against one another and enslave
the city-states.

Rising out of the dust like the shattered fang of an enormous beast, Roqom appears only at the peak of
midday on the hottest days of the year. This sharp, jagged spire of basalt lies in the wilderness beyond
the Beastbarrens, but according to legend, it appears wherever its master can work the greatest
mischief. The master of Roqom is Fajjayad, a great rakshasa prince, and he occasionally uses magical
sendings tolure silt sailors and travelers to his black palaceespeciallytravelers who have a desperate
need of some sort. Fajjayad claims to be able to provide for any such needs in exchange for services to
be rendered within 1,001 days. The rakshasa is unfailingly polite and candid. If asked, he freely admits
that the task he sets is likely to be difficult, even deadly, and that his clients might die while
attempting it. However, Fajjayad assures them that the laws (a term he does not define) forbid him
from setting a task that is impossible or whose outcome is certain death. For his magic to work, the task
must have an element of chance and uncertainty. Still, if any group has ever profited from Fajjayads
bargain, its tale is not known.
RAKSHASA RUHK

Rakshasa ruhk, or knights, are the warrior of their people, protecting rajah nobles and hunting heroes
and good hearted individuals opposing the plots of rakshasa princes. They like to play with their prey
before giving them the final blow and are cruel creatures, though not as manipulative as the rest of their

kind, they are clever tacticians and are not above using ruse to trick their quarry into a disadvantageous
situation. Ruhks are very confident warriors, sure of their abilities and certain that their natural
immunities give them domination over any mortal warrior.

Rakshasa Ruhk
Medium fiend, lawful evil
Armor Class: 16 (chain mail)
Hit Points: 60 (7d8 + 28)
Speed: 40ft.
STR
16 (+3)

DEX
15 (+2)

CON
16 (+3)

INT
13 (+1)

WIS
12 (+1)

CHA
14 (+2)

Skill: Athletics +6, Intimidation +5


Damage Vulnerabilities: piercing from magic weapons
wielded by good creatures
Damage Immunities: bludgeoning, piercing and slashing from
nonmagical weapons
Senses: darkvision 60ft, passive Perception 11
Languages: Common, Infernal
Challenge: 7 (10,000xp)
Limited Magic Immunity. The rakshasa is immune to spells of 3rd level or lower unless it wishes to be
affected. It has advantage on saving throws against all other spells and magical effects.
Shapechanger. The rakshasa can use its action to polymorph into a Small or Medium humanoid, or back
into its true form. Its statistics, other than its size, are the same in each form and the rakshasa loses its
claw and bite attacks. Any equipment it is wearing or carrying isn't transformed. It reverts to its true
form if it dies. A change in form cannot be dispelled, but a rakshasa reverts to its natural form when
killed. A true seeing spell reveals its natural form.
Innate Spellcasting. The rakshasa's innates spellcasting ability is Charisma (spell save DC 13, +5 to hit
with spell attacks). The rakshasa can innately cast the following spells, requiring no material
components:
At will: Detect Thoughts, Hex, Mage Hand
2/Day each: Crown of Madness, Detect Magic, Hellish Rebuke, Wrathful Smite
1/Day each: Bestow Curse, Blinding Smite

Actions
Multiattack. The rakshasa makes three attacks, two longsword attacks and one claw attack.
Claw. Melee Weapon Attack: +6 to hit, reach 5ft, one target, Hit: 10 (2d6 + 3) slashing damage and the
target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or
long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no
benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or
similar magic.
Longsword. Melee Weapon Attack: +6 to hit, reach 5ft, one target, Hit: 8 (1d8 + 3) slashing damage.
RAKSHASA RAJAHS

Rakshasa society is bound by rigid castes. Each rakshasa is born into a particular role in life and cannot
advance. Females (known as rakshasi) are fit to be consorts, honored only by their faithfulness and the
fighting ability of their children. There are 2 to 3 females per male. Rakshasa society is led by a rajah or
maharajah, whose commands are to be obeyed without question. Rakshasas wage war on humanity
constantly, not only to feed themselves but because they believe that battle is the only way to gain
honor. If confronted by humans who recognize their true appearance, they are insufferably arrogant. A
rakshasas life varies in cycles of wild self-indulgence in times of prosperity and strict fasting and
sacrifice in times of trouble or before battle. They are honorable creatures but will twist the wording of

an agreement to suit their purposes. They prefer to deal with humanity by using their illusion powers to
deceive and manipulate them, but are brave and forthright in battle.

Rakshasa Rajahs
Medium fiend, lawful evil
Armor Class: 16 (natural armor)
Hit Points: 110 (13d8 + 52)
Speed: 40ft.
STR
14 (+2)

DEX
17 (+3)

CON
18 (+4)

INT
13 (+1)

WIS
16 (+3)

CHA
20 (+5)

Skill: Deception +10, Insight +8


Damage Vulnerabilities: piercing from magic weapons
wielded by good creatures
Damage Immunities: bludgeoning, piercing and slashing from
nonmagical weapons
Senses: darkvision 60ft, passive Perception 13
Languages: Common, Infernal
Challenge: 13 (10,000xp)
Limited Magic Immunity. The rakshasa is immune to spells of 6th level or lower unless it wishes to be
affected. It has advantage on saving throws against all other spells and magical effects.
Shapechanger. The rakshasa can use its action to polymorph into a Small or Medium humanoid, or back
into its true form. Its statistics, other than its size, are the same in each form and the rakshasa loses its
claw and bite attacks. Any equipment it is wearing or carrying isn't transformed. It reverts to its true
form if it dies. A change in form cannot be dispelled, but a rakshasa reverts to its natural form when
killed. A true seeing spell reveals its natural form.
Innate Spellcasting. The rakshasa's innates spellcasting ability is Charisma (spell save DC 18, +10 to hit
with spell attacks). The rakshasa can innately cast the following spells, requiring no material
components:
At will: Detect Thoughts, Disguise Self, Mage Hand, Minor Illusion
3/Day each: Charm person, Detect Magic, Invisibility, Major Image, Suggestion
1/Day each: Dominate person, Fly, Plane Shift, True Seeing

Actions
Multiattack. The rakshasa makes two claw attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5ft, one target, Hit: 9 (2d6 + 2) slashing damage and the
target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or
long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no
benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or
similar magic.
RAKSHASA AKCHAZAR

Akchazar rakshasas wander the planes seeking new lands to subjugate and new undead minions to
enslave. These rakshasas are masters of necromantic magic, although they are powerful in the other
schools of magic as well. Akchazar rakshasas typically work behind the scenes, manipulating events to
suit their dark whims and relying on their web of spies, assassins, and intelligent undead to carry out
their nefarious plots. Akchazar rakshasas do associate with other rakshasas, often as leaders or
manipulators. Other types of rakshasas value an akchazars intelligence even as they fear its abilities. It
is not uncommon for weaker rakshasas to follow the complex plans of an akchazar even as they go
about their own missions. All rakshasas tend toward solitary existences, but communication and
coordination between the various kinds is not unheard of.
An akchazar rakshasa typically establishes a power base at the site of a great battle, a city of the dead,
or some other place where a large number of corpses might be interred. It uses its power over undead
to create several intelligent undead minions. Thereafter, it might make contact with a local underworld
organization (almost always through intermediaries) or even a corrupt or power-hungry political official.

It will play with these leaders, offering them advice, power, or riches as it learns their habits and
defining characteristics. Then the akchazar uses its magic jar spell-like ability to replace one of these
leaders for a time, using the borrowed body to solidify its hold on the region.
Several of the House Tsalaxa high officials are actually akchazar rakshasas. They sequester themselves
in foreboding strongholds or warehouses hidden in the waste, although some have made lairs closer to
the heart of civilization in the city states. At least one akchazar rakshasa operates from within Balic,
lending his services and undead minions in exchange for special favors too terrible to ponder.

Rakshasa Akchazar
Medium fiend, lawful evil
Armor Class: 18 (natural armor)
Hit Points: 145 (17d8 + 68)
Speed: 40ft., fly 40ft.
STR
15 (+2)

DEX
20 (+5)

CON
18 (+4)

INT
20 (+5)

WIS
16 (+3)

CHA
22 (+6)

Skill: Arcana +10, History +10, Deception +11, Insight +8


Damage Vulnerabilities: piercing from magic weapons
wielded by good creatures
Damage Immunities: bludgeoning, piercing and slashing from
nonmagical weapons
Senses: darkvision 60ft, passive Perception 13
Languages: Common, Infernal, Deep Speech
Challenge: 17 (18,000xp)
Limited Magic Immunity. The rakshasa is immune to spells of 6th level or lower unless it wishes to be
affected. It has advantage on saving throws against all other spells and magical effects.
Shapechanger. The rakshasa can use its action to polymorph into a Small or Medium humanoid, or back
into its true form. Its statistics, other than its size, are the same in each form and the rakshasa loses its
claw and bite attacks. Any equipment it is wearing or carrying isn't transformed. It reverts to its true
form if it dies. A change in form cannot be dispelled, but a rakshasa reverts to its natural form when
killed. A true seeing spell reveals its natural form.
Innate Spellcasting. The rakshasa's innates spellcasting ability is Charisma (spell save DC 20, +10 to hit
with spell attacks). The rakshasa can innately cast the following spells, requiring no material
components:
At will: Speak with Dead
3/Day each: Animate Dead
2/Day each: Create Undead
1/Day each: Imprisonnement
Spellcasting. The rakshasa is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell DC 20, +11
to hit with spell attacks). The rakshasa has the following sorcerer spells prepared:
Cantrip (at will): Mage Hand, Minor Illusion, Prestidigitation, Ray of Frost
1st level (4 slots): Charm Person, Ray of Sickness
2nd level (3 slots): Blindness/Deafness, Suggestion

3rd level (3 slots): Fear, Lightning Bolt


4th level (3 slots): Banishment, Ice Storm
5th level (2 slots): Dominate Person, Telekinesis
6th level (1 slot): Circle of Death, Mass Suggestion

Actions
Multiattack. The rakshasa makes two claw attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 5ft, one target, Hit: 9 (2d6 + 2) slashing damage and the
target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or
long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no
benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or
similar magic.
Control Undead. As an action, the rakshasa targets one undead creature it can see within 30 feet of it.
The undead must make a DC 18 Wisdom saving throw. On a failed save, the target must obey the
rakshasas commands for the next 24 hours. An undead whose challenge rating is equal to or greater
than the rakshasas challenge rating is immune to this effect.
Pain Wave (Recharge 5-6). An akchazar rakshasa can emit an aura of negative energy. Every creature
within 20 feet of an akchazar rakshasa when it activates the ability takes 40 necrotic damages (10d8)
and becomes frightened for one minute. Creatures within the area can make a DC 18 Wisdom saving
throws for half damage (and to ignore the frightened effect, the target can repeat the saving throw at
the end of each of its turns, ending the effect on itself on a success.). Undead creatures within the area
are healed of 40 (10d8) points of damage instead, and any turning effect they are under is broken.
RAKSHASA NAZTHARUNE

While some theorize that rakshasas are the very embodiment of evil, those rare few who have survived
an encounter with the deadly naztharune know it as fact. Like other rakshasas, the palms of a
naztharune rakshasas hands are where the backs of the hands would be on a human. While this
physical feature doesnt detract from the creatures manual dexterity, it makes a rakshasa look very
disturbing to those unfamiliar with the creature. Naztharune rakshasas, like most rakshasas, tend to be
solitary creatures but will work with other rakshasas when necessary and even team up with other
naztharunes on a continuing basis.
They sometimes work as infiltrators and spies for akchazar rakshasas, and they sometimes hire
themselves out to other creatures as mercenaries or assassins. Naztharune rakshasas have a hearty
contempt for all creatures except other rakshasas, but they can suppress this feeling when it profits
them to do so. Unlike most of their rakshasa brethren, naztharune rakshasas feel less of a need to be
the boss in every operation. They are much more mercenary in their desires and needs.
Most naztharune rakshasas serve the akchazar and rajah rakshasas as spies and assassins. A pair of
akchazar rakshasas operating in Raam has sent naztharune agents to stir up unrest in neighboring citiesstates, most notably in Urik, Raj, and Tyr. These naztharune rakshasas have already compromised
several local guilds and eliminated key politicians and merchants in an attempt to turn the cities hatred
of one another into open war. Naztharune rakshasas have also been encountered in cities as far south as
Balic, in some cases pursuing their own agendas.

Rakshasa Naztharune
Medium fiend, lawful evil
Armor Class: 18 (natural armor)
Hit Points: 85 (10d8 + 40)
Speed: 40ft.
STR
15 (+2)

DEX
20 (+5)

CON
18 (+4)

INT
13 (+1)

WIS
11 (+0)

CHA
15 (+2)

Skill: Athletics +6, Deception +6, Stealth +13


Damage Vulnerabilities: piercing from magic weapons
wielded by good creatures
Damage Immunities: bludgeoning, piercing and slashing from
nonmagical weapons
Senses: darkvision 60ft, passive Perception 13
Languages: Common, Infernal
Challenge: 11 (7,200xp)
Evasion. If a rakshasa makes a successful Dexterity saving throw against an attack that normally deals
half damage on a successful save, he instead takes no damage, and only half damage if he fails.
Limited Magic Immunity. The rakshasa is immune to spells of 4th level or lower unless it wishes to be
affected. It has advantage on saving throws against all other spells and magical effects.
Shapechanger. The rakshasa can use its action to polymorph into a Small or Medium humanoid, or back
into its true form. Its statistics, other than its size, are the same in each form and the rakshasa loses its
claw and bite attacks. Any equipment it is wearing or carrying isn't transformed. It reverts to its true
form if it dies. A change in form cannot be dispelled, but a rakshasa reverts to its natural form when
killed. A true seeing spell reveals its natural form.
Shadow Step. When in an area of dim light or darkness, the rakshasa can use a bonus action to teleport
up to 60ft on an unoccupied space that is also in dim light or darkness. It has advantage on the first
melee attack it makes before the end of the turn.
Sneak Attack (1/Turn). The rakshasa deals an extra 18 (5d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the rakshasa
that isn't incapacitated and the rakshasa doesn't have disadvantage on the attack roll.
Innate Spellcasting. The rakshasa's innates spellcasting ability is Charisma (spell save DC 14, +6 to hit
with spell attacks). The rakshasa can innately cast the following spells, requiring no material
components:
At will: Detect Thoughts, Thaumaturgie
2/Day each: Darkness, Major Image, Nondetection, Silence

Actions
Multiattack. The rakshasa makes three attacks, three shortsword attacks or three claw attack, or any
combination of the two. The rakshasa can make three short bow attacks instead of the above.
Claw. Melee Weapon Attack: +6 to hit, reach 5ft, one target, Hit: 9 (2d6 + 2) slashing damage and the
target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or
long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no
benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or

similar magic.
Short Bow. Range Weapon Attack: +9 to hit, range 80/320, one target, Hit: 8 (1d6 + 5) piercing damage ,
and the target must make a DC 18 Constitution saving throw, or become poisoned for one minute on a
failed save. While poisoned a creature take 12 (4d6) poison damage at the beginning of its turn. The
target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a
success.
Short Sword. Melee Weapon Attack: +9 to hit, reach 5ft, one target, Hit: 8 (1d6 + 5) slashing damage ,
and the target must make a DC 18 Constitution saving throw, or become poisoned for one minute on a
failed save. While poisoned a creature take 12 (4d6) poison damage at the beginning of its turn. The
target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a
success.
Cloak of Shadows. When the rakshasa is in an area of dim light or darkness it can become invisible. It
remains invisible until it makes an attack, cast a spell or is in an area of bright light.

Rampager

THE NIGHT EXPLODES WITH VIOLENCE. Buildings erupt, showering the area with rubble before
dissolving into a stinking paste. A roar overwhelms the myriad screams off right, and a lumbering
monstrosity smashes through the ruins. Its nostrils flare, its black eyes roll, and its savagery is evident
from the still twitching limbs spilling from its jaws. The rampager is destruction incarnate.
LORE Structures in various states of ruin litter the wastelands, leftovers of war, natural disaster, or
neglect. Where the destruction is absolute, where only foundations remain, those ruins mark the path
of a rampager.
This beast was called so-ut in ages past, but that obscure name does little to explain the creature's
destructive nature. It spares no living thing that gets in its way, but such killing does not sate its wrath. A
rampager is committed to demolishing any and every artifice it encounters. The beast has a particular
hatred for metal objects. Any humanoids wielding such treasures grab the monster's attention first.
ENCOUNTERS The rampager is a tormented creature. It is driven to terrible violence by vengeful primal
spirits twisted to madness during Athas's ruination. Creatures unfortunate enough to encounter a
rampager might spot flitting spirits of fire, sand, stone, or wind assailing the beast, filling it with
uncontrollable rage. The spirits cannot be attacked during the encounter, but further chaos might be
averted if a way can be found to placate them through offerings or restitution.
RAMPAGERS
The rampager's only motivation is to reduce big things into their smallest components. Hatred for
civilization drives it from the wilderness to destroy everything in its path. It cannot abide metal's stench
and focuses its attacks on enemies wielding metal weapons or wearing metal armor. Once it dispatches
these foes, it turns back to structures and rips through walls and buildings until nothing remains. It stops
only when it is dead or no artificial object remains intact.

Rampager
Large beast (elemental), chaotic evil
Armor Class: 18 (natural armor)
Hit Points: 247 (20d10 + 140)
Speed: 30ft.
STR
26 (+8)

DEX
14 (+2)

CON
24 (+7)

INT
2 (-4)

WIS
11 (+0)

CHA
6 (-2)

Saving Throws: Str +13, Dex +7, Con +12


Condition Immunities: frightened
Damage Immunities: bludgeoning, piercing and slashing from
nonmagical weapons.
Senses: darkvision 120ft, passive Perception 10
Languages: Challenge: 14 (11,500xp)
Acid. The acid that coats a rampagers claws not only deals extra damage on successful attacks, it also
dissolves an opponents armor and clothing. If the object isn't being worn or carried, the touch destroys
a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 18

Dexterity saving throw to avoid the ravager's touch on its equipment (this does not cancel the damage
taken). If the object touched is either metal armor or a metal shield being worn or carried, its takes a
permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that
drops to a +0 bonus is destroyed. If the object touched is a held weapon, the weapon takes a permanent
and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed.
Destructive Strom. While it has 120 hit points or lower, the rampager becomes enraged and has
advantage on attack rolls. In addition I deals and extra 12 (4d6) damage to any target it hits with a melee
attack.
Entropic Presence. An aura of entropic energies surrounds the rampager, creatures and objects in a 30ft
radius around him lose all Immunities and Resistance.

Actions
Multiattack. The rampager makes three melee attacks, two with its claws and one with its bite.
Bite. Melee Weapon Attack: +13 to hit, reach 10ft, one target, Hit: 23 (4d8 +7) piercing damage. The
target must make a DC 18 Constitution saving throw, or become poisoned for one minute on a failed
save. While poisoned a creature take 12 (4d6) poison damage at the beginning of its turn. The target can
repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.
Claws. Melee Weapon Attack: +13 to hit, reach 10ft, one target, Hit: 19 (2d12 +7) slashing damage and 9
(3d6) acid damage.

Salt Mummy

LORE Salt mummies are preserved corpses of ancient humanoids who were accidentally buried too close
to veins of white, brittle salt. Of course, salt alone is not sufficient to suffuse a body with undead vigor;
often, such a creature has taken a great sin with it to its subterranean grave, the horror of which
eventually creates a linkage to the Gray. A salt mummy is usually encountered by miners working a new
deposit. It appears at first to be nothing more than an old, salt-rimed corpse. If the miners continue to
dig it out, eventually the mummy becomes animate and waits until it is almost dug free. The shuddering
crack as a salt mummy breaks away from a salt vein is a dreadful thing to hear.
ENCOUNTER Defilers sometimes seal the corpses of slain assassins, corrupt officials, and criminals in
caskets packed with salt in hopes of spurring the transformation of those corpses into salt mummies.
Most salt mummies, however, are found undergroundthe remains of evil adventurers and other
humanoid creatures killed in salt mere and ravaged by the salt deposits.
Salt mummies haunt the larger salt plains of Athas, most notably in the Salt Meres of Bodach near the
dwarf ruins of Bodach, the salt marsh of the Dragon Horns, and the Dry Marsh.

Salt Mummy
Medium undead, neutral evil
Armor Class: 14 (natural armor)
Hit Points: 111 (13d8 + 52)
Speed: 30ft.
STR
18 (+4)

DEX
8 (-1)

CON
18 (+4)

INT
6 (-2)

WIS
10 (+0)

CHA
12 (+1)

Saving Throws: Con +6, Wis +3


Damage Resistances: bludgeoning, piercing and slashing
damage from nonmagical weapons
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, frightened,
paralyzed, poisoned
Senses: darkvision 60ft., passive Perception 10
Languages: the languages it knew in life
Challenge: 7 (2,900xp)
Dehydrating Aura. The very air surrounding the salt mummies drains the moisture out of any living
creature. Each creature that starts its turn within 20 feet of the mummy must succeed on a DC 10
Constitution saving throw. On a failure the creature take 2d6 necrotic damage, or half as much damage
on a successful one. If the saving throw if failed by 5 or more the creature takes one level of exhaustion
as well and the mummy is healed by 10 hit points. Regardless of the result the creature will need to
drink twice her usual daily water intake to satisfy her needs.
Dehydrating Impact. Each time a salt zombie mummy touches a living creature, the creature must make
a DC 14 Constitution saving throw or take 14 (4d6) necrotic damage as moisture evaporate from its
body. A successful saving throw reduces the damage by half. If the saving throw is failed by 5 or more
the creature takes one level of exhaustion and the mummy is healed by 10 hit points. Regardless of the
result the creature will need to drink twice her usual daily water intake to satisfy her needs.
Salt Zombies. If a creature dies of exhaustion due to the mummies attacks or its aura it raises as a salt

zombie under the mummys control within 1d4 hours.

Actions
Multiattack. The mummy makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one creature. Hit: 14 (2d8 +4) bludgeoning damage.

Sand Beauties

FEY CREATURES said to come from the Lands Within the Wind, sand beauties are mysterious creatures
coming from another plane of existence. Sand Beauties is a general term to refer to nymphs, female fey
potentially good or malevolent.
TEMPTRESS
Unexpected oases, out-of-place emporiums, and sheltering ruins grant timely respite, but should also
sound warnings to the desert traveler. On Athas, favorable environs are as rare as rain. Sand brides
create elaborate mirages that appear to be such comforting sites, to which they lure the unwary before
killing them. Temptress claim a section of the wastes, where they hollow out chambers deep in the sand
for their treasures.
Once strongly tied to arcane magic, this type of nymph are now corrupted by the defilement of Athas.
Temptress were once vibrant and benevolent fey creatures, but the exile from their slowly disintegrating
homeland has driven them to madness.
Temptresses despise intelligent creatures, blaming them for their wretched state. Still, they are masters
at controlling their hatred long enough to lure their prey. Among their own kind, they are social
creatures. One or more of these fey wander an area around their lair, searching for enemies. They target

individuals or groups that are clearly short on water and suffering the desert's worst effects. If the sand
brides think they can't take on a large party, one among their number might follow for a time to lure any
stragglers back to the lair.
A sand bride fashions lures for its victims, seducing travelers, wanderers, and the lost with the promise
of water or the soothing shade of an unexpected oasis. Once the prey comes close, the sand bride
appears as a beautiful, inviting being, the embodiment of desire and comfort. If the creature responds
to the sand bride's call, the monster attacks. The twisted fey drains its prey's life force and leaves behind
a withered husk.

Temptress
Medium fey, chaotic evil
Armor Class: 17 (Unearthly Grace)
Hit Points: 43 (7d8 + 8)
Speed: 30ft.
STR
10 (+0)

DEX
17 (+3)

CON
12 (+1)

INT
16 (+3)

WIS
17 (+3)

CHA
19 (+4)

Saving Throws: Dex +6, Wis +6, Cha +7


Damage Resistance: bludgeoning, piercing and slashing
damage from noniron weapon
Skills: Deception +10, Persuasion +10, Stealth +6
Senses: darkvision 60ft., passive Perception 13
Languages: Common, Elvish, Sylvan
Challenge: 5 (1,800xp)
Blinding Beauty. All humanoids within 30ft of the temptress who look directly at her must make a DC 15
Constitution saving throw or be blinded for one minute. A temptress can suppress or resume this power
as a bonus action.
Unearthly Grace. A Temptress adds her Charisma modifier to her Armor Class (already included in the
profile).
Spellcasting. The temptress is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell DC 15, +7
to hit with spell attacks). The temptress has the following sorcerer spells prepared:
Cantrip (at will): Dancing Lights, Friends, Mage Hand, Message, True Strike
1st level (4 slots): Ray of Sickness, Witch Bolt
2nd level (3 slots): Darkness, Levitate
3rd level (3 slots): Fear, Lightning Bolt
4th level (1 slot): Confusion, Greater Invisibility

Actions
Multiattack. The temptress makes two melee attacks with her dehydrating touch.
Dehydrating Touch. Melee Spell Attack: +7 to hit, reach 5ft, one target, Hit: 9 (3d6) necrotic damage.
SCORNED MAIDEN
The vilest of the Temptresses are called scorned maiden. This creatures are among the most troubling to
encounter, they are as beautiful as they are deadly, filled with hatred and a twisted concept of love. The

love of a scorned maiden is a tyrannical magical enslavement, where the betrothed creature will
sacrifice all that he can to his cruel lover. Scorned maiden surround themselves with a court of
mesmerized slave that they keep as bodyguards, servant, or snacks.
Strangely enough scorned maiden do make their nest in civilized place or close to trade routes, assuring
them with a constant source of food and servants. Their lair are filled with rich and luxurious cloth,
perfumes, jewelry and other sign of affection from their slaves. An enthralled lover is willing to go to
great length, even murder, to acquire and item that could please his mistress.
If threatened the scorned maiden will throw her legion of slave to die first, sacrificing them without a
second of hesitation. The maiden prefers to fight from a distance, using her deadly magic to get rid of
her assailant but will fight fiercely if cornered, draining their life to heal herself.

Scorned Maiden
Medium fey, chaotic evil
Armor Class: 21 (Unearthly Grace)
Hit Points: 98 (15d8 + 30)
Speed: 30ft.
STR
10 (+0)

DEX
20 (+5)

CON
14 (+2)

INT
16 (+3)

WIS
17 (+3)

CHA
22 (+6)

Saving Throws: Dex +10, Wis +8, Cha +11


Damage Resistance: bludgeoning, piercing and slashing
damage from noniron weapon
Skills: Deception +16, Persuasion +16, Stealth +10
Senses: darkvision 60ft., passive Perception 13
Languages: Common, Elvish, Sylvan
Challenge: 14 (11,500xp)
Blinding Beauty. All humanoids within 30ft of the maiden who look directly at her must make a DC 18
Constitution saving throw or be blinded for one minute. A temptress can suppress or resume this power
as a bonus action.
Unearthly Grace. A maiden adds her Charisma modifier to her Armor Class (already included in the
profile).
Spellcasting. The maiden is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell DC 19, +11
to hit with spell attacks). The maiden has the following sorcerer spells prepared:
Cantrip (at will): Blade Ward, Dancing Lights, Fire Bolt, Mending, Prestidigitation, Ray of Frost
1st level (4 slots): Fog Cloud, Magic Missile
2nd level (3 slots): Detect Thoughts, Misty Step
3rd level (3 slots): Counterspell, Tongues
4th level (3 slots): Polymorph, Wall of Fire
5th level (2 slots): Insect Plague, Seeming
6th level (1 slot): Eyebite, Globe of Invulnerability
7th level (1 slot): Fire storm
8th level (1 slot): Power Word Stun

Actions
Multiattack. The maiden makes three melee attacks with her draining touch.
Draining Touch. Melee Spell Attack: +7 to hit, reach 5ft, one target, Hit: 15 (5d6) necrotic damage and
the maiden regains hit points equal to half the amount of necrotic damage inflicted.
Twisted Love. A scorned maiden can charm with a look a creature within 30ft of her. The target creature
must succeed on a DC 18 Wisdom saving throw or become permanently charmed. The effect is last until
a remove curse, dispel evil, greater restoration or wish spell is used to free the creature. Spells such as
mind blank or protection from evil will temporarily negate the charm for the spell duration. The death of
the scorned maiden will not free the creature but instead plunge it into raving madness (storyteller is
encouraged to make use of the Indefinite Madness rule (p.260 of the Dungeon Masters Manual).
NYMPH

Nymphs are natures embodiment of physical beauty, and the guardians of the sacred places of the wild.
They are so unbearably lovely that even a glimpse of one can blind an onlooker. Nymphs hates any who
would defile the wilds for any reason and arcane magic under any form.
A nymphs demeanor is wild and mercurial. Like nature itself, she embodies both great beauty and
fearsome danger. She can be kind and graceful to mortals who revere the wild place of the world, but is
also quick to strike against those who take more than they need or who treat nature thoughtlessly.
Animals of all types flock to a nymph, ignoring the presence of natural enemies, injured beasts know
that the nymph will tend their wounds. A nymph is about the height and weight of a female elf. Nymphs
speak Sylvan and Common.

A nymph usually avoids contact with nonfey, but she often has a place to she holds sacred and defends
against all intrusions an oasis, a mudflat or sometime a dune top or a peak. She uses her spells and
animal allies to drive intruders away from the spot she defends, preferring to use non-lethal attack first
and resorting to deadly attacks first and resorting to deadly attacks only when faced by evil creatures or
intruders who reply to her efforts with deadly attacks of their own.
Nymphs are better disposed toward elves, half-elves, and druids, individuals they recognize as friends of
nature. They are likely to offer such people a chance to explain their presence instead of driving them
away.

Nymph
Medium fey, chaotic good
Armor Class: 17 (Unearthly Grace)
Hit Points: 43 (7d8 + 8)
Speed: 30ft.
STR
10 (+0)

DEX
17 (+3)

CON
12 (+1)

INT
16 (+3)

WIS
17 (+3)

CHA
19 (+4)

Saving Throws: Dex +6, Wis +6, Cha +7


Damage Resistance: bludgeoning, piercing and slashing
damage from noniron weapon
Skills: Nature +9, Medicine +9, Stealth +6
Senses: darkvision 60ft., passive Perception 13
Languages: Common, Elvish, Sylvan
Challenge: 5 (1,800xp)
Blinding Beauty. All humanoids within 30ft of the nymph who look directly at her must make a DC 15
Constitution saving throw or be blinded for one minute. A nymph can suppress or resume this power as
a bonus action.
Unearthly Grace. A nymph adds her Charisma modifier to her Armor Class (already included in the
profile).
Spellcasting. The nymph is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell DC 14, +6 to hit
with spell attacks). The nymph has the following druid spells prepared:
Cantrip (at will): Druidcraft, Poison Spray, Thorn Whip
1st level (4 slots): Animal Friendship, Cure Wounds, Entangle
2nd level (3 slots): Hold Person, Lesser Restoration, Spike Growth
3rd level (3 slots): Call lightning, Conjure Animals
4th level (1 slot): Giant Insect, Polymorph

Actions
Poison Spray. Range Spell Attack, range 10ft, one target, Hit: the target must succeed a DC 14
Constitution saving throw or take 12 (2d12) poison damage. Success on the saving throw cancel the
damages.
Thorn Whip. Range Spell Attack: +6 to hit, range 30ft, one target, Hit: 6 (2d6) piercing damage and if the
target is Large or smaller its pulled 10ft toward the nymph.

Stunning Glance. A wrathful nymph can stun a creature with 30ft with a look. The target creature must
succeed on a DC 15 Charisma saving throw or being stunned until the end of the nymphs next turn.
SIBYL
Sibyls are elder nymphs who still hold a strong bound with the Lands Within the Wind, as such they
receive potent prophetic gifts and are known for their foretelling and foresight. However such gifts are
coming at a price and sibyls are known to be unreliable and ever changing, shifting as the wind blows.
The vision they experience constantly, are making it difficult for them to discern the present from the
past and the future. Nevertheless their strangeness adds to their already stunning charm and elevates
them amongst the fairest of the nymphs.
The Sibyls are in constant pain, witnessing endlessly the dying cycle of Athas and remembering so clearly
the wonders of the green age and the atrocity of the red one. They despise with passion all servants of
the sorcerer-kings and all defilers, but they weep for the corruption of their sisters and would give
everything to see the nymphs reunited.

Sibyl
Medium fey, chaotic neutral
Armor Class: 20 (Unearthly Grace)
Hit Points: 120 (18d8 + 36)
Speed: 30ft.
STR
10 (+0)

DEX
20 (+5)

CON
14 (+2)

INT
20 (+5)

WIS
20 (+5)

CHA
20 (+5)

Saving Throws: Dex +10, Wis +10, Cha +10


Damage Resistance: bludgeoning, piercing and slashing
damage from noniron weapon
Skills: Arcana +10, History +15, Religion +10
Senses: darkvision 60ft., passive Perception 15
Languages: Common, Elvish, Sylvan
Challenge: 15 (13,000xp)
Blinding Beauty. All humanoids within 30ft of the sibyl who look directly at her must make a DC 18
Constitution saving throw or be blinded for one minute. A sibyl can suppress or resume this power as a
bonus action.
Unearthly Grace. A sibyl adds her Charisma modifier to her Armor Class (already included in the profile).
Spellcasting. The sibyl is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell DC 18, +11 to
hit with spell attacks). The sibyl has the following bard spells prepared:
Cantrip (at will): Blade Ward, Light, Mage Hand, Prestidigitation
1st level (4 slots): Faerie Fire, Identify
2nd level (3 slots): Silence, Zone of Truth
3rd level (3 slots): Bestow Curse, Speak with Dead, Sending
4th level (3 slots): Compulsion, Dimension Door, Locate Creature
5th level (3 slots): Dream, Geas, Legend Lore
6th level (1 slot): Find the Path, Mass Suggestion, True Seeing

7th level (1 slot): Mordenkainens Sword, Regenerate


8th level (1 slot): Dominate Monster, Mind Blank
9th level (1 slot): Foresight, Power Word Heal

Actions
Multiattack. The sibyl makes three melee attacks with her destiny touch.
Destiny Touch. Melee Spell Attack: +10 to hit, reach 5ft, one target, Hit: 16 (4d8) psychic damage and
the target must make a DC 18 Wisdom saving throws or suffer from a short-term madness (p.260 of the
Dungeon Master Manual) in case of failure. A calm emotion and lesser or greater restoration spell can
rid a character of the madness.
Weave the thread of Destiny (Recharge after a Short or Long Rest). The sigyl can prophecies the future
with an enigmatic declamation. This power is similar to the effect of the wish spell.

Silk Wyrm

SHIMMERING HEAT MIRAGES are not all that rise from the surface of the desert. At times, particularly
at dusk, dreaded silk wyrms take to the air, slithering swiftly and silently through the darkening skies.
With their keen eyesight, these beasts spy out prey. Appearing out of nowhere, like shadows becoming
solid, the serpents dive down and strike.
LORE Silk wyrms are snakelike monsters armored in chitinous shells. Their psionic abilities allow them to
fly telekinetically, to cloak their bodies in shadow, and to mesmerize their victims. Their bite injects
potent and quick-acting paralytic venom.
Silk wyrms are sly, persistent predators that shadow potential meals for hours or even days. They are
fond of slipping into camps at night to paralyze sleeping victims. They're cunning enough to make a
show of flying off in disinterest if spotted at a distance, luring potential prey into a false sense of
security.
Once silk wyrms have completely incapacitated their prey, they feed until the creature is dead. If the silk
wyrms debilitate multiple foes at once, they might drag some, still living, back to their lairs. There, they
coat the helpless enemies in silk strands to prevent escape. Bound creatures can look forward to several
days of slow feeding, until the silk wyrms kill them or they die of thirst.
ENCOUNTERS Silk wyrms have humanlike cunning, but do not speak. They regard other creatures as
threats or prey - not as potential allies. Adult silk wyrms are lone hunters, but as they grow older, they
put aside their instinctive aversion to competing predators. Sometimes they follow bands of raiders such
as gith or gnolls, or desert predators such as jhakars or tembos, feeding on any wounded or dying
creatures left behind. By offering easy meals, capable psions such as psurlons and braxats can
sometimes convince silk wyrms to serve as trackers, spies, or guards.
SILK WYRM SILK
Silk wyrm silk is valuable, and artisans can weave it into clothing that grants an AC of 11 + Dex modifier
and resistance to fire damage. Such silk outfits cost 300 gp.
SILK WYRM
Adult silk wyrms are stealthy hunters, taking advantage of cover or distraction, perhaps even that
created by hatchlings, to approach their prey. They are aggressive, bloodthirsty, and territorial, refusing
to share their hunts with other adults.

Silk Wyrm
Huge monstrosity, neutral
Armor Class: 15 (natural armor)
Hit Points: 96 (8d12 + 32)
Speed: 30ft., fly 30ft.
STR
20 (+5)

DEX
14 (+2)

CON
18 (+4)

Damage Resistance: fire


Damage Immunities: poison

INT
7 (-2)

WIS
12 (+1)

CHA
10 (+0)

Condition Immunities: charmed, poisoned


Skills: Stealth +7, Perception +4
Senses: darkvision 60ft., passive Perception 14
Languages: Challenge: 7 (2,900xp)
Regeneration. The silk wyrm regains 10 hit points at the start of its turn if it has at least 1 hit point.
Shadow Form. The silk wyrm 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.

Actions
Multiattack. The silt wyrm makes two melee attacks with its bite.
Bite. Melee Weapon Attack: +8 to hit, reach 10ft, one target, Hit: 13 (2d8 +5) piercing damage and the
target must make a DC 15 Constitution saving throw, taking 24 (6d8) 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.
Constrict. Melee Weapon Attack: +8 to hit, reach 10ft, one creature, Hit: 9 (1d8 + 5) bludgeoning
damage. If the target is Large or smaller, it is grappled (escape DC 15). Until this grapple ends, the target
is restrained and the silk wyrm cant constrict another target.
Silk Strand (Recharge 5-6}. Ranged Weapon Attack: +5 to hit, range 30f/60 ft., one creature. Hit: The
target is restrained by strands of silk. As an action, the restrained target can make a DC 15 Strength
check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp
15; resistance to fire damage; immunity to bludgeoning, poison, and psychic damage).
ANCIENT SILK WYRM
Silk wyrms that survive through the years become more cunning and develop more powers by eating
other psion creature. They perfect their stalking technique and are almost impossible to detect before
they strike. They patiently learn of the years every aspect of the region where they hunt, making them
expert in setting ambushes against group of stronger foes. They are not afraid to fall back and harass a
group of stronger creature for days until they are too weakened to resist the wyrms final assault.

Ancient Silk Wyrm


Huge monstrosity, neutral
Armor Class: 17 (natural armor)
Hit Points: 169 (13d12 + 65)
Speed: 30ft., fly 30ft.
STR
24 (+7)

DEX
14 (+2)

CON
20 (+5)

INT
9 (-1)

WIS
12 (+1)

Damage Resistance: fire


Damage Immunities: poison
Condition Immunities: charmed, poisoned
Skills: Stealth +10, Perception +4
Senses: darkvision 60ft., passive Perception 14

CHA
10 (+0)

Languages: Challenge: 12 (8,400xp)


Shadow Form. The silk whyrm enters the Ethereal Plane from the Material Plane, or vice versa with a
bonus action. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it
can't affect or be affected by anything on the other plane.
Regeneration. The silk wyrm regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions
Multiattack. The silt wyrm makes two melee attacks with its bite.
Bite. Melee Weapon Attack: +11 to hit, reach 10ft, one target, Hit: 15 (2d8 +7) piercing damage and the
target must make a DC 17 Constitution saving throw, taking 40 (10d8) 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.
Constrict. Melee Weapon Attack: +11 to hit, reach 10ft, one creature, Hit: 11 (1d8 + 7) bludgeoning
damage. If the target is Large or smaller, it is grappled (escape DC 17). Until this grapple ends, the target
is restrained and the silk wyrm cant constrict another target.
Mesmerizing Gaze. The silk wyrm gaze at one creature it can see within 30 feet of it. The target must
succeed on a DC 17 Wisdom saving throw or be charmed for 1 minute. The charmed target is
incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Silk Strand (Recharge 5-6}. Ranged Weapon Attack: +6 to hit, range 30f/60 ft., one creature. Hit: The
target is restrained by strands of silk. As an action, the restrained target can make a DC 17 Strength
check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp
15; resistance to fire damage; immunity to bludgeoning, poison, and psychic damage).

Silt Horror

BENEATH THE CHURNING DUST of the Sea of Silt lurk the ruins of lost civilizations and the relics of
distant ages. The creatures that dwelled in these forgotten cities are gone, their bones now dust and
ash. Yet these ruins are not as empty as many would believe. Strange creatures swim in the sea's
depths, tentacled horrors whose appetites for flesh are matched only by their enormous, grotesque
forms.
LORE The most common silt horrors are the ones lurking closest to shore; these are characterized by
their pale white tentacles. Explorers who venture out into the Sea of Silt sometimes bring reports of
larger, more dangerous breeds. Such stories include forests of brown or gray tentacles, horrors so large
they dwarf the city-states, and other tales where the winds and silt turned against the traveler, closing
off retreat and funneling victims back into the tentacles' reach.
ENCOUNTERS Anyone who braves the Sea of Silt risks an encounter with these creatures. Silt horrors
react to disturbances in the dust and creep along under the sand, undetected until they can strike.
Giants often fall prey to silt horrors, as do passing ships and other vessels. While a flying creature can
usually pass overhead without attracting a silt horror, any creatures that fly too close to the dust might
invite an attack.
WHITE SILT HORROR
The white horror is the most common and usually the largest of the silt horrors. Its tentacles can grow
up to 50 feet long. Its mouth is located near the air sac used to propel it and is not used in combat,

because it waits until its food has suffocated before it begins to feed. The white horror eats anything
except other horrors. It can subsist for years on one meal, lying dormant underneath the silt. Its life
expectancy is about 40 years, usually mating only once in its lifetime.

White Silt Horror


Gargantuan aberration, unaligned
Armor Class: 12 (natural armor)
Hit Points: 366 (18d20 + 126)
Speed: 10ft., burrow 30ft.
STR
30 (+10)

DEX
11 (+0)

CON
25 (+7)

INT
2 (-4)

WIS
14 (+2)

CHA
7 (-2)

Saving Throws: Str +16, Con +13


Condition Immunities: blinded, charmed, deafened,
frightened, prone, stunned
Skills: Stealth +12, Perception +8
Senses: darkvision 60ft., tremorsense 60ft., passive
Perception 18
Languages: Challenge: 19 (22,000xp)
Regenerating Tentacles. The silt horror has ten tentacles. Whenever the silt horror takes 25 or more
damage in a single turn, one of its tentacles dies. At the end of its turn, it grows two tentacles for each
of its tentacles that died since its last turn, unless it has taken fire damage since its last turn. The silt
horror regains 10 hit points for each tentacle regrown in this way.
Reactive Tentacles. For each tentacles the silt horror has beyond one, it gets an extra reaction that can
be used only for opportunity attacks.

Actions
Multiattack. The silt horror makes as many attacks as it has tentacles and one maw attack.
Tentacle. Melee Weapon Attack: +16 to hit, reach 30ft, one target, Hit: 18 (2d8 +10) bludgeoning
damage. If the target is Large or smaller, it is grappled (escape DC 19) and pulled 20 feet toward the silt
horror. Until this grapple ends, the target is restrained.
Air Jet: A white silt horror can jet backward at a speed of 160 feet. It must move in a straight line but
does not provoke attacks of opportunity while jetting. A jetting silt horror raises a 20-foot radius, 20foot high cloud of dust or steam that provides total concealment as it escapes.
Maw. Melee Weapon Attack: +16 to hit, reach 10ft, one target in the silt, Hit: 34 (4d12 +10) piercing
damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or
be swallowed by the silk wyrm. A swallowed creature is blinded and restrained, it has total cover against
attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the
horror's turns. If the silt horror takes 30 damage or more on a single turn from a creature inside it, the
silt horror must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all
swallowed creatures, which fall prone in a space within 10 feet of the horror. If the horror dies, a
swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of
movement, exiting prone.

GRAY SILT HORROR

The gray horror is a sickly gray in color, and has six sharp-edged tentacles. Gray horrors consider
anything that they can sense as prey. Of all the silt horror they are the craftiest, using their natural
psionic ability to hunt. The gray horror attempts to lure its victim to it, changing winds to direct a prey in
the direction of its choosing and creating sounds that are similar to whimpering sounds and the sounds
of water.

Grey Silt Horror


Gargantuan aberration, unaligned
Armor Class: 15 (natural armor)
Hit Points: 257 (14d20 + 70)
Speed: 50ft., burrow 30ft.
STR
24 (+7)

DEX
12 (+1)

CON
21 (+5)

INT
5 (-3)

WIS
15 (+2)

Saving Throws: Str +12, Con +10


Condition Immunities: blinded, charmed, deafened,
frightened, prone, stunned

CHA
11 (+0)

Skills: Stealth +11, Perception +7


Senses: darkvision 60ft., tremorsense 60ft., passive
Perception 17
Languages: Challenge: 16 (15,000xp)
Mimicry. The silt horror can mimic any sounds it has heard, including voices. A creature that hears the
sounds can tell they are imitations with a successful DC 18 Wisdom (Insight) check.
Regenerating Tentacles. The silt horror has six tentacles. Whenever the silt horror takes 25 or more
damage in a single turn, one of its tentacles dies. At the end of its turn, it grows one tentacles for each of
its tentacles that died since its last turn, unless it has taken fire damage since its last turn. The silt horror
regains 10 hit points for each tentacle regrown in this way.
Innate Spellcasting (Psionics). The horror's innate spellcasting ability is Constitution (spell save DC 18).
The silt horror can innately cast the following spells, requiring no material components:
2/day each: Control Winds*
1/day each: Whirlwind*

Actions
Multiattack. The silt horror makes as many attacks as it has tentacles and one maw attack.
Sharp-edged Tentacle. Melee Weapon Attack: +12 to hit, reach 10ft, one target, Hit: 22 (3d10 +7)
slashing damage.
Air Jet: A grey silt horror can jet backward at a speed of 240 feet. It must move in a straight line but does
not provoke attacks of opportunity while jetting. A jetting silt horror raises a 20-foot radius, 20-foot high
cloud of dust or steam that provides total concealment as it escapes.
Maw. Melee Weapon Attack: +12 to hit, reach 10ft, one target, Hit: 23 (4d8 +7) piercing damage. If the
target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed
by the silk wyrm. A swallowed creature is blinded and restrained, it has total cover against attacks and
other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the horror's
turns. If the silt horror takes 30 damage or more on a single turn from a creature inside it, the silt horror
must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed
creatures, which fall prone in a space within 10 feet of the horror. If the horror dies, a swallowed
creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement,
exiting prone.
RED SILT HORROR

The red silt horror is the most mobile of the horrors, able to propel itself across the surface of Athas
using four tentacles as functional legs. Red silt horrors prefer to live in the Sea of Silt. However, if
food becomes scarce, they will move to another silt basin, a mudflat, or even the desert, traveling at
night to limit the chances that they are seen and attacked. Once a suitable lair is found, the red silt
horror uses its air jet to dig into the ground where it awaits its next victim.

Red Silt Horror


Huge aberration, unaligned
Armor Class: 13 (natural armor)
Hit Points: 110 (10d12 + 30)
Speed: 20ft., burrow 30ft.
STR
18 (+4)

DEX
14 (+2)

CON
16 (+3)

INT
5 (-3)

WIS
14 (+2)

CHA
13 (+1)

Saving Throws: Str +8, Con +7, Wis +6


Condition Immunities: blinded, charmed, deafened,
frightened, prone, stunned
Skills: Stealth +10, Perception +6
Senses: darkvision 60ft., tremorsense 60ft., passive
Perception 16
Languages: Challenge: 8 (5,000xp)
Regenerating Tentacles. The silt horror has four tentacles. Whenever the silt horror takes 25 or more
damage in a single turn, one of its tentacles dies. At the end of its turn, it grows two tentacles for each
of its tentacles that died since its last turn, unless it has taken fire damage since its last turn. The silt

horror regains 10 hit points for each tentacle regrown in this way.
Innate Spellcasting (Psionics). The horror's innate spellcasting ability is Constitution (spell save DC 15).
The silt horror can innately cast the following spells, requiring no material components:
2/day each: Compulsion, Read Thoughts, Hold Monster (7th level spell)
1/day each: Dominate Monster

Actions
Multiattack. The silt horror makes as many attacks as it has tentacles and one beak attack.
Tentacle. Melee Weapon Attack: +8 to hit, reach 20ft, one target, Hit: 8 (1d8 +4) bludgeoning damage. If
the target is Medium or smaller, it is grappled (escape DC 16) and pulled 10 feet toward the silt horror.
Until this grapple ends, the target is restrained.
Air Jet: A red silt horror can jet backward at a speed of 240 feet. It must move in a straight line but does
not provoke attacks of opportunity while jetting. A jetting silt horror raises a 20-foot radius, 20-foot high
cloud of dust or steam that provides total concealment as it escapes.
Beak. Melee Weapon Attack: +8 to hit, reach 10ft, one target, Hit: 16 (4d6 +4) piercing damage and the
target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. Until this poison
ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns,
ending the poison on itself on a success.
BLACK SILT HORROR

The black silt horror is the smallest of the silt horrors. It resembles a black, dusty squid with a writhing
mass of eight barbed tentacles. It is much smaller than other silt horrors and roams in groups called
clutches, and attacks its prey by using pack tactics. Black silt horrors have a matriarchal society, where
the larger females develop rudimentary psionic abilities that aid in capturing prey. Theyre found in the
Sea of Silt and many smaller silt basins.

Black Silt Horror


Large aberration, unaligned
Armor Class: 13 (natural armor)
Hit Points: 61 (7d10 + 14)
Speed: 10ft., burrow 30ft.
STR
14 (+2)

DEX
14 (+2)

CON
14 (+2)

INT
3 (-4)

WIS
13 (+1)

CHA
16 (+1)

Condition Immunities: blinded, charmed, deafened,


frightened, prone, stunned
Skills: Stealth +8, Perception +4
Senses: darkvision 60ft., tremorsense 60ft., passive
Perception 14
Languages: Challenge: 5 (1,800xp)
Pack Tactic. The black silt horror have advantage on attack rolls against a creature if at least one of the
creature's allies is within 5 feet of the creature and the ally isn't incapacitated.
Psionic Camouflage. The silt horror emits a constant psionic signal, forcing creatures to overlook it. It
has advantage on Dexterity (Stealth) check against creatures that are not immune against being
charmed.
Regenerating Tentacles. The silt horror has height tentacles. Whenever the silt horror takes 10 or more
damage in a single turn, one of its tentacles dies. At the end of its turn, it grows one tentacles for each of
its tentacles that died since its last turn, unless it has taken fire damage since its last turn. The silt horror
regains 5 hit points for each tentacle regrown in this way.

Actions
Multiattack. The silt horror makes as many attacks as it has tentacles and one maw attack.
Tentacle. Melee Weapon Attack: +5 to hit, reach 5ft, one target, Hit: 5 (1d6 +2) bludgeoning damage.
Air Jet: A red silt horror can jet backward at a speed of 80 feet. It must move in a straight line but does
not provoke attacks of opportunity while jetting. A jetting silt horror raises a 20-foot radius, 20-foot high
cloud of dust or steam that provides total concealment as it escapes.
Maw. Melee Weapon Attack: +5 to hit, reach 5ft, one target, Hit: 10 (2d8 +2) piercing damage and the
target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. Until this poison
ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns,
ending the poison on itself on a success.

Silt Runner

THE DIMINUTIVE SILT RUNNER proves that even the smallest of Athas's creatures are
disproportionately deadly. Distantly related to ssurrans (Athas's lizardfolk), silt runners combine greed
with cold-blooded ruthlessness. Their xenophobic hatred of other races is renowned. Survivors of
attacks by silt runners describe how their companions were swarmed over and gradually lacerated to
death by numerous tiny, razor-edged blades - a particularly unpleasant way to perish.
LORE Silt runners live in tribal warrens, temporary camps spread between dunes and connected by
tunnels. They use these bases as staging areas for raiding small communities or slow-moving caravans.
As their name implies, silt runners move easily across loose sand and silt, preferring to hunt where the
terrain works to their advantage. Silt runners wear the clothes, treasures, and body parts of their victims
as trophies. The rest of their prey is consumed. For reasons lost to history - perhaps nothing more than a
quirk of biology - these humanoids harbor a particular hatred for fey. They have been known to break
off attacks against far more numerous or vulnerable foes to attack a lone elf or eladrin.
ENCOUNTERS Battles with silt runners occur in the open desert or within communities on the edges of
the wastes. Unless an attacking force is small, silt runners quickly abandon their transitory warrens
rather than defend them. The silt runners prefer to retaliate later with a surprise attack. Silt runners
prefer the company of their own kind. On occasion, a tribe cooperates with reptilian creatures such as
ssurrans or dray. Some tribes tame lizards as beasts of war.
SILT RUNNER DARTER
Scurrying about the periphery of a battle or lurking behind rolling dunes, darters skim across the sand on
broad, webbed feet. They keep careful watch for the right moment to launch their stinging projectiles
into an enemy's exposed flesh. Darters remain at long range, using blowgun. A darter tips its darts with a
fast-acting, immobilizing poison, which it produces from glands in its mouth. By using their darts to
immobilize enemies, darters give their melee-oriented cohorts more time to cause damage.

Silt Runner Darter


Small humanoid (silt runner), unaligned
Armor Class: 12
Hit Points: 5 (2d6 - 2)
Speed: 40ft.
STR
7 (-2)

DEX
15 (+2)

CON
9 (-1)

INT
8 (-1)

WIS
7 (-2)

CHA
8 (-1)

Senses: darkvision 60ft., passive Perception 8


Languages: Draconic
Challenge: 1/8 (25xp)
Pack Tactics. The silt runner has advantage on an attack roll against a creature if at least one of the silt
runner's allies is within 5 feet of the creature and the ally isn't incapacitated.
Silt Walker. The silt runner feet are wide and connected with a thin layer of skin, allowing them to walk
on silt without sinking.

Actions
Bone Dagger. Melee Weapon Attack: +4 to hit, reach 5ft, one target, Hit: 4 (1d4 +2) piercing damage.
Blowgun. Ranged Weapon Attack: +4 to hit, range 25/100ft., one target, Hit: 1 piercing damage and the
target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. Until this poison
ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns,
ending the poison on itself on a success.
SILT RUNNER RAGER
Clutching slender spears twice their height, silt runner ragers are comical sights. Once those spears have
drawn substantial quantities of blood from a prodigious distance, humor is transformed to alarm.
Although they are called "ragers" because their fighting style appears wild and roughshod, these
reptilian humanoids are no more undisciplined than others of their race. Taking advantage of their
superior reach and speed, ragers thrust and stab, concentrating on one foe to drop it swiftly.

Silt Runner Rager


Small humanoid (silt runner), unaligned
Armor Class: 13
Hit Points: 10 (4d6 - 4)
Speed: 40ft.
STR
7 (-2)

DEX
16 (+3)

CON
9 (-1)

INT
8 (-1)

WIS
7 (-2)

Senses: darkvision 60ft., passive Perception 8


Languages: Draconic
Challenge: 1/4 (50xp)

CHA
8 (-1)

Pack Tactics. The silt runner has advantage on an attack roll against a creature if at least one of the silt
runner's allies is within 5 feet of the creature and the ally isn't incapacitated.
Silt Walker. The silt runner feet are wide and connected with a thin layer of skin, allowing them to walk
on silt without sinking.

Actions
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft or range 20/60ft., one target, Hit: 5 (1d6 +3)
piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
SILT RUNNER INCITER
Although inciters are similar to the other child-sized silt runners around them, something about them
draws the eye - or perhaps the mind. These reptilian warlords direct their allies in battle, channeling raw
magical powers that blasts foes or drives other silt runners to extraordinary feats. Inciters open combat
with a fireball to impede their foes and cause damage. They lead from the front, standing with ragers
and others, stirring them to greater efforts. As long as an inciter lives, no silt runners flee, even from a
losing battle.

Silt Runner Inciter


Small humanoid (silt runner), unaligned
Armor Class: 15 (dragon scales)
Hit Points: 18 (5d6)
Speed: 40ft.
STR
7 (-2)

DEX
15 (+2)

CON
9 (-1)

INT
8 (-1)

WIS
7 (-2)

CHA
14 (+2)

Senses: darkvision 60ft., passive Perception 8


Languages: Draconic
Challenge: 1 (200xp)
Draconic Resilience. The silt runner gains 1 extra hit point per level and gains a 13 + Dex modifier
natural armor.
Pack Tactics. The silt runner has advantage on an attack roll against a creature if at least one of the silt
runner's allies is within 5 feet of the creature and the ally isn't incapacitated.
Silt Walker. The silt runner feet are wide and connected with a thin layer of skin, allowing them to walk
on silt without sinking.
Spellcasting. The silt runner is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell DC 12, +4
to hit with spell attacks). The silt runner has the following sorcerer spells prepared:
Cantrip (at will): Acid Splash, Fire Bolt, Mending, Minor Illusion, Prestidigitation
1st level (4 slots): Expeditious Retreat, Fog Cloud
2nd level (3 slots): Mirror Image, Scorching Ray
3rd level (2 slots): Fireball, Slow

Actions
Bone Dagger. Melee Weapon Attack: +4 to hit, reach 5ft, one target, Hit: 4 (1d4 +2) piercing damage.

Spider
THE SPIDERS OF ATHAS HAVE EVOLVED as the verdant world turned slowly to sand. They have grown to
monstrous proportions and have learned to make the terrain an ally in their hunts.
LORE Natural loners, the spiders of the Tablelands haunt shallow caves, deep valleys, and similar
locations that offer cramped confines and twisting passages. The spiders weave webs across these
passages. In some instances, they spin their webs over great pits or across chasms.
ENCOUNTERS Athas's spiders regard other creatures as food, and they establish lairs in territory through
which easy prey passes. They prefer areas that see regular travel, steering clear of high-traffic routes to
avoid unwanted attention. A spider's lair usually contains three to five webs stretched across its major
passages.

CRYSTAL SPIDER

Light gleams from its crystalline carapace, casting a riot of colors across a cliff face. The crystal spider is
one of the Tablelands' most alluring and menacing arachnids. Its spare frame and delicate movements
are gracious and attractive, while its crimson eyes and slender, venomous fangs radiate danger.

Resembling giant wolf spiders, crystal spiders have bodies composed of multifaceted crystal that creates
dazzling patterns of refracted light. They spin glass webs that are very sharp and can focus a damaging
beam of light at a potential victim. The crystal spider is a beautiful creature. During the day the sunlight
refracts through it, reflecting a myriad of colors which change as it moves. At night it reflects any
ambient light, retaining its colors but not as radiant as during the day. When the spider has fed, it takes
on a reddish tinge but this fades over a few days. A crystal spider is incapable of making sounds, but can
communicate with others of its kind by means of controlled light. Crystal spiders get most of their
nutrients from sunlight but do require liquids to survive, preferring human blood. They are hunted for
their webs, which make excellent weapons, and for the gems which they instinctively weave into these
webs (although the spiders are themselves unaware of their value).
A typical crystal spider is eight feet long and can live up to 150 years. Before death, a crystal spider will
lay a single huge cluster of eggs (as many as 200) in a specially crafted web.
A crystal spider is patient and agile. Its glass webs can slice through bone, and the spider spins them in
dim light along the travel route through its lair. The arachnid creeps behind prey, attacking with teeth
and razor-sharp legs the moment a creature stumbles into a web. A crystal spider quickly withdraws,
only to appear elsewhere in a blinding blaze of light.

Crystal Spider
Large elemental (earth, psionic), unaligned
Armor Class: 15 (natural armor)
Hit Points: 78 (8d10 + 24)
Speed: 30ft., climb 30ft.
STR
20 (+5)

DEX
11 (+0)

CON
16 (+3)

INT
3 (-4)

WIS
13 (+1)

CHA
8 (-1)

Damage Resistance: bludgeoning, piercing and slashing from


nonmagical weapons that arent metal.
Damage Vulnerabilities: thunder
Skills: Stealth +6
Senses: blindsight 30ft., darkvision 60ft., passive Perception
11
Languages: Challenge: 8 (3,900xp)
Prismatic Reflection. In areas of bright light (such as sunlight or the radius of a daylight spell), a crystal
spider radiate of a blinding light. All creature within 30ft of the spider who look directly at her must
make a DC 16 Dexterity saving throw or be blinded until the end of the creatures next turn.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing
to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in
contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.

Actions
Multiattack. The crystal spider makes three attacks, two with its claw and one mandible attack.

Claws. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 11 (2d6 + 5) piercing damage.
Mandible. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 17 (3d8 + 5) piercing damage and
the target must succeed on a DC 16 Constitution saving throw against being magically turned to crystal.
On a failed save, the creature begins to turn to crystal and is restrained. It must repeat the saving throw
at the end of its next turn. On a success, the effect ends. On a failure, the creature is turned into a statue
of crystal, petrified, for 24 hours.
Crystal Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30f/60 ft., one creature. Hit: 20
(4d10) slashing damage and the target is restrained by crystal webbing. As an action, the restrained
target can make a DC 16 Strength check, bursting the webbing on a success. Each failed attempt inflict
10 (2d10) slashing damage on the creature as she arms herself on the sharp web. The webbing can also
be attacked and destroyed (AC 10; hp 35; resistance to bludgeoning, piercing and slashing damage from
nonmagical weapons that arent metal; Immunity to poison, and psychic damage).
WHITE WIDOW
The white widow is a relative of the crystal spider. 'While it lacks its cousin's radiant abilities, the widow
is far larger, stronger, more venomous, and stealthier, despite its great size. The widow spins thick,
loose, sticky webs.
A white widow chokes long tunnels or chambers with its clingy webs, looking to ensnare multiple
morsels simultaneously. Like its cousin, a widow remains hidden until a prime moment to dash out,
attack, and retreat back into shadows. It is a crafty fighter and knows every nook of its lair. A widow
rarely attacks from the same spot twice.

White Widow
Huge elemental (earth, psionic), unaligned
Armor Class: 19 (natural armor)
Hit Points: 161 (14d12 + 70)
Speed: 40ft., climb 40ft.
STR
27 (+8)

DEX
19 (+4)

CON
20 (+5)

INT
5 (-3)

WIS
13 (+1)

CHA
8 (-1)

Saving Throws. Str +13, Dex +9, Con +10, Wis +6


Damage Resistance: bludgeoning, piercing and slashing from
nonmagical weapons that arent metal.
Damage Immunities: acid, fire, lightning, radiant
Damage Vulnerabilities: thunder
Skills: Stealth +6
Senses: blindsight 30ft., darkvision 60ft., passive Perception
11
Languages: Challenge: 13 (10,000xp)
Etheral Jaunt. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal
Plane, or vice versa.
Reflective Defense. When the white widow is hit by an attack inflicting acid, fire, lightning or radiant
damage she radiates in a burst of energy. All creature within 30ft of the spider must succeed on a DC 17

Dexterity saving throw, taking 24 (6d8) radiant damage on a failed save and half as much on a successful
one. Additionally creatures who look directly at her and failing the saving throw are be blinded for one
minute.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing
to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in
contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.

Actions
Multiattack. The spider makes three attacks, two with its claw and one mandible attack.
Claws. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit: 16 (3d6 + 7) piercing damage.
Mandible. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit: 25 (4d8 + 7) piercing damage
and the target must succeed on a DC 17 Constitution saving throw against being magically turned to
crystal. On a failed save, the creature begins to turn to crystal and is restrained. It must repeat the
saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is
turned into a statue of crystal, petrified, for 24 hours.

DARK SPIDERS

Rearing itself up before you is an enormous spider the size of a man with disgusting, oily black skin,
mottled with lurid red and purple streaks. Its features are almost humanoid and it regards you with a
menacing leer.
Dark spiders are an intelligent species of subterranean arachnid that lives in highly organized tribal units.
Divided among warriors, defilers and queens, they have no natural enemies but often create enemies
through their predatory behavior when nesting young. Dark spiders stand six feet in height and weigh
120 pounds, although their queens reach twice that size when mature. The more intelligent among

them are able to master humanoid tongues, and some have been known to trade silk to merchant
houses in return for warm-blooded slaves.
Dark spiders prefer to either strike from ambush, using their webbing, or attack with greater numbers
and overwhelm their foes. Warbands of warrior spiders are often led by individual defilers or psions,
who use their powers to bolster the melee attacks of the warriors. In melee, dark spiders strike with two
claws and a poisonous bite. The venom of the queen is particularly potent and is easily capable of killing
an adult human. The poison of the other dark spiders is still dangerous but less routinely fatal than that
of the queens.
DARK SPIDER WARRIOR
Beneath the tyrannical rule of its queens, dark spider society is divided into three tiers, with the warriors
being the lowest and most common form of the species.

Dark Spider, Warrior


Medium aberration (spider), unaligned
Armor Class: 14 (natural armor)
Hit Points: 39 (6d8 + 12)
Speed: 30ft., climb 20ft.
STR
14 (+2)

DEX
16 (+3)

CON
14 (+2)

INT
13 (+1)

WIS
10 (+0)

CHA
8 (-1)

Skills: Perception +2, Stealth +5, Survival +2


Senses: darkvision 60ft., passive Perception 12
Languages: Common
Challenge: 2 (450xp)
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing
to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in
contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.

Actions
Multiattack. The dark spider makes three attacks, two with its claw and one mandible attack.
Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d6 + 3) piercing damage.
Mandible. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) piercing damage and
the target must make a DC 12 Constitution saving throw, taking 12 (3d8) 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.
DARK SPIDER PSION
One in five warriors is born with a mutation that slightly hampers the creatures physical development,
but gives rise to a smattering of psionic abilities as a consequence. These psionic dark spiders are viewed

with curiosity and some respect by their fellows, but are still not afforded the same status as are the
defilers.

Dark Spider, Psion


Medium aberration (spider), unaligned
Armor Class: 14 (natural armor)
Hit Points: 50 (9d8 + 9)
Speed: 30ft., climb 20ft.
STR
10 (+0)

DEX
16 (+3)

CON
12 (+1)

INT
14 (+2)

WIS
14 (+2)

CHA
11 (+0)

Skills: Perception +4, Stealth +5, Survival +4


Senses: darkvision 60ft., passive Perception 14
Languages: Common
Challenge: 4 (1,100xp)
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing
to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in
contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Innate Spellcasting (Psionics). The spider's innate spellcasting ability is Intelligence (spell save DC 12).
The spider can innately cast the following spells, requiring no material components:
At will: Heroism, Shatter
2/day each: Fear, Hold Person, Suggestion

Actions
Multiattack. The dark spider makes three attacks, two with its claw and one mandible attack.
Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d6 + 3) piercing damage.
Mandible. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) piercing damage and
the target must make a DC 12 Constitution saving throw, taking 12 (3d8) 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.
DARK SPIDER DEFILER
The defiler caste of dark spider possesses formidable casting abilities and occupies an elite position in
dark spider society. Furthermore, one in five defiler spiders also possesses psionic powers. They have
access to the same powers listed above for psion spiders, but are CR 8 as a result. Spider Defiler are not
using spellbook but weave intricate and complex web where they inscribe occult symbols. The caves
where they live are carved with spells and radiate of mystic power. Darks spider defiler are always
interested in learning new magical secret and are open to negotiate or trade with creatures that show
sign of arcane knowledge.

Dark Spider, Defiler


Medium aberration (spider), unaligned
Armor Class: 14 (natural armor)
Hit Points: 72 (11d8 + 22)
Speed: 30ft., climb 20ft.
STR
10 (+0)

DEX
16 (+3)

CON
14 (+2)

INT
16 (+3)

WIS
16 (+3)

CHA
12 (+1)

Skills: Arcana +6, Perception +6, Stealth +6, Survival +6


Senses: darkvision 60ft., passive Perception 16
Languages: Common
Challenge: 6 (1,100xp)
Defiling. When the spider stands in an area with living plants, he can drain their energy to power his
spells, treating them as if cast with a spell slot one level higher than he actually spends. The spider can
also cause each creature within 5ft of to make a Constitution saving throw DC 15 or take 1d6 necrotic
damage. If he does do, and at least one creature is damaged by this feature, he has advantage on the
attack roll of the spell, if it requires one, or else targets of the spell he is casting have disadvantage on
their saving throw. When he uses this feature, all plant life within 5ft of him turns black and withers, he
cannot use this feature in an area that has been defiled already.
Spellcasting. The spider is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC
14, +6 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): Light, Ray of Frost, Shocking Grasp
1st level (4 slots): Alarm, Grease, Magic Missile
2nd level (3 slots): Enlarge/Reduce, Melfs Acid Arrow, Web
3rd level (3 slots): Dispel Magic, Stinking Cloud, Vampiric Touch
4th level (3 slots): Evards Black Tentacles, Otilukes Resilient Sphere
5th level (2 slots): Bigbys Hand, Cloudkill
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing
to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in
contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.

Actions
Multiattack. The dark spider makes three attacks, two with its claw and one mandible attack.
Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d6 + 3) piercing damage.
Mandible. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) piercing damage and
the target must make a DC 12 Constitution saving throw, taking 12 (3d8) 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.
DARK SPIDER QUEEN

Atop dark spider society sit the queens. Each tribe has its own queen, and each queen boasts the
powers of a full defiler as well as strength in excess of that of the mightiest warriors. The queens lay
their young in web sacs at the heart of their nests, where they are defended by elite bands of warriors
and defiler/psions. Dark spider poison is greatly prized by assassins, and the wily creatures are not
above trading their venom for warm meat for their young.

Dark Spider, Queen


Large aberration (spider), unaligned
Armor Class: 15 (natural armor)
Hit Points: 128 (15d10 + 45)
Speed: 40ft., climb 30ft.
STR
16 (+3)

DEX
16 (+3)

CON
17 (+3)

INT
16 (+3)

WIS
16 (+3)

CHA
16 (+3)

Skills: Arcana +6, Perception +6, Stealth +6, Survival +6


Senses: darkvision 60ft., passive Perception 16
Languages: Common
Challenge: 10 (1,100xp)
Defiling. When the spider stands in an area with living plants, he can drain their energy to power his
spells, treating them as if cast with a spell slot one level higher than he actually spends. The spider can
also cause each creature within 5ft of to make a Constitution saving throw DC 15 or take 1d6 necrotic
damage. If he does do, and at least one creature is damaged by this feature, he has advantage on the
attack roll of the spell, if it requires one, or else targets of the spell he is casting have disadvantage on
their saving throw. When he uses this feature, all plant life within 5ft of him turns black and withers, he
cannot use this feature in an area that has been defiled already.
Spellcasting. The spider is a 14th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC
15, +7 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): Light, Ray of Frost, Shocking Grasp
1st level (4 slots): Chromatic Orb, Detect Magic, Witch Bolt
2nd level (3 slots): Invisibility, Phantasmal Force, Web
3rd level (3 slots): Bestow Curse, Counterspell, Haste
4th level (3 slots): Blight, Stone Shape
5th level (2 slots): Cone of Cold, Passwall
6th level (1 slot): Flesh to Stone, Globe of Invulnerability
7th level (1 slot): Symbol
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing
to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in
contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.

Actions
Multiattack. The dark spider makes three attacks, two with its claw and one mandible attack.

Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Mandible. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 8 (2d4 + 3) piercing damage and
the target must make a DC 16 Constitution saving throw, taking 25 (5d10) 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.

SILT SPIDER
A swarming nest of tiny pale spiders barely distinguishable from the shifting silt that is their home, these
creatures rush towards you in a single heaving mass.
Silt spiders are tiny creatures that dwell in Athas silt seas and basins. Easily able to camouflage
themselves within and swim though the silt, they are a hazard wherever they are encountered. Although
their bite and accompanying poison is not overly dangerous, their sheer numbers often mean that a
target will be devoured by the swarm before he has a chance to regain consciousness. Individual silt
spiders rarely reach six inches in size but can swarm in scores or hundreds.

Swarm of Silt Spider


Medium swarm of Tiny beast (spider), unaligned
Armor Class: 12 (natural armor)
Hit Points: 27 (6d8)
Speed: 20ft., climb 20ft.
STR
3 (-4)

DEX
13 (+1)

CON
10 (+0)

INT
1 (-5)

WIS
7 (-2)

CHA
1 (-5)

Condition Immunities: charmed, frightened, paralyzed,


petrified, prone, restrained, stunned
Senses: tremorsense 30ft., passive Perception 8
Languages: Challenge: 2 (450xp)
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing
to make an ability check.
Swarm. The swarm can occupy another creatures space and vice versa, and the swarm can move
through any opening large enough for a Tiny creature. The swarm cant regain hit points or gain
temporary hit points.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in
contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., all target in the swarm space. Hit: 8 (4d4) piercing
damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer and the target must
make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much
damage on a successful one.

Ssurran

SSURRANS ARE HARDY REPTILIAN HUMANOIDS that live and hunt under the blazing sun. Like other
Athasians, a ssurrans day-to-day goal is survival.
LORE The nomadic ssurrans, also called sandscale lizard folk, traverse the blistering desert sands in loose
tribes. The ssurrans are tribal in nature, roaming in groups of related families. At times these groups can
dwindle in size, particularly after a lean spell, but tribes have also been known to band together for
common purpose, forming vast hordes that last for as long as need or firm leadership binds them.
The harsh conditions of life on Athas have driven many ssurrans to live the lives of raiders, taking by
force what they cannot gain by other means. Some groups hunt while others raid settlements. They
allow inhabitants to flee, and kill only those who resist. The ever-practical ssurrans then strip a village of
its usable goods and move on. The tribe's hunters follow behind, clearing away signs of their passage
and laying false trails.
The more fortunate and enterprising tribes have turned to trade as a way of life, forging more
productive relationships with the other peoples of their region. Whatever their major pastime, all
ssurran tribes are natural scavengers and hunter-gatherers. Ssurrans rarely live outside a tribe. On rare
occasion, a ssurran wanders alone, either as an outcast or the last of its tribe. Sometimes, slavers
capture young ssurrans to sell in city-states as exotic merchandise. Ssurrans are hunted for their young
by some. Ssurrans raised from the egg can be trained as guards, scouts, and gladiators, and are valued in
the city-states of the south. Ssurrans are strict carnivores, and some of their kind are reported to enjoy

the flavor of halfling flesh over others (apparently they find it soft and sweet, but with a piquant aftertaste).
ENCOUNTERS A typical ssurran is laden down under patchwork armor, assorted bric-a-brac and battered
trade goods, and armed with a bizarre assortment of weaponry from across the Tablelands. These
reptilian humanoids roam the Tablelands, trading, raiding and hunting that which does not hunt them.
Standing up to 6 feet tall, they are a hardy species that have adapted to deal with Athas unforgiving
climate. In the region of the Scorched Plateau, their natural resistance to extremes of heat has allowed
them to stake their claim over the immediate environs of Lava Gorge, where the majority of other races
simply cannot venture. Ruled over by their priests, ssurrans hold ancient beliefs in strange gods and
have a reputation for barbarism that is perhaps a little undeserved.
When it comes to battle, ssurrans are vicious, disorganized and somewhat cowardly. They prefer to
maneuver their opponents into positions of disadvantage and will strike from ambush whenever
possible. Ssurrans would rather attack with superior numbers and have been known to flee from battles
that they might have won simply because they have believed themselves to be outnumbered. For the
ssurrans, the ideal battle is one where you and a large amount of your fellows strike from ambush,
surprise the foe and over-run him with sheer numbers. Victorious ssurrans have been known to strip the
corpses of the fallen, scarring or otherwise marking the dead as food, for later consumption. Ssurrans
strike with dreadfully sharp claws and a savage, snapping bite. Those of a more civilized bent arm
themselves with whatever weapons they can find and deal solid, brutal blows with these. Impalers,
macahuitl and spears are all popular arms with the ssurrans.
SANDSCALE HUNTER
With a carved bone pick and nimble feet, a ssurran hunter serves the tribe as scout, protector, and
raider. A hunter is the first to greet the sun when it leaves camp at daybreak, and its plate sees the best
of the day's foraging.

Sandscale Hunter
Medium humanoid (lizardfolk), neutral
Armor Class: 15 (natural armor, shield)
Hit Points: 32 (5d8 + 10)
Speed: 30ft.
STR
15 (+2)

DEX
10 (+0)

CON
14 (+2)

INT
7 (-2)

WIS
12 (+1)

CHA
7 (-2)

Skills: Perception +3, Stealth +4, Survival +5


Senses: passive Perception 13
Languages: Draconic
Challenge: 1 (200xp)
Heat Tolerance. A ssurrans scales regulate its bodys temperature in the sun. Ssurrans suffer no ill
effects from hot temperatures under the sun, though fire affects them normally.

Actions
Multiattack. The ssurran makes two attacks, with any combination of its choice.

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Bone pick. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 7 (1d8 + 2) piercing damage.
Javelin. Melee or Ranger Weapon Attack: +4 to hit, reach 5ft or range 30/120ft., one target, Hit: 5 (1d6
+2) piercing damage.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) piercing damage.
SANDSCALE SHAMAN
A ssurran shaman draws in the searing heat of the land as it chants quietly to the elements. As the
symbols carved into its scales begin to shimmer, it raises its palms and blasts its foes with the sun's fiery
kiss. Ssurran respect and fear magic with a religious awe. Sandscale shamans lead their tribes,
overseeing rites and ceremonies performed to honor the elements. Inhibited by this attack, foes are
vulnerable to the ssurran hunters that then rush in from all sides.

Sandscale Shaman
Medium humanoid (lizardfolk), neutral
Armor Class: 13 (natural armor)
Hit Points: 52 (8d8 + 16)
Speed: 30ft.
STR
15 (+2)

DEX
10 (+0)

CON
14 (+2)

INT
10 (+0)

WIS
15 (+2)

CHA
9 (-1)

Skills: Perception +4, Stealth +4, Survival +6


Senses: passive Perception 14
Languages: Draconic
Challenge: 2 (200xp)
Heat Tolerance. A ssurrans scales regulate its bodys temperature in the sun. Ssurrans suffer no ill
effects from hot temperatures under the sun, though fire affects them normally.
Spellcasting. The shaman is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell DC 12, +4 to
hit with spell attacks). The shaman has the following druid spells prepared:
Cantrip (at will): Create Bonfire*, Control Flames*, Gust*
1st level (4 slots): Animal Friendship, Cure Wounds, Longstrider
2nd level (3 slots): Enhance Ability, Flame Blade, Heat Metal
3rd level (3 slots): Plant Growth, Wind Wall
4th level (1 slot): Polymorph

Actions
Multiattack (Ssurran Form Only). The ssurran makes two attacks, with any combination of its choice.
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) piercing damage or 7 (1d10
+ 2) piercing damage in crocodile form. If the ssurran is in crocodile form and the target is a Large or
smaller creature, the target is grappled (escape DC 12). Until this grapple ends, the target is restrained,
and the lizardfolk can't bite another target. If the lizardfolk reverts to its true form, the grapple ends.
Change Shape (Recharges after a Short or Long Rest). The lizardfolk magically polymorphs into a
crocodile, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its

statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't
transformed. It reverts to its true form if it dies.
SANDSCALE KING/QUEEN
From time to time, a ssurran tribe produces a powerful figure touched by Sess'inek - a reptilian demon
lord who seeks to corrupt and control the lizardfolk. Ssurran born in Sess'inek's image are larger and
more cunning than other ssurran, and are thoroughly evil. These lizard kings and queens dominate
ssurran tribes, usurping a shaman's authority and inspiring uncharacteristic aggression among their
subjects.

Sandscale King/Queen
Medium humanoid (lizardfolk), chaotic evil
Armor Class: 15 (natural armor)
Hit Points: 78 (12d8 + 24)
Speed: 30ft.
STR
17 (+3)

DEX
12 (+1)

CON
15 (+2)

INT
11 (+0)

WIS
11 (+0)

CHA
15 (+2)

Saving Throws: Con +4, Wis +2


Skills: Perception +4, Stealth +5, Survival +4
Condition Immunities: frightened
Senses: darkvision 60ft, passive Perception 14
Languages: Abyssal, Draconic
Challenge: 4 (1,100xp)
Heat Tolerance. A ssurrans scales regulate its bodys temperature in the sun. Ssurrans suffer no ill
effects from hot temperatures under the sun, though fire affects them normally.
Skewer. Once per turn, when the ssurran makes a melee attack with a weapon and hits, the target takes
an extra 10 (3d6) damage, and the ssurran gains temporary hit points equal to the extra damage dealt.

Actions
Multiattack. The ssurran makes two attacks, with any combination of its choice.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Stone Maul. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6 + 3) bludgeoning
damage.

SSURRAN POISON DUSK

While smaller than their ssurran cousins, the poison dusk ssurran are just as dangerous when provoked.
Poison Dusk mostly live in the jungles of the Forest Ridge, past the Ringing Mountains where they hunt
halflings, or in the lush region of the Crescent Forest between Nibenay and Gulg. A poison dusk ssurran
is between 3 to 4 feet in height, weighing 4252 pounds. Its tail is 2 to 3 feet long, and its scales shift
color with its mood. The eyes of a poison dusk ssurran are larger than those of the other species, and
males have a crest running down the back of the head that can lie flat or extend based on mood.
While they still shun armor, they have adopted the use of swords and bows, which are superior to the
clubs and javelins used by the sandscales and the blackscale lizardfolk. While the poison dusks consider
themselves to be the superior breed of ssurran, they are whilling to work with other breed of ssurran on
some occasions. The poison dusks generally avoid other lizardfolk, except when they travel for religious
ceremonies or to offer tribute to a stronger tribe. They are nomadic by nature and rarely stay in one
area for more than a few months. The areas inhabited by the humans include many of the lands once
frequented by these traveling nomads, and this is a major cause of the friction between the two species.
POISON DUSK RANGER
Most poison dusks encountered in the wild are rangers, they scout for the rest of the tribe and hunt
preys. They are great trackers and can be extremely patient, following a prey for days if needed to strike
when the conditions are in their favors.

Poison Dusk Ranger


Small humanoid (lizardfolk), neutral
Armor Class: 15 (natural armor)
Hit Points: 20 (5d6 + 5)
Speed: 30ft.
STR
12 (+1)

DEX
15 (+2)

CON
12 (+1)

INT
8 (-1)

WIS
13 (+1)

CHA
7 (-2)

Skills: Perception +3, Stealth +6, Survival +5


Senses: darkvision 60ft, passive Perception 13
Languages: Draconic
Challenge: 2 (450xp)
Chameleon. Poison dusks can adjust the colors of their scales to blend in with their surroundings. When
its not wearing armor, robe or clothing, the ssurran gains advantage on Dexterity (Stealth) checks.
Heat Tolerance. A ssurrans scales regulate its bodys temperature in the sun. Ssurrans suffer no ill
effects from hot temperatures under the sun, though fire affects them normally.
Surprise Attack. If the ssurran surprises a creature and hits it with an attack during the first round of
combat, the target takes an extra 10 (3d6) damage from the attack.
Tracker. The ssurran is a keen tracker and has advantage on Wisdom (Survival) checks made while
tracking.

Actions
Multiattack. The ssurran makes two attacks, with any combination of its choice.
Bite. Melee Weapons Attack: +4 to hit, reach 5ft, one target. Hit: 4 (1d4 + 2) piercing damage.
Bone Shortsword. Melee Weapons Attack: +4 to hit, reach 5ft, one target. Hit: 5 (1d6 + 2) slashing
damage.
Short bow. Ranger Weapon Attack: +4 to hit, range 80/320ft., one target, Hit: 5 (1d6 +2) piercing
damage and the creature is must succeed on a DC 13 Constitution saving throw or be poisoned for 1
hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way.
The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
POISON DUSK HEADHUNTER
Headhunters are faster and more intelligent than their larger cousins. They are highly skilled trackers
and hunters and have long used poison, nets, and other tricks to bring down larger prey. They are
talented archers and prefer to pick their quarry from a distance. Once they chose a prey, they wont
stop the hunt until its dead.

Poison Dusk Headhunter


Small humanoid (lizardfolk), neutral
Armor Class: 16 (natural armor)
Hit Points: 66 (12d6 + 24)
Speed: 30ft.

STR
DEX
CON
INT
WIS
12 (+1)
17 (+3)
14 (+2)
8 (-1)
15 (+2)
Skills: Perception +5, Stealth +9, Survival +8
Senses: darkvision 60ft, passive Perception 15
Languages: Draconic
Challenge: 5 (1,800xp)

CHA
7 (-2)

Chameleon. Poison dusks can adjust the colors of their scales to blend in with their surroundings. When
its not wearing armor, robe or clothing, the ssurran gains advantage on Dexterity (Stealth) checks.
Heat Tolerance. A ssurrans scales regulate its bodys temperature in the sun. Ssurrans suffer no ill
effects from hot temperatures under the sun, though fire affects them normally.
Surprise Attack. If the ssurran surprises a creature and hits it with an attack during the first round of
combat, the target takes an extra 10 (3d6) damage from the attack.
Tracker. The ssurran is a keen tracker and has advantage on Wisdom (Survival) checks made while
tracking.
Spellcasting. The ssurran is a 12th level spellcaster. Its spellcasting ability is Wisdom (spell DC 13, +5 to
hit with spell attacks). The ssurran has the following ranger spells prepared:
1st level (4 slots): Fog Cloud, Hunters Mark, Longstrider
2nd level (3 slots): Cordon of Arrows, Silence
3rd level (3 slots): Conjure Animals, Lightning Arrow

Actions
Multiattack. The ssurran makes three attacks, with any combination of its choice.
Bite. Melee Weapons Attack: +6 to hit, reach 5ft, one target. Hit: 5 (1d4 + 3) piercing damage.
Bone Shortsword. Melee Weapons Attack: +6 to hit, reach 5ft, one target. Hit: 6 (1d6 + 3) slashing
damage and the creature is must succeed on a DC 14 Constitution saving throw or be poisoned for 1
minute. While poisoned the target takes 10 (3d6) poison damage at the beginning of his turn. The target
can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.
Short bow. Ranger Weapon Attack: +6 to hit, range 80/320ft., one target, Hit: 6 (1d6 +3) piercing
damage and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute.
Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each
of its turns, ending the poison on itself on a success.
POISON DUSK DEFILER
Found in the deepest part of a devastated jungle or isolated defiled area, the poison dusk defilers are
shunned by their own kind. This devilish ssurran bear the corruption of the demon lord Sess'inek's in
their veins and use it for personal power. This poison dusk have a gigantic ego, seeing themselves as the
evolutionary next step of their species. They capture other poison dusk and submit them to monstrous
magic experimentation, twisting their flesh in horrid ways. Still its undeniable the vile mind of the defiler
is gifted for poisonous concoctions. They sometime sell their creation against services to other evil
intelligent creature and plot with demons to acquire more power.

Poison Dusk Defiler


Small humanoid (lizardfolk), neutral

Armor Class: 15 (natural armor)


Hit Points: 45 (10d6 + 10)
Speed: 30ft.
STR
10 (+0)

DEX
15 (+2)

CON
12 (+1)

INT
16 (+3)

WIS
9 (-1)

CHA
16 (+3)

Damage Resistance: cold, fire, lightning, bludgeoning,


piercing and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: poisoned
Skills: Arcana +9, Perception +2, Stealth +8
Senses: darkvision 60ft, passive Perception 12
Languages: Abyssal, Common, Draconic
Challenge: 7 (2,900xp)
Chameleon. Poison dusks can adjust the colors of their scales to blend in with their surroundings. When
its not wearing armor, robe or clothing, the ssurran gains advantage on Dexterity (Stealth) checks.
Foul Magic. The ssurran magic is tainted by its abyssal origins, the spells marked with a *in the
creatures profile are casted with a one level superior spell slot at no extra cost.
Heat Tolerance. A ssurrans scales regulate its bodys temperature in the sun. Ssurrans suffer no ill
effects from hot temperatures under the sun, though fire affects them normally.
Spellcasting. The ssurran is a 10th level spellcaster. Its spellcasting ability is Charisma (spell DC 13, +5 to
hit with spell attacks). The ssurran has the following sorcerer spells prepared:
Cantrip: Poison Spray, Shocking Grasp, True Strike
1st level (4 slots): Silent Image, Witch Bolt*
2nd level (3 slots): Crown of Madness, Spider Climb, Web
3rd level (3 slots): Blink, Stinking Cloud
4th level (3 slots): Blight*, Greater Invisibility
5th level (2 slots): Cloudkill*, Insect Plague

Actions
Bite. Melee Weapons Attack: +5 to hit, reach 5ft, one target. Hit: 4 (1d4 + 2) piercing damage must
succeed on a DC 15 Constitution saving throw or take 15 (5d6) poison damage, and must repeat the
saving throw at the start of each of its turns. On each successive failed save, the character takes 10 (3d6)
poison damage. After three successful saves, the poison ends.
Summon Demon (1/Day). The ssurran magically summons a quasit, or attempts to summon an hezrou
with a 40 percent chance of success. If the attempts fail the ssurran take 5 (1d10) psychic damage but
can try again the next turn. The summoned demon appears in an unoccupied space within 60 feet of its
summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes,
until it or its summoner dies, or until its summoner dismisses it as an action.

SSURRAN BLACKSCALE

Like their smaller cousins, blackscale ssurran are primitive reptilian humanoids that can be very
dangerous if provoked. A blackscale lizardfolk is usually 8-1/2 to 9-1/2 feet tall, and weighs about 600
pounds. Its tail is 4 to 5 feet long.
Blackscale ssurran are proud and fierce fighters, concerned with heroic action and personal glory. Left
on their own, they will fight as disorganized individuals, but their leaders can force them to work
together for short periods of time. The blackscales have little patience for tricks and traps, considering
such tools to be the trade of lesser ssurran. They are proud and arrogant, and are usually extremely
hostile toward humans who trespass into the deep deserts where they live. While their culture is quite
primitive, the black scales have access to the vaults and arsenals of ancient cities. High-ranking warriors
or priests wear glittering bone and primitive ornaments, and the weapons of the blackscales are often
elaborately carved and decorated.
The blackscales typically live off the tribute they extract from the other tribes and merchant house
offerings made to prevent them from raiding trade routes. The war priests hold the ultimate authority
within society but rarely use this power; in the absence of interference from a priest, the most powerful
warrior rules the tribe. Any of the three species of ssurran can be called to serve as a priests; the
blackscales consider the priests to be chosen ones, and thus see no shame in following their commands.
BLACKSCALE WARRIOR

Blackscale warrior are direct and brutal, crushing their enemies to the ground and mauling them until
only a bloody mess is left of them. The life of a blackscale warrior is rhythmed with combat and show of
strength, with a great devotion to their priest of war. Still their wild nature makes them hard to control
and strategy is often kept to a minimum.

Blackscale Warrior
Large humanoid (lizardfolk), neutral
Armor Class: 16 (natural armor)
Hit Points: 55 (7d10 + 16)
Speed: 40ft.
STR
20 (+5)

DEX
10 (+0)

CON
14 (+2)

INT
8 (-1)

WIS
11 (+0)

CHA
7 (-2)

Damage Resistance: acid


Skills: Athletics +9, Perception +2
Senses: darkvision 60ft, passive Perception 12
Languages: Draconic
Challenge: 2 (450xp)
Brute. A melee weapon deals one extra die of its damage when the ssurran hits with it (included in the
attack).
Heat Tolerance. A ssurrans scales regulate its bodys temperature in the sun. Ssurrans suffer no ill
effects from hot temperatures under the sun, though fire affects them normally.

Actions
Multiattack. The ssurran makes two attacks, with any combination of its choice.
Bite. Melee Weapons Attack: +7 to hit, reach 5ft, one target. Hit: 8 (1d6 + 5) piercing damage.
Claws. Melee Weapons Attack: +7 to hit, reach 5ft, one target. Hit: 8 (1d6 + 5) slashing damage.
Stone Greatclub. Melee Weapons Attack: +7 to hit, reach 10ft, one target. Hit: 13 (2d8 + 5) bludgeoning
damage.
Javelin. Melee or Ranger Weapon Attack: +7 to hit, reach 5ft or range 30/120ft., one target, Hit: 8 (1d6
+5) piercing damage.
BLACKSCALE CHOSEN
The blackscale spiritual life revolves, as their entire life, around war. They have numerous ceremonies
leaded by a chosen, one of the stronger warrior of the tribe. The role of the chosen is both spiritual and
martial, he is as much a general as an advisor of the spiritual life. When a blackscale feels his strength
leaving him he takes a last journey to defeat an impossible foe. The chosen is always the one to decide
which foe should be the last one for the blackscale warrior. In battle the chosen fight in the middle of his
blackscales brethrens, bolstering their morale and combat capacity with its spells.

Blackscale Chosen
Large humanoid (lizardfolk), neutral

Armor Class: 16 (natural armor)


Hit Points: 85 (10d10 + 30)
Speed: 40ft.
STR
20 (+5)

DEX
10 (+0)

CON
16 (+3)

INT
12 (+1)

WIS
15 (+2)

CHA
7 (-2)

Damage Resistance: acid


Skills: Athletics +9, Perception +4, Religion +5
Senses: darkvision 60ft, passive Perception 12
Languages: Draconic, Common
Challenge: 6 (2,300xp)
Brute. A melee weapon deals one extra die of its damage when the ssurran hits with it (included in the
attack).
Channel Divinity (Recharge on a Short or Long Rest). Twice per rest the ssurran can use this ability to
grant himself a +10 bonus on an attack roll or to grant an ally with 30 feet a +10 bonus on an attack roll.
Using this power on an ally use the reaction of the ssurran.
Divine Strike. Once per turn, the Ssurran can cause one of its attacks to inflict 1d8 extra damage. The
damage is of the same type dealt by the attack.
Heat Tolerance. A ssurrans scales regulate its bodys temperature in the sun. Ssurrans suffer no ill
effects from hot temperatures under the sun, though fire affects them normally.
Spellcasting. The ssurran is a 10th level spellcaster. Its spellcasting ability is Wisdom (spell DC 13, +5 to
hit with spell attacks). The ssurran has the following cleric spells prepared:
Cantrips: Light, Spare the Dying, Thaumaturgy
1st level (4 slots): Bless, Cure Wounds, Divine Favor, Shield of Faith
2nd level (3 slots): Augury, Magic Weapon, Spiritual Weapon, Warding Bound, Zone of Truth
3rd level (3 slots): Beacon of Hope, Crusaders Mantle, Mass Healing Word, Spirit Guardians
4th level (3 slots): Death Ward, Divination, Freedom of Movement, Stoneskin
5th level (2 slots): Flame Strike, Greater Restauration, Hold Monster, Raise Dead, Mass Cure Wounds

Actions
Multiattack. The ssurran makes three attacks, with any combination of its choice.
Bite. Melee Weapons Attack: +8 to hit, reach 5ft, one target. Hit: 8 (1d6 + 5) piercing damage.
Claws. Melee Weapons Attack: +8 to hit, reach 5ft, one target. Hit: 8 (1d6 + 5) slashing damage.
Obsidian Glaive. Melee Weapons Attack: +8 to hit, reach 10ft, one target. Hit: 15 (2d10 + 5) slashing
damage.
BLACKSCALE WARLORD
Once in a generation a blackscale is born with tremendous strength, ferocity and evil in its heart. These
fearsome creatures are touched by the demon lord Sess'inek's and gifted with demonic might. They
soon take control of their tribe and quickly conquer other lesser ssurran tribe. Once they have gathered
enough members they begin a campaign of slaughter and terror against other intelligent races. If left
uncheck these tribe of ssurran can grow in numbers and even pose a threat to the city-states. In combat
the blackscale warlord is rushing in the melee, killing everything that crosses his path.

Blackscale Warlord
Large humanoid (lizardfolk), chaotic evil
Armor Class: 18 (natural armor)
Hit Points: 124 (13d10 + 52)
Speed: 40ft.
STR
22 (+6)

DEX
10 (+0)

CON
19 (+4)

INT
12 (+1)

WIS
10 (+0)

CHA
16 (+3)

Damage Resistance: acid, cold, fire, lightning, bludgeoning,


piercing and slashing from nonmagical weapons
Skills: Athletics +14, Perception +4
Senses: darkvision 60ft, passive Perception 12
Languages: Abyssal, Draconic, Common
Challenge: 9 (5,000xp)
Brute. A melee weapon deals one extra die of its damage when the ssurran hits with it (included in the
attack).
Heat Tolerance. A ssurrans scales regulate its bodys temperature in the sun. Ssurrans suffer no ill
effects from hot temperatures under the sun, though fire affects them normally.
Lust for Blood. The ssurran has advantage on melee attack rolls against any creature that doesn't have
all its hit points and inflict 2d6 extra damage against them.

Actions
Multiattack. The ssurran makes three attacks, with any combination of its choice.
Bite. Melee Weapons Attack: +10 to hit, reach 5ft, one target. Hit: 9 (1d6 + 6) piercing damage.
Claws. Melee Weapons Attack: +10 to hit, reach 5ft, one target. Hit: 9 (1d6 + 6) slashing damage.
Bronze Greataxe. Melee Weapons Attack: +10 to hit, reach 10ft, one target. Hit: 18 (2d12 + 6) slashing
damage.
Dread Gaze (Rechage 5-6). The ssurran can frighten a creature with 30ft with a demonic look. The target
creature must succeed on a DC 15 Charisma saving throw or being frightened for one minute. The target
can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Summon Demon (1/Day). The ssurran magically summons a quasit, or attempts to summon a vrock with
a 50 percent chance of success. If the attempts fail the ssurran take 5 (1d10) psychic damage but can try
again the next turn. The summoned demon appears in an unoccupied space within 60 feet of its
summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes,
until it or its summoner dies, or until its summoner dismisses it as an action.

Tarek

AGGRESSIVE SAVAGES of Athas's hilly and mountainous regions, tareks are the bane of borderland
communities. Xenophobic, hateful and hostile, tareks frequently find themselves in conflict with the
other races of the Tablelands. A tarek is so fierce in its love of life that it can continue to fight when
lesser races would have succumbed to their wounds.
LORE According to legend, an entity of mad destruction created the tareks. These fierce warriors served
as its instruments of murder and destruction. The earth shamans eventually led the tareks in revolt
against their maker.
Tareks are muscle-bound brutes that are known for their great constitution and will to live. They look
dull-witted, with their squared heads with sloping foreheads, and are about as smart as the average half
giant. Their features lend them a fearsome presence that has earned them a well-deserved reputation
as dangerous foes. Tareks have a distinct musky odor that can be detected from as far away as 30 ft.
Tareks are children of the earth and have been known to wage great wars against the gith, with whom
they compete for territory and whom they see as defiling the earth by their very presence. They also
hate elves because of their association with magic and its effect upon the earth they hold so sacred.
Tareks place great value in honor and physical prowess. For a tarek, Strength is a fundamental issue. The
raw, competitive nature of their lives means that a tarek must be aware of his position in the tribe at
any given time and this position is determined through physical contest. When joining a group, it is
quite normal to expect the uneducated tarek to use physical force to determine his place in things. The
more cosmopolitan among the species have learned that other races sometimes take offence at this
behavior.

The tarek language is much like that of the dwarves harsh and guttural, and very fearsome in tone.
Non-tarek speakers have been known to suffer from throat pains after half an hour of speaking the
tongue. Tareks are fiercely protective of their language and proud of the strength needed to speak it.
Tareks will teach their language to other races, but the pupil normally has to undergo the regular tarek
method of assessment first in order to determine his worth (i.e.: a beating).
ENCOUNTER Tarek communities often support themselves by raiding, and visitors are not welcome.
Unless a group of visitors includes an obvious elemental earth cleric, the tareks will attempt to drive
them away. In rare instances, members of a community will be sent out to trade with a merchant
caravan, but few traders will blindly conduct business with these representatives. More often than not,
such representatives are a decoy for an unseen raiding party.
TAREK RAIDER
Tareks move with jerky, awkward strides, except when engaged in combat. Then they exhibit a style and
grace usually uncommon in creatures of their size and build. To watch them engage in combat is to
watch fluid motions that are as artistic as dance unless the viewer happens to be on the receiving end
of the deadly spectacle. While tareks will use weapons, they shun armor of any sort, instead relying on
their tough hides and natural combat agility to protect them.

Tarek Raider
Medium humanoid, lawful evil
Armor Class: 13 (natural armor)
Hit Points: 26 (4d8 + 8)
Speed: 30ft.
STR
17 (+3)

DEX
12 (+1)

CON
15 (+2)

INT
7 (-2)

WIS
6 (-2)

CHA
6 (-2)

Skills: Athletics +5, Intimidation +2


Senses: darkvision 60ft, passive Perception 10
Languages: Giant, Tarek
Challenge: 1 (200xp)
Ferocity. If damage reduces the tarek to 0 hit points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is from a critical hit. On a success, the tarek drops to 1 hit
point instead.

Actions
Bone War Pick. Melee Weapons Attack: +5 to hit, reach 5ft, one target. Hit: 7 (1d8 + 3) piercing damage.
TAREK EARTH SHAMAN
Tareks revere earth shamans for being both sages and warriors. Earth shamans sometimes give an
enchanted weapon to the most virile of the tribe's leaders, signaling a new chief among the people.

Tarek Earth Priest


Medium humanoid, lawful evil

Armor Class: 13 (natural armor)


Hit Points: 37 (6d8 + 6)
Speed: 30ft.
STR
17 (+3)

DEX
12 (+1)

CON
15 (+2)

INT
9 (-1)

WIS
14 (+2)

CHA
6 (-2)

Skills: Athletics +5, Intimidation +2


Senses: darkvision 60ft, passive Perception 10
Languages: Giant, Tarek
Challenge: 3 (700xp)
Ferocity. If damage reduces the tarek to 0 hit points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is from a critical hit. On a success, the tarek drops to 1 hit
point instead.
Spellcasting. The Tarek is a 6th level spellcaster. Its spellcasting ability is Wisdom (spell DC 12, +4 to hit
with spell attacks). The tarek has the following cleric spells prepared:
Cantrips: Guidance, Mold Earth, Thaumaturgy
1st level (4 slots): Bane, Earth Tremor*, Protection from Evil and Good, Shield of Faith
2nd level (3 slots): Aid, Animate Dead, Earthbind*, Maximilians Earthen Grasp*, Prayer of Healing
3rd level (3 slots): Bestow Curse, Erupting Earth*, Meld into Stone, Remove Curse, Spirit Guardians

Actions
Stone Mace. Melee Weapons Attack: +5 to hit, reach 5ft, one target. Hit: 6 (1d6 + 3) bludgeoning
damage.
Conjure Elemental (1/Day). The Tarek summons a gargoyle. The summoned gargoyle appears in an
unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and cant summon
other elementals. It remains for 10 minutes, until it or its summoner dies, or until its summoner
dismisses it as an action.

Reactions
Epidermal Iron (2/Day). When the tarek is hit by an attack of a creature that it can see, it can use his
reaction to gain resistance to bludgeoning, piercing and slashing damages against that attack.

Tembo

TEMBOS ARE VESTIGES FROM THE CLEANSING WARS. The Champions created these merciless
predators to aid in their genocidal struggle. Tembos were designed to sniffout and snatch those most
loved by their masters' opponents. Tembos survived even after war or old age claimed their creators,
and they are universally hated across the Tyr Region.
LORE Nothing ends a disagreement in a Tyrian settlement as quickly as the rumor of a tembo
approaching. Everyone, regardless of race, culture, or prejudices, despises tembos. A real-life bogeyman,
the tembo creeps under the blanket of night to steal away the beloved-brides and beaus, mothers and
brothers. Even animal companions have been taken. A tembo kills for food and pleasure. Though
intelligent and capable of speech, it shows no remorse, and its chilling laughter echoes through the soul.
The tembo is a savage predator that will eat anything, but it prefers the children of sentient races.
Tembos base themselves in a lair or den and hunt in packs throughout the surrounding wilderness. They
have also been known to inhabit the ruins that lie beneath many of the large cities of the Tablelands. In
addition to their physical speed and Strength, tembos also boast psionic powers and the ability to drain
the life energy of their victims. Few are those souls that can brave and endure a den of tembos.
ENCOUNTERS Many tembos roam the western wastelands, but a few have been sighted as far away as
Draj and Balic. Sometimes, tembos gather in small packs for days at a time. Lacking cohesion and a
pecking order, the packs dissolve quickly. A tembo prefers to be alone. Only Athas's most vile souls seem
able to stomach using tembos as servants.
TEMBOS

Caprice rules a tembo. In one village, the dark beast might infiltrate a settlement, letting its deadly aura
thin the population as it blends into the shadows. In another, the same tembo might spring at a
passerby in a flurry of claws and fangs. It is fierce and quick and nearly impossible to catch. Townsfolk
swear the creature fades away as soon as fighters attack.

Tembo
Large monstrosity, chaotic evil
Armor Class: 15 (natural armor)
Hit Points: 85 (10d10 + 30)
Speed: 40ft.
STR
20 (+5)

DEX
16 (+3)

CON
16 (+3)

INT
13 (+1)

WIS
12 (+1)

CHA
15 (+2)

Saving Throws: Dex +6, Wis +4


Damage Resistance: necrotic
Skills: Perception +3, Stealth +9
Senses: darkvision 60ft., passive Perception 13
Languages: Common
Challenge: 6 (2,300xp)
Avoidance. If a tembo makes a successful Dexterity saving throw against an attack that normally deals
half damage on a successful save, he instead takes no damage, and only half damage if he fails.
Keen Smell. The tembo has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the tembo moves at least 20 feet straight toward a creature and then hits it with a claw
attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked
prone. If the target is prone, the tembo can make one bite attack against it as a bonus action.
Innate Spellcasting (Psionics). The tembo's innate spellcasting ability is Charisma (spell save DC 13). The
tembo can innately cast the following spells, requiring no material components:
3/day each: Invisibility, Expedition Retreat, Pass Without Trace
1/day each: Gaseous Form

Actions
Multiattack. The tembo makes three attacks, two with its claws and one with its bite.
Bite. Melee Weapons Attack: +8 to hit, reach 5ft, one target. Hit: 10 (1d10 + 5) piercing damage and 12
(4d6) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point
maximum is reduced by an amount equal to the necrotic 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.
Claws. Melee Weapons Attack: +8 to hit, reach 5ft, one target. Hit: 12 (2d6 + 5) piercing damage.
TEMBO NIGHTSTALKER
A subspecies of tembo, the nightstalker has nothing to envy his cousin when it comes to sadism and
deception. This nocturnal breed of tembo is smaller than their cousins, resembling a black panther with
oversized fangs and a scaly hide on its back. They are sometimes mistaken from a distance for a
displacer beast but lack their tentacles. Despite this difference the two species are sometimes know to

cooperate, banding in small nomad pack. Apart from this rare alliances the nightstalker is a solitary
creature who only seeks his kin to mate.

Tembo NIghtstalker
Medium monstrosity, chaotic evil
Armor Class: 17 (natural armor)
Hit Points: 75 (10d8 + 30)
Speed: 40ft.
STR
16 (+3)

DEX
20 (+5)

CON
16 (+3)

INT
14 (+2)

WIS
12 (+1)

CHA
15 (+2)

Saving Throws: Dex +8, Wis +4


Damage Resistance: necrotic
Skills: Perception +4, Stealth +11
Senses: darkvision 120ft., passive Perception 14
Languages: Common
Challenge: 5 (1,800xp)
Avoidance. If a tembo makes a successful Dexterity saving throw against an attack that normally deals
half damage on a successful save, he instead takes no damage, and only half damage if he fails.
Keen Smell. The tembo has advantage on Wisdom (Perception) checks that rely on smell.
Shadow Form. The tembo enters the Ethereal Plane from the Material Plane, or vice versa with a bonus
action. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't
affect or be affected by anything on the other plane.
Sunlight Sensitivity. While in sunlight, the tembo has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Surprise Attack. If the tembo surprises a creature and hits it with an attack during the first round of
combat, the target takes an extra 13 (4d6) damage from the attack.

Actions
Multiattack. The tembo makes three attacks, two with its claws and one with its bite.
Bite. Melee Weapons Attack: +6 to hit, reach 5ft, one target. Hit: 7 (1d8 + 3) piercing damage and 12
(4d6) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point
maximum is reduced by an amount equal to the necrotic 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.
Claws. Melee Weapons Attack: +6 to hit, reach 5ft, one target. Hit: 7 (2d4 + 3) piercing damage.
One with Shadows. When the tembo is in an area of dim light or darkness, it can use its action to
become invisible until he takes an action or a reaction. To maintain the invisibility the tembo has to stay
in a dim light or darkness area.
TEMBO ALPHA
Bigger, meaner and with a powerful psionic arsenal, the tembo alpha is a challenge for any adventurer.
This twisted predators leads their kin, acting as pack leader and scourging civilized land. The tembo
alpha is dangerous enough as its, but mostly his cunning and cruelty are his best weapons. The tembo
will go after loved ones, friends and contact to discourage a relentless hunter or even sometimes forcing
inhabitants to give up their young ones to the pack.

Tembo Alpha
Large monstrosity, chaotic evil
Armor Class: 16 (natural armor)
Hit Points: 152 (16d10 + 64)
Speed: 40ft.
STR
20 (+5)

DEX
18 (+4)

CON
18 (+4)

INT
15 (+2)

WIS
12 (+1)

CHA
17 (+3)

Saving Throws: Dex +8, Con +8, Wis +5


Damage Resistance: necrotic
Skills: Perception +4, Stealth +12
Senses: darkvision 60ft., passive Perception 14
Languages: Common
Challenge: 9 (5,000xp)
Evasion. If a tembo makes a successful Dexterity saving throw against an attack that normally deals half
damage on a successful save, he instead takes no damage, and only half damage if he fails.
Keen Smell. The tembo has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the tembo moves at least 20 feet straight toward a creature and then hits it with a claw
attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked
prone. If the target is prone, the tembo can make one bite attack against it as a bonus action.
Innate Spellcasting (Psionics). The tembo's innate spellcasting ability is Charisma (spell save DC 15). The
tembo can innately cast the following spells, requiring no material components:
3/day each: Invisibility, Expedition Retreat, Pass Without Trace
2/day each: Gaseous Form, Phantasmal Killer
1/day each: Eyebite

Actions
Multiattack. The tembo makes three attacks, two with its claws and one with its bite.
Bite. Melee Weapons Attack: +8 to hit, reach 5ft, one target. Hit: 10 (1d10 + 5) piercing damage and 18
(6d6) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or its hit point
maximum is reduced by an amount equal to the necrotic 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.
Claws. Melee Weapons Attack: +8 to hit, reach 5ft, one target. Hit: 12 (2d6 + 5) piercing damage.

Templars

Templars are the most feared people in the city states. Their power to accuse and imprison nearly
anyone for any reason keeps the city dwellers in terror. Not surprisingly, templars tend to abuse the
powers they have for their own personal gain which, so long as the city is administered and kept in
order, does not bother the sorcerer-king. Templars perform three vital functions within a given city
state. Primarily, they comprise the city guards and officers of the sorcerer-king's armies. Secondly, they
see to it that the city is administered, its businesses kept running, and its slaves fed. Finally, the templars
are responsible for maintaining the illusion that the sorcerer-king is a godthey have absolute power to
enforce worship and homage to the sorcerer-kings. Every templar NPC will be actively pursuing one of
these functions. One final, unwritten function of the templars is to advance through their ranks as
rapidly as possible. The means by which a templar might gain power and position are wide open,
including bribery, theft, and even assassination of others within their ranks. Every templar NPC can be
counted on to accept underhanded schemes that will help him rise to power among his fellows.
In the administration of the city states, templar NPCs occupy all positions from waste removal to the
mayorship. Lower-Ranked templars (levels 1-4) are given the dirtier jobs tkat require hands-on work,
having a few guards at their disposal and fewer slave laborers than tkey need to perform their tasks
effectively. Ranked templars (levels 5-8) gain greater responsibilities and may have several lowerranked templars beneath them. High- Ranked templars (levels 9 and higher) move into management of
the city state such templars are difficult to unseat, since they can blame nearly any shortcomings on
their underlings.

These are only a sampling of the many levels of templar bureaucracy. Advancement through the ranks
has little to do with ability or experience. Technically, the sorcerer-king is a god within his own city and
the templars assure him of worship and obedience. In actuality, a sorcerer-king is not a god or a
demigod, though he is generally an extremely powerful wizard and psionicist. However, the templars
erect temples and subjugate the populations to worship him. There isn't a noble, merchant, or peasant
in a city state who doesn't at least pay lip service to the sorcerer-king or the templars who enforce his
will.
The DM must keep two things in mind when dealing with any particular templar NPC. First, how will the
templar attempt to use the player characters to gain advantage? He could accuse or imprison them,
which always looks good in the eyes of a superior, or he could buy their services to perform a task suck
as assassination or simply making a superior look bad. Second, the DM must consider how the player
characters might appeal to the templar's wicked ways and greed. In their quest for power, they are
sometimes easily manipulated. Beware, thoughhigher-ranked templars have played these games of
treachery before and, by their very existence, they've proven pretty good at them.
DUTIES AND AUTHORITY
Templar soldiers are the enforcement arm of their service to the sorcerer-king. Low-Ranked templars
(levels 1-4) are common soldiers, guards within the cities around the slave areas practiced and drilled in
formations around the city walls. Ranked templars (levels 5-8) are officers in charge of small (10-100
man) units of guards, slave soldiers, or undead soldiers (in times of war). High-Ranked templars (levels 9
+) are usually generals or administrators, keeping the army equipped and fed.
LOW-RANKED TEMPLAR (1-4 levels)
Low ranked Templars have the following duties to follow: Removers of Waste, Movers of Grain, Minor
Construction, Disease Control, Maintenance of Gardens, Maintenance of Roads, Maintenance of Walls.
In exchange of this duties they have the following authority:

A templar can call upon a slave to do whatever he wants. Slaves who do not do as ordered by a
templar face immediate death.
A templar can pass judgement upon a slave at any time. In any matter involving disobedience or
the actions of a slave, a templar may judge, sentence, or pardon a slave as he sees fit, regardless
of who owns the slave. Penalties can include imprisonment, torture, or even death.
A templar can legally enter the house of a freeman. The freeman has no right to refuse the
templar admission, under punishment of imprisonment and possible execution.
A templar can requisition soldiers. He can call upon 1d4 soldiers per level. The soldiers will all be
Guards templars with one Knight Templar centurian. A templar can call upon soldiers any time
he wishes, but the soldiers cannot be ordered to leave the city without permission from the
templar's sorcerer-king.
A templar can accuse a freeman of disloyalty or similar crimes. Regardless of evidence, an
accused freeman will be locked in the dungeons of the sorcerer-king for as long as the accusing
templar wishes.

Low Ranked Templar


Medium humanoid, loyal evil

Armor Class: 16 (scale mail, shield)


Hit Points: 26 (4d8 + 8)
Speed: 30ft.
STR
16 (+3)

DEX
10 (+0)

CON
14 (+2)

INT
10 (+0)

WIS
14 (+2)

CHA
13 (+1)

Saving Throws: Wis +4, Cha +3


Damage Immunities: disease
Skills: Insight +4, Intimidation +3
Senses: passive Perception 12
Languages: Common
Challenge: 1 (200xp)
Spellcasting. The templar is a 4th level spellcaster. Its spellcasting ability is Charisma (spell DC 12, +4 to
hit with spell attacks). The templar has the following paladin spells prepared:
1st level (3 slots): Command, Hellish Rebuke, Inflict Wounds, Searing Smite

Actions
Battleaxe. Melee Weapons Attack: +5 to hit, reach 5ft, one target. Hit: 7 (1d8 + 3) slashing damage.
Dreadful Aspect. The templar channels the darkest emotions and focuses them into a burst of magical
menace. Each creature of the templar's choice within 30 feet of it must make a DC 12 Wisdom saving
throw if it can see the templar. On a failed save, the target is frightened of the templar for 1 minute. If a
creature frightened by this effect ends its turn more than 30 feet away from the templar, it can attempt
another Wisdom saving throw to end the effect on it.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600ft., one target. Hit: 6 (1d8 + 1) piercing
damage.
RANKED TEMPLAR (5-9 levels)
Ranked Templars have the following duties to follow: Tax Collection, Major Construction, Slave Control,
Grain Distribution, Gate Monitor, Assigner of Permits, Riot Control. In exchange of this duties they have
the following authority:

A templar can gain access to all areas in palaces and temples. Before that time the templar is
restricted from areas such as libraries and council chambers unless ordered to go there by a
high-ranked templar.
A templar can draw upon the city treasury for official investigations. The number of gold pieces
he can draw from the treasury is equal to the roll of 5 (1d10) per Templar level, multiplied by his
level, per month. For example, a 7th level templar would roll 7d10 then multiply the result by
10. Few questions are asked when gold is requisitioned, provided no attempt is made to
withdraw funds more often than once per month.
A templar can pass judgement on a freeman. Judgement can bein the form of a fine, a stretch of
time in the dungeons, enslavement, execution, or anything else the templar wishes. Failure to
comply makes the judged freeman an outlaw who, if caught, will be executed. Again, there need
be no real evidence against the freeman being judged.

Ranked Templar
Medium humanoid, loyal evil
Armor Class: 15 (mage armor)
Hit Points: 60 (9d8 + 18)
Speed: 30ft.
STR
16 (+3)

DEX
14 (+2)

CON
16 (+3)

INT
11 (+0)

WIS
9 (-1)

CHA
16 (+3)

Saving Throws: Wis +1, Cha +5


Skills: Arcana +2, Deception +5, Intimidation +5
Senses: passive Perception 9
Languages: Common
Challenge: 3 (700xp)
Spellcasting. The templar is a 9th level spellcaster. Its spellcasting ability is Charisma (spell DC 13, +5 to
hit with spell attacks). The templar has the following warlock spells prepared:
At Will: Disguise Self, Detect Magic, Mage Armor
Cantrip: Blade Ward, Eldritch Blast, True Strike
5th level (2 slots): Blight, Counterspell, Dream, Dimmension Door, Fear, Hellsish Rebuke, Hex, Hold
Monster, Hunger of Hadar, Vampiric Touch

Actions
Multiattack. The templar makes two attacks with it blade, or two attacks with it eldritch blast.
Blade. Melee Weapons Attack: +5 to hit, reach 5ft, one target. Hit: 10 (2d6 + 3) slashing damage. The
attack count as magical to overcome resistances and immunities to nonmagical weapons.
Eldritch Blast. Range Spell Attack: +5 to hit, range 120ft, one target. Hit 8 (1d10 +3) force damage.
Break the Will (1/Rest). The templar choose a creature that it can see within 30 feet of him. The
creature must make a DC 13 Wisdom saving throw. On a failed save, its frightened until the end of the
templars next turn and suffer 9 (2d8) psychic damages.
Kings Step (1/Rest). The templar can turn into a mist of black sand, becoming immune to damages, and
fly with a speed of 60 feet until the end its next turn. It cannot attack or attempt any action other than
moving in that state. The templar can enter into another creatures space and enter any space big
enough to fit a sand grain.
HIGH RANKED TEMPLAR (10+ levels)
Ranked Templars have the following duties to follow: Coin Distribution, Construction, Planning, Mayor
of the City, Governor of the Farmlands, Aid of the King. In exchange of this duties they have the
following authority:

A templar can accuse a noble. This is similar to the ability of the templar to accuse freemen, but
permits the character to take action against the nobility on behalf of the sorcerer-king.
A templar can pass judgement on a noble (just as he can judge a freeman).
A templar can grant a pardon to any condemned man. Only the sorcererking himself can nullify
the pardons granted by such a character.

As a rule, a templar can have no more than one man accused and in the dungeons per level. He may
judge or pardon no more than one man per week. He may never accuse, judge, or pardon another
templar who is of equal or higher level. The templar hierarchy is measured strictly by experience level. A
templar of higher level can negate any action taken by one of lower level (prevent the requisitioning of
money or troops, release accused prisoners, etc.). Templars of the same level who disagree must seek
out someone of higher level within the hierarchy to arbitrate their differences. They never receive
official approval to establish religious strongholda sorcerer-king's life revolves around his one city and,
while that may expand, he will never open branch areas that he cannot control.

High-Ranked Templar
Medium humanoid, loyal evil
Armor Class: 15 (steel half plate)
Hit Points: 153 (18d8 + 72)
Speed: 30ft.
STR
16 (+3)

DEX
10 (+0)

CON
18 (+4)

INT
13 (+1)

WIS
18 (+5)

CHA
12 (+1)

Saving Throws: Wis +9, Cha +5


Skills: Insight +8, Intimidation +5
Senses: passive Perception 9
Languages: Common
Challenge: 12 (8,400xp)
Channel Divinity: Touch of Death (3/Rest). The Templar can use his Channel Divinity to destroy another
creatures life force by touch. When the Templar hits a creature with a melee attack, it can deal an extra
39 necrotic damage.
Dark Magic. When the templar casts a necromancy cantrip and necromancy spells of 1st through 5th level
that normally targets only one creature, the spell can instead target two creatures within range and
within 5 feet of each other. Necrotic damage dealt by the templar spells and Channel Divinity options
ignores resistance to necrotic damage.
Divine Strike. The Templar has the ability to infuse its weapon strike with necrotic energy once per turn,
causing the attack to deal an extra 10 (2d8) necrotic damage to the target.
Spellcasting. The templar is an 18th level spellcaster. Its spellcasting ability is Wisdom (spell DC 17, +9 to
hit with spell attacks). The templar has the following cleric spells prepared:
Cantrips: Chill Touch, Thaumaturgy
1st level (4 slots): False Life, Inflict Wounds, Ray of Sickness, Sanctuary
2nd level (3 slots): Blindness/Deafness, Ray of Enfeeblement, Silence, Zone of Truth
3rd level (3 slots): Animate Dead, Bestow Curse, Magic Circle, Protection from Energy, Vampiric Touch
4th level (3 slots): Banishment, Blight, Death Ward, Freedom of Movement, Guardian of Faith
5th level (3 slots): Antilife Shell, Cloudkill, Flame Strike, Geas, Hallow
6th level (1 slot): Create Undead, Forbiddance, Harm
7th level (1 slot): Etherealness, Plane Shift, Regenerate, Symbol
8th level (1 slot): Antimagic Field, Holy Aura
9th level (1 slot): Astral Projection, Gate

Actions
Chill Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 18 (4d8) necrotic damage and
the target cant regain hit points until the start of the templars next turn. If the target is an undead it
has disadvantage on attack rolls against the Templar until the end of the templars next turn.
Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 3) piercing
damage.
Channel Divinity: Control Undead (3/Rest). The templar targets one undead creature it can see within
30 feet. The target must make a DC 16 Wisdom saving throw. On a failed save, the target must obey the
templar's commands for the next 24 hours, or until the templar uses this Channel Divinity option again.
An undead whose challenge rating is equal to or greater than the templars challenge rating is immune
to this effect.

BALIC

Balic's templars are unique in that the free citizens of the city elect them to their posts for ten-year
terms, knowing them as praetor. Andropinis is generally tolerant of these elections, though he
sometimes lets the citizens know which candidates he would like to have elected. If the wrong candidate
wins the election, Andropinis has him executed and calls another vote. Andropinis' personal army
consists of ten thousand highly disciplined foot soldiers who carry twelve-foot lances, large wooden
shields, and thrusting short swords made from the sharpened thigh bones of erdlus.
LEGIONNAIRE
Balics legionnaire are highly trained ranked Templars, members of the renowned First Legion and
expert at unit tactics and patrolling the streets of Balic. When the time to defend the city comes they
wield long lance and fight in compact elite units, wielding large wooden shield and breaking enemy
charges with their lance. When fighting in the crowded streets of Balic or in mountains ambush they
switch to their trusty short swords.

Legionnaire
Medium humanoid, loyal neutral
Armor Class: 18 (bronze scale armor, shield)
Hit Points: 67 (9d8 + 27)
Speed: 30ft.
STR
18 (+4)

DEX
14 (+2)

CON
16 (+3)

INT
10 (+0)

WIS
10 (+0)

CHA
10 (+0)

Saving Throws: Str +6, Con +5


Skills: Athletics +5, Intimidation +2
Senses: passive Perception 10
Languages: Common
Challenge: 3 (700xp)
Indomitable (1/Day). The Templar can reroll a saving throw that he fails. If he does so, he must use the
result of the new roll.
Lunging Attack. When the Templar has moved at least 10ft in straight line and makes a melee weapon
attack on his turn, he increase the reach for that attack by 5 feet. If the attack hits, he can add 1d6 to
the attacks damage roll.
Unit Tactics. The Templar has advantage on an attack roll against a creature if at least one of the
warriors allies is within 5 feet of the creature and the ally isnt incapacitated.

Actions
Multiattack. The templar makes two attacks with his short sword or with his lance.
Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 9 (1d10 + 4) piercing damage.
Bone Short Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) slashing
damage.

Reactions
Shield Block. The templar adds 2 to its AC against one melee attack that would hit it. If the attack hits
nevertheless the damage is reduced by 1d6 +2 points of damage. To do so, the legionnaire must see the
attacker and be wielding a shield.

CENTURION
Centurion are high-ranked Templars with the charge of recruiting freemen and women of the city and
train them into functional units to help defending Balic against giants raids. They are also trained to
hunt down the members of the Veiled Alliance inside of Balic, busting doors and setting houses aflame
with their spells until the preservers flee or burn in public squares. They are clever tactician and vicious
fighters, using their magic and weapons to deliver deadly assault.

Centurion
Medium humanoid, loyal neutral
Armor Class: 16 (bronze breastplate)
Hit Points: 113 (15d8 + 45)
Speed: 30ft.
STR
18 (+4)

DEX
14 (+2)

CON
16 (+3)

INT
15 (+2)

WIS
13 (+1)

CHA
10 (+0)

Saving Throws: Str +8, Con +7


Skills: Arcana +6, Intimidation +5, Insight +5
Senses: passive Perception 10
Languages: Common
Challenge: 10 (700xp)
Arcane Charge (1/Day). The Templar can teleport to an unoccupied space that it can see within 30ft as a
bonus action.
Bond Weapons. The Templar can summon his sword with a bonus action, making them appear in his
hands. The Templar cannot be disarmed of these weapons unless he is incapacited.
Indomitable (2/Day). The Templar can reroll a saving throw that he fails. If he does so, he must use the
result of the new roll.
War Magic. When the Templar use an action to cast a cantrip it can make a weapon attack as a bonus
action.
Spellcasting. The templar is a 15th level spellcaster. Its spellcasting ability is Intelligence (spell DC 14, +6
to hit with spell attacks). The templar has the following wizard spells prepared:
Cantrips: Chill Touch, Ray of Frost, Shocking Grasp
1st level (4 slots): Burning Hands, Protection from Evil and Good, Shield, Witch Bolt
2nd level (3 slots): Flaming Sphere, Melfs Acid Arrow, Shatter
3rd level (3 slots): Blink, Fireball, Haste

Actions
Multiattack. The templar makes three attacks with his bronze longsword and one with its short sword.
Bronze Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 4) slashing
damage damage. The creature has disadvantage on the next saving throw made against one of the
templars spell until the end of the templars next turn.
Bone Short Sword. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) slashing
damage. The creature has disadvantage on the next saving throw made against one of the templars
spell until the end of the templars next turn.

HIGH PRAETOR
Personal guards, generals, and confidants of the dictator, high praetors occupy a position outside the
elected praetor hierarchy. Amoral and greedy, high praetors ruthlessly serve Andropinis and enjoy great
personal influence.

High Praetor
Medium humanoid, loyal evil
Armor Class: 14 (studded leather)
Hit Points: 100 (18d8 + 18)
Speed: 30ft.
STR
13 (+3)

DEX
14 (+2)

CON
12 (+1)

INT
15 (+2)

WIS
10 (+0)

CHA
20 (+5)

Saving Throws: Wis +4, Cha +9


Skills: Deception +9, Intimidation +9, Investigation +6,
Religion +6
Damage Resistances: necrotic
Senses: passive Perception 10
Languages: Can read all writing, Common
Challenge: 12 (700xp)
Obediences Reward. When the templar reduce a hostile creature to 0 hit points he gains a sinister
boon allowing him to bolster one its spell, increasing its save DC by 1 and inflicting disadvantage against
the saving throw. The templar can store up to 5 boons that last until they are used or the templar
finishes a long rest. Only one boon can be used per spell.
Spellcasting. The templar is an 18th level spellcaster. Its spellcasting ability is Charisma (spell DC 17, +9 to
hit with spell attacks). The templar has the following warlock spells prepared:
At Will: Speak with Dead
Cantrip: Chill Touch, Eldritch Blast, Poison Spray, Prestidigitation, Ray of Frost, Thaumaturgy
1/Day: Bestow Curse, Create Undead, Finger of Death, Feeblemind, Slow, Polymorph, True Polymorph
5th level (4 slots): Armor of Agathys, Banishement, Cloudkill, Contact Other Plane, Dimension Door,
Dominate Person, Dream, Fear, Fly, Hallucinatory Terrain, Hellish Rebuke, Vampiric Touch, Witch Bolt

Actions
Multiattack. The templar makes four attacks with it eldritch blast.
Chill Touch. Melee Spell Attack: +9 to hit, range 5ft, one target. Hit: 20 (4d8) necrotic damage and the
target cant regain hit points until the start of the templars next turn.
Eldritch Blast. Range Spell Attack: +9 to hit, range 120ft, one target. Hit: 10 (1d10 +5) force damage.
Black Sand (1/Day). The templar transforms the ground beneath his foes feet into seething black sand.
The Templar can change a 20 feet radius solid area located at 60 feet of him into black sand. Every
creature in the area must succeed a DC 17 Constitution saving throw or suffer 4d8 necrotic damages,
4d8 slashing damages and be restrained for one minute. On a successful saving throw the creature is
only suffering half damage and is not restrained. At the end of each turn a restrained creature can
reattempt a DC 17 Dexterity saving throw. On a success it frees himself. A plant or a magical plant

present in the area is making the saving throw with disadvantage and takes maximum damages. All the
plants in the area that are not creatures, like trees or cactus, instantly wither and disappear into the
black sand. The area touched by this spell stays barren for the decades to come, unable to sustain life.
Break the Will (1/Rest). The templar choose a creature that it can see within 30 feet of him. The
creature must make a DC 13 Wisdom saving throw. On a failed save, its frightened until the end of the
templars next turn and suffer 9 (2d8) psychic damages.
Kings Step (1/Rest). The templar can turn into a mist of black sand, becoming immune to damages, and
fly with a speed of 60 feet until the end its next turn. It cannot attack or attempt any action other than
moving in that state. The templar can enter into another creatures space and enter any space big
enough to fit a sand grain.

DRAJ

Draj is a backwater city-state held firmly in the grasp of a mad sorcerer-king. Draj has never known
peace, for warfare and conflict are among its highest ideals. Warriors hold power, and their vaunted
status is something all aspire to attain. When not waging war against Raam or defending their home
from reprisals or conquest, Draji raiders prowl the surrounding wastes, plundering villages for fresh
slaves to replace those expended in labor or sacrifice.
DRAJS SLAVERS

Draj is almost constantly at war, sending its armies far and wide in search of captives. The warriors,
which you will encounter nearly anywhere, are armed with obsidian-edged macuahuitl and short barbed
spears attached to long ropes. They are trained to throw their harpoons into a target's thigh or seat and
then drag him back to where they are standing.

Drajs Slaver
Medium humanoid, loyal evil
Armor Class: 14 (hide armor)
Hit Points: 30 (4d8 + 12)
Speed: 30ft.
STR
14 (+2)

DEX
14 (+2)

CON
16 (+3)

INT
10 (+0)

WIS
12 (+1)

CHA
10 (+0)

Saving Throws: Str +4, Con + 5


Skills: Athletics +4, Intimidation +2
Senses: passive Perception 10
Languages: Common
Challenge: 1 (200xp)
Dark Devotion. The templar has advantage on saving throws against being charmed or frightened.

Actions
Obsidian Macuahuitl. Melee Weapon Attack: +4 to hit, range 5ft, one target. Hit: 8 (1d10 + 2) slashing
damage and the target suffers 1d6 extra slashing damage at the beginning of each of its turn from blood
loss. Undead, elementals, plants and constructs are not suffering from the extra damage. The bleeding
can be stopped if a character takes an action and make a successful Wisdom (Medicine) check DC 10. A
spell giving hit points back to the bleeding target also stops the bleeding.
Barded Spear. Range Weapon Attack: +4 to hit, range 30/80ft, one target. Hit: 5 (1d6 + 2) piercing
damage. If the target is Medium or smaller, it is grappled (escape DC 12) and pulled 10 feet toward the
templar. If this bring the grappled creature is within 5ft of the Templar, the Templar can use his reaction
to make a melee weapon attack against it.
MOON PRIEST
Drajs templars are known as moon priests. Part bureaucrats, part warriors, and part religious police,
they use fear and propaganda to ensure Tectuktitlays continued reign. Their primary purpose is to
control the population and observe a bewildering variety of rites and celebrations throughout the year.
The moon priests teach the Draji that bountiful harvests will continue only as long as Tectuktitlay and
the moons Ral and Guthay are pleased with sacrifices.

Moon Priest
Medium humanoid, loyal evil
Armor Class: 17 (Moons Blessing, shield)
Hit Points: 67 (9d8 + 27)
Speed: 30ft.

STR
16 (+3)

DEX
14 (+2)

CON
16 (+3)

INT
10 (+0)

WIS
10 (+0)

CHA
16 (+3)

Saving Throws: Str +8, Cha +9


Skills: Athletics +6, Intimidation +6, Religion +3
Senses: passive Perception 10
Languages: Common
Challenge: 5 (1,800xp)
Dark Devotion. The templar has advantage on saving throws against being charmed or frightened.
Moons Blessing. The moon priest can add his Charisma modifier to his AC and his saving throws.
However such a blessing comes at a price, when the moon priest rolls a 1 on an ability check, attack
roll or saving throw he is under the effect of the confusion spell until the end of his next turn.
Blood Sacrifice. When the moon priest reduces another creature to 0 hit points with a melee attack or
attacks and incapacitated creature, it can make an extra attack against the target as a bonus action. The
attack automatically hits and is a critical hit. If the target is killed by the attack the moon priest is healed
by a number of d8 equal to the lower between the creatures level and the creatures challenge rating. If
this would bring the Moon Priest above his maximal hit points the extra is gained as temporary hit
points.
Savage Attacks. The moon priest can decide to take a -5 penalty on an attack roll, if the attack hits he
adds +10 to the attacks damage.

Actions
Multiattack. The templar makes two attacks with its Macuahuitl.
Obsidian Macuahuitl. Melee Weapon Attack: +6 to hit, range 5ft, one target. Hit: 8 (1d10 + 3) slashing
damage and the target suffers 1d6 extra slashing damage at the beginning of each of its turn from blood
loss. Undead, elementals, plants and constructs are not suffering from the extra damage. The bleeding
can be stopped if a character takes an action and make a successful Wisdom (Medicine) check DC 10. A
spell giving hit points back to the bleeding target also stops the bleeding.
Twins Moon Curse (Recharge 5-6). The moon priest gaze at a humanoid in a 60ft range with an insane
look in his eyes. The target must succeed on a DC 14 Wisdom saving throw or be under a confusion spell
for one minute. At the end of each of its turn a creature can reattempt the saving throw, ending the
effect on a success.
JASUAN TEMPLE GUARD
These soldiers protect the Father and Master Temple, the immense pyramid from which the sorcererking runs the city-state. Draji respect strength and ruthlessness, qualities personified by their warriors.
The jasuan knights, named for Tectuktitlays beloved pet drakes, embody these principles. Jasuan
knights are warriors born into one of the citys heroic clans, the descendants of great Draji heroes of
long ago. Unlike the nobles of other city-states, Draji nobles arent necessarily wealthy landowners.
Their riches lie in their membership in the citys foremost clans, and their trade is war. Each noble clan
claims the allegiance of certain artisan or merchant clans. Warriors of these lower clans are bound to
their jasuans and fight under their command.

Jasuan Temple Guard


Medium humanoid, loyal evil

Armor Class: 17 (drakes splint armor)


Hit Points: 150 (20d8 + 60)
Speed: 30ft.
STR
20 (+5)

DEX
14 (+2)

CON
16 (+3)

INT
10 (+0)

WIS
12 (+1)

CHA
16 (+3)

Saving Throws: Wis +6, Cha +8


Damage Resistances: bludgeoning, piercing and slashing
damage from nonmagical weapons
Damage Immunities: disease
Condition Immunities: frightened
Skills: Athletics +10, Intimidation +8, Religion +5
Senses: passive Perception 11
Languages: Common
Challenge: 13 (10,000xp)
Dreadful Aspect (1/Rest). The templar channels the darkest emotions and focuses them into a burst of
magical menace. Each creature of the templar's choice within 30 feet of it must make a DC 16 Wisdom
saving throw if it can see the templar. On a failed save, the target is frightened of the templar for 1
minute. If a creature frightened by this effect ends its turn more than 30 feet away from the templar, it
can attempt another Wisdom saving throw to end the effect on it.
Aura of Hate. The templar, as well any fiends and undead within 30 feet of the templar, gains a +3
bonus to melee weapon damage rolls. A creature can benefit from this feature from only one paladin at
a time.
Spellcasting. The templar is a 20th level spellcaster. Its spellcasting ability is Intelligence (spell DC 16, +8
to hit with spell attacks). The templar has the following paladin spells prepared:
1st level (4 slots): Hellish Rebuke, Inflict Wounds, Shield of Faith, Wrathful Smite
2nd level (3 slots): Crown of Madness, Darkness, Magic Weapon
3rd level (3 slots): Animate Dead, Bestow Curse, Dispel Magic, Elemental Weapon
4th level (3 slots): Blight, Confusion, Death Ward, Staggering Smite
5th levl (2 slots): Banishing Smite, Contagion, Dominate Person
Savage Attacks. The Templar can decide to take a -5 penalty on an attack roll, if the attack hits he adds
+10 to the attacks damage.

Actions
Multiattack. The templar makes two attacks with its Macuahuitl.
Prismatic Macuahuitl. Melee Weapon Attack: +10 to hit, range 5ft, one target. Hit: 15 (1d10 + 10)
slashing damage and 10 (2d8) necrotic damage. The target suffers 1d6 extra slashing damage at the
beginning of each of its turn from blood loss. Undead, elementals, plants and constructs are not
suffering from the extra damage. The bleeding can be stopped if a character takes an action and make a
successful Wisdom (Medicine) check DC 15. A spell giving hit points back to the bleeding target also
stops the bleeding.
Barded Spear. Range Weapon Attack: +7 to hit, range 30/80ft, one target. Hit: 5 (1d6 + 2) piercing
damage. If the target is Medium or smaller, it is grappled (escape DC 18) and pulled 10 feet toward the
templar. If this bring the grappled creature is within 5ft of the Templar, the Templar can use his reaction
to make a melee weapon attack against it.

Dread Lord (1/Day). The templar surround himself with an aura of gloom that lasts for 1 minute. The
aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy
that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally,
the templar and creatures it chooses in the aura are draped in deeper shadow. Creatures that rely on
sight have disadvantage on attack rolls against creatures draped in this shadow. While the aura lasts, the
paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one
creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes
necrotic damage equal to 3d10 + 3.

GULG

Gulgs templars, who oversee the military, economic, and agricultural matters of the city, live in
wellappointed huts in the lower limbs of the tree. Although the particular level of a templar's hut bears
no direct relationskip to his status, one can tell a templar's approximate rank by counting the number of
necklaces ke wears. Lalali-Puy's most trusted advisor, and second in command, wears ten necklaces. The
lowliest templars wear only one.
RED MANE
The red mane Templars are well known around Athas, these warriors are easily distinguishable with
their colourful dressing code, wrapped in bright red toga and dying their hair with dark red pigments.
They wander around Athas, praising the holiness of their living goddess, the Oba Lalali-Puy. At the
difference of the feared nganga the red mane Templars do not abandon social status in Gulg society.

They oversee religious ceremonies, chant the prowess of great judaga and instigate the sacred dances.
They are also in charge for all to know in the will of the bringer of rain, playing the role of herald. In
combat the red mane are fierce warrior, lunging into the melee and using their magic to bolster their
allies.

Red Mane
Medium humanoid, loyal neutral
Armor Class: 15 (studded leather)
Hit Points: 46 (7d8 + 14)
Speed: 30ft.
STR
14 (+2)

DEX
16 (+3)

CON
15 (+2)

INT
10 (+0)

WIS
10 (+0)

CHA
15 (+2)

Saving Throws: Dex +5, Cha + 4


Skills: Nature +2, Performance +6, Stealth +7
Senses: passive Perception 10
Languages: Common
Challenge: 2 (450xp)
Inspiration (2/Rest). With a bonus action the red mane can inspire with a praise an ally within 60ft who
can hear him. The ally gains a d8 that he can roll within the next 10 minutes to add the result to an
ability check, saving throw, attack roll, or damage roll. The ally can also use his reaction to add the result
to his AC against an attack. A creature can only have one inspiration at a time.
Spellcasting. The templar is a 7th level spellcaster. Its spellcasting ability is Charisma (spell DC 12, +4 to
hit with spell attacks). The templar has the following bard spells prepared:
Cantrip: Blade Ward, Dancing Lights, True Strike
1st level (4 slots): Animal Friendship, Healing Word, Heroism, Longstrider
2nd level (3 slots): Animal Messenger, Invisibility
3rd level (3 slots): Dispel Magic, Fear
4th level (1 slot): Compulsion, Hallucinatory Terrain

Actions
Multiattack. The templar makes two attacks with its spear or two attacks with its bow.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft or range 20/60ft., one target, Hit: 5 (1d6 +2)
piercing damage, or 7 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Longbow. Ranger Weapon Attack: +5 to hit, range 150/600ft., one target, Hit: 8 (1d8 +3) piercing
damage.
NGANGA
Gulgs templars the dreaded ngangaremain apart from the citizenry, vigilantly guarding Gulg from
threats both internal and external. Gulgs templars are unlike those of the other city-states. They do not
serve as judges, priests, or members of the city watch. Instead, they are secretive witch doctors known
as nganga, mystics who lurk at the edges of society and protect Gulg from magical, spiritual, and moral
threats. Lalali-Puys grim templars are seldom seen walking the streets. Rather, they leave indications of
their presence only in the aftermath: A dissenters family might vanish in the night, the only evidence

being odd footprints and a trail of blood leading into the forest. Upon becoming a nganga, a Gulgan is no
longer a member of his or her People or dagadain fact, a dagada holds a funeral for a newly chosen
nganga, acting as though the recruit has died. Thereafter, the nganga never ventures into public without
covering his or her face, either with a fearsome wooden mask or with paint suggestive of a skull, a
cilops, or some other terrifying monster.

Nganga
Medium humanoid, loyal neutral
Armor Class: 16 (mage armor)
Hit Points: 105 (14d8 + 42)
Speed: 30ft.
STR
10 (+0)

DEX
16 (+3)

CON
17 (+3)

INT
14 (+2)

WIS
13 (+1)

CHA
18 (+4)

Saving Throws: Wis + 5, Cha +8


Skills: Arcana +5, Nature +5, Religion +5
Damage Resistances: damage from spells
Senses: passive Perception 11
Languages: Common
Challenge: 12 (8,400xp)
Devil Mask. Each creature of the nganga's choice that is within 60 feet of the templar and aware of it
must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it, the creature is immune to the nganga's
Devil Mask for the next 24 hours.
Magic Resistance. The nganga has advantage on saving throws agaist spells and other magic effects.
Spellcasting. The templar is a 14th level spellcaster. Its spellcasting ability is Charisma (spell DC 16, +8 to
hit with spell attacks). The templar has the following spells prepared:
Cantrip: Chill Touch, Druidcraft, Poison Spray
1st level (4 slots): Mage Armor, Witch Bolt, Wrathful Smite
2nd level (3 slots): Animal Messenger, Blur, Pass without Trace
3rd level (3 slots): Blink, Fear, Spirit Guardians
4th level (3 slots): Guardian of Faith, Phantasmal Killer, Wall of Fire
5th level (2 slots): Conjure Elemental, Cloudkill, Reincarnate
6th level (1 slot): Conjure Fey, Disintegrate
7th level (1 slot): Etherealness

Actions
Multiattack. The templar makes two attacks with its staff.
Cursed Skull Staff. Melee Weapon Attack: +7 to hit, range 5ft, one target. Hit: 6 (1d6 + 3) bludgeoning
damage and 10 (3d6) necrotic damage. If the target is a creature it must succeed on a DC 16 Wisdom
saving throw or become cursed, similarly to the bestow curse spell. The target is cursed for 24 hours or
until dispelled.

JUDAGA
The elite warriors of Gulg are known as judaga. They are half-hunter and half-fighter, depending upon
stealth to ambush their enemies and bows and arrows or poisoned darts to slay them. Gulg does not
have a landed nobility in the same manner as other city-states; agriculture is not prevalent, so owning
property is not a sign of wealth. Instead, the noble class of Gulg is a meritocracy of hunters. The judagas
warriors also serve as the heart of the army, although Gulg rarely goes to war openly. The term judaga
means headhunter and refers to the hunters practice of taking the heads of their enemies as trophies.
They know a ritual that can trap the soul of a deceased warrior in its own skull, and the dagadas of the
greatest hunters are adorned with such undead guardians. Judagas have no land or titles to pass on to
their descendants, but they compete fiercely for trophies and rich spoils to buy wives, slaves, livestock,
and houses full of luxuries that their families can enjoy for generations. A prominent judagas family
remains wealthy and influential long after the individuals death, and young hunters descended from
renowned judagas are likely to become judagas themselves.

Judaga
Medium humanoid, loyal neutral
Armor Class: 16 (leopard hide)
Hit Points: 135 (18d8 + 54)
Speed: 40ft.
STR
20 (+5)

DEX
19 (+4)

CON
17 (+3)

INT
11 (+0)

WIS
15 (+2)

CHA
10 (+0)

Saving Throws: Str +10, Dex +9


Skills: Athletics + 10, Perception +7, Stealth +9, Survival +7
Senses: passive Perception 17
Languages: Common
Challenge: 12 (8,400xp)
Change Shape. With a bonus action the judaga magically polymorphs into a saber-toothed tiger,
remaining in that form for up to 18 hours. It can revert to its true form as a bonus action. Its statistics,
other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed.
It reverts to its true form if it dies.
Feral Senses. The senses of the Judaga are extremely sharp, he does not suffer any penalty when
attacking an invisible creature, and he can also pinpoint his location if he is within 30ft of it, provided he
isnt blinded or deafened. Additionnaly the Judaga has avantage on Wisdom (Perception) and Wisdom
(Survival) check.
Pounce (Tiger Shape). If the tiger moves at least 20 feet straight toward a creature and then hits it with
a claw attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be
knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.
Savage Attacks. The Templar can decide to take a -5 penalty on an attack roll, if the attack hits he adds
+10 to the attacks damage.

Actions
Multiattack. The templar makes two claws attack and one bite attack (tiger shape only) or two scimitar
attacks (human shape only) or two longbow attack (human shape only)

Bite (Tiger Shape). Melee Weapon Attack: +10 to hit, range 5ft, one target. Hit: 10 (1d10 + 5) piercing
damage.
Claw (Tiger Shape). Melee Weapon Attack: +10 to hit, range 5ft, one target. Hit: 12 (2d6 + 5) slashing
damage.
Scimitar. Melee Weapon Attack: +10 to hit, range 5ft, one target. Hit: 8 (1d6 + 5) slashing damage.
Longbow. Range Weapon Attack: +9 to hit, range 150/600ft., one target, Hit: 9 (1d8 +4) piercing damage
and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed
save, or half as much damage on a successful one.

Reactions
Uncanny Dodge. When an attacker hits the Templar with an attack he can use his reaction to half the
damage, provided he isnt blinded and deafened.

NIBENAY

All of Nibenays templars are female. Nibenese tradition dictates that every templar is a wife of the
Shadow King, although the marriage is purely ceremonial for all but a handful of favored or highranking
templars. At any given time, Nibenays wives number several hundred; almost all are humans or halfelves. They form the middle and upper layers of an immense bureaucracy that runs the citys affairs.
This bureaucracy is divided into five temples, each overseeing one aspect of governance. A high consort
who reports directly to the Shadow King oversees each temple. Only the templars are permitted to
enter and leave the sub-city in which his palace is located. Otherwise, the rest of the city is composed
entirely of slaves dedicated to making the lives of Nibenay and his templars comfortable and secure.
SHADOW BRIDE

Nobles and powerful templars snub Nibenay's lowestranking templar-wives, calling them "shadow
brides" and mocking their barren beds and trivial stations in the kingdom's governance. Shadow brides
frequently become pawns in the city-state's vast and intricate political dance. Newly initiated brides can
be susceptible to bribery, and the craftier templar-wives work multiple sides of a connict to scheme
their way into the city-state's higher echelons.

Shadow Bride
Medium humanoid, loyal neutral
Armor Class: 17
Hit Points: 83 (11d8 + 33)
Speed: 50ft.
STR
10 (+0)

DEX
18 (+4)

CON
17 (+3)

INT
11 (+0)

WIS
16 (+3)

CHA
12 (+1)

Saving Throws: Str +3, Dex +7


Condition Immunities: disease, poisoned
Damage Resistances: disease, poison
Skills: Acrobatics +7, Deception +4, Stealth +7
Senses: passive Perception 13
Languages: Common
Challenge: 7 (2,900xp)
Evasion. If a shadow bride makes a successful Dexterity saving throw against an attack that normally
deals half damage on a successful save, she instead takes no damage, and only half damage if she fails.
Shadow Step. When in an area of dim light or darkness, the shadow bride can use a bonus action to
teleport up to 60ft on an unoccupied space that is also in dim light or darkness. She has advantage on
the first melee attack it makes before the end of the turn.
Unarmed Defense. The shadow bride adds her Wisdom modifier to her AC.
Stunning Strike. Once per turn, the bride can make a stunning strike. A creature hit by a melee weapon
attack of the bride must succeed on a DC 14 Constitution saving throw or be stunned until the end of
the brides next turn.
Shadow Art. The shadow bride can cast the following spells, without providing the material
components:
Cantrip: Minor Illusion
1/Day each: Darkness, Darkvision, Pass Without Trace, Silence.

Actions
Multiattack. The templar makes three unarmed attacks or two dart attacks.
Unarmed Strike. Melee Weapon Attack: +7 to hit, range 5ft, one target. Hit: 9 (1d8 + 4) bludgeoning
damage. The attack counts as magical.
Dart. Range Weapon Attack: +7 to hit, range 20/60ft, one target. Hit: 6 (1d4 +4) piercing damage and
the target must succeed on a DC 15 Constitution saving throw or become poisoned for one hour. The
poisoned creature is blinded.
Cloak of Shadows. When the shadow bride is in an area of dim light or darkness she can become
invisible. She remains invisible until she makes an attack, cast a spell or is in an area of bright light.

Reactions
Deflect Missiles. When the templar is hit by a ranged weapon attack it can use its reaction to reduce the
damage by 1d10 + 15.
KENSAI
Commanding Nibenays half-giant forces, the kensai are the deadliest warriors of Nibenay. These
women train constantly to perfect their swordplay and martial skills. In Nibenays society they are
viewed as the equivalent of a knight and always come from nobility. When a Templar is chosen to
become a kensai warrior her face is carved into a dedicated wall inside the naggaramakam, an honor
that many would kill for. The kensai swords, called katana, is a unique weapon crafted specifically for
her.

Kensai
Medium humanoid, loyal neutral
Armor Class: 16 (scale mail)
Hit Points: 128 (15d8 + 60)
Speed: 30ft.
STR
18 (+4)

DEX
15 (+2)

CON
18 (+4)

INT
13 (+1)

WIS
14 (+2)

CHA
10 (+0)

Saving Throws: Str +8, Con +8


Skills: Acrobatics +7, Deception +4, Stealth +7
Senses: passive Perception 13
Languages: Common
Challenge: 10 (7,200xp)
Action Surge (1/Rest). On her turn the kensai can take one additional action on top of her regular action
and a possible bonus action.
Martial Advantage. Once per turn, the kensai can deal an extra 14 (4d6) damage to a creature she hits
with a melee weapon attack.
Superior Critical. The kensai weapon attacks score a critical hit on a roll of 18-20.

Actions
Multiattack. The templar makes three katana attacks or three short bow attacks.
Katana. Melee Weapon Attack: +8 to hit, range 5ft, one target. Hit: 11 (1d10 + 6) slashing damage. The
attack counts as magical.
Short Bow. Range Weapon Attack: +6 to hit, range 80/320ft, one target. Hit: 7 (1d6 + 4) piercing
damage.

Reactions
Parry. The kensai adds 5 to its AC against one melee attack that would hit her. To do so, she must see
the attacker and be wielding a melee weapon. If the attack hits regardless the damage are reduced by
1d10 + 17.
HIGH CONSORT

High consorts are the highest-ranking members of Nibenay's templars. Each rules one of the five
temples. Together, the temples control every aspect of the city-state's management. Like Nibenay's
noble houses, the consorts jockey for position. Nibenay doesn't interfere in their feuds, which frequently
lead to backstabbing, temporary alliances, assassinations, and small wars of intrigue.

High Consort
Medium humanoid, loyal neutral
Armor Class: 15 (mage armor)
Hit Points: 100 (18d8 + 18)
Speed: 30ft.
STR
10 (+0)

DEX
14 (+2)

CON
12 (+1)

INT
20 (+5)

WIS
15 (+2)

CHA
16 (+3)

Saving Throws: Int +8, Wis +8


Skills: Acrobatics +7, Deception +4, Stealth +7
Senses: passive Perception 13
Languages: Common
Challenge: 14 (11,500xp)
Defiling. When the high consort stands in an area with living plants, she can drain their energy to power
his spells, treating them as if cast with a spell slot one level higher than he actually spends. The consort
can also cause each creature within 5ft of to make a Constitution saving throw DC 17 or take 1d6
necrotic damage. If she does do, and at least one creature is damaged by this feature, she has advantage
on the attack roll of the spell, if it requires one, or else targets of the spell she is casting have
disadvantage on their saving throw. When she uses this feature, all plant life within 5ft of him turns
black and withers, she cannot use this feature in an area that has been defiled already.
Spellcasting. The high consort is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC
17, +9 to hit with spell attacks). The high consort has the following wizard spells prepared:
Cantrip (at will): Chill Touch, Fire Bolt, Mage Hand, Minor Illusion
1st level (4 slots): Mage Armor, Magic Missile, Thunderwave
2nd level (3 slots): Phantasmal Force, See Invisibility
3rd level (3 slots): Counterspell, Slow
4th level (3 slots): Evards Black Tentacles, Stoneskin
5th level (3 slots): Bigbys Hand, Wall of Force
6th level (1 slot): Flesh to Stone, Globe of Invulnerability
7th level (1 slot): Mordenkainens Sword, Symbol
8th level (1 slot): Abi-Dalzims Horrid Wilting*, Mind Blank
9th level (1 slot): Power Word Kill, Weird

Actions
Obsidian Dagger. Melee Weapon Attack: +7 to hit, range 5ft, one target. Hit: 4 (1d4 + 2) piercing
damage.
Nibenays Gift (Recharge 5-6). The high consort is protected by a magic ward that drains the life of
those arming her for an hour. The ward has 45 hit points, whenever the consort takes damage, the ward
takes the damage instead. If the ward is reduced to 0 hit points the consort takes any remaining

damage. If a creature hits the high consort with a melee attack while the ward is active it takes 15 cold
damage.
Teleport. The high consort magically teleports, along with any equipment she is wearing or carrying, up
to 120 feet to an unoccupied space she can see.

RAAM

Abalach-Re, the Sorceress-Queen of Raam, has comparatively few templars. When she has need of new
ones, she performs divinations to discover young citizens who might be suited for wielding magic. Then
she removes the candidates from their families, regardless of caste, and trains them to serve her. The
templars take new names and exist outside the caste system, like their mistress. Raams templars are
not bureaucrats; the city-state has many ranks of officials that oversee civil administration. Instead, the
templars serve as the eyes and ears of Abalach-Re, representing the Grand Viziers interests and

instructing officials and functionaries in her will. The current disorder and strife in Raam has made it
dangerous for templars to walk the streets without armed escorts. Many barricade themselves in their
estates, ignoring their duties to their queen.
MANSABDAR
Street mansabdars police the city-state to enforce the Grand Vizier's laws; at least, that's what they're
supposed to do. Most mansabdars, however, are in the pocket of a nawab or a warlord. The great
houses control sections of Raam through propaganda, assassination, and thuggery. A mansabdar is a
well-muscled thug that prefers face to face combat. This enforcer calls out an opponent and focuses on
beating the tar out of it. Once an enemy falls prone, a mansabdar clubs it with a mace, delighting in the
blood coloring the street.

Mansabdar
Medium humanoid, neutral evil
Armor Class: 12 (leather armor)
Hit Points: 39 (6d8 + 12)
Speed: 30ft.
STR
17 (+3)

DEX
13 (+1)

CON
15 (+2)

INT
10 (+0)

WIS
9 (-1)

CHA
12 (+1)

Skills: Athletics +5, Intimidation +2


Senses: passive Perception 9
Languages: Common
Challenge: 1 (200axp)

Actions
Multiattack. The mansabdar makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +5 to hit, range 5ft, one target. Hit: 8 (1d8 + 3) bludgeoning damage.
Crushing Blow (Recharge 5-6). The mansabdar makes a melee attack, if the attack hits it inflicts an extra
1d8 damage and the target must succeed on a DC 13 Strength saving throw or be knocked prone.
AMENAKST
Amenakst are Raams Templars, the voice of Abalach-Re and the instrument of her will. The amenakst
are warriors, priest and generals of the queens forces. In theory they command to the mansabdar, but
the civil unrest in Raam makes it clear that power escaped them. Amenakst are proficient in the art of
war and magic, wielding spells and bronze weapons against the enemies of Raam and waging war
against the looting parties of Draj and war-band of Urich. They are renowned for the deadly arcane
bows they fire while mounted on crodlus back and their terrifying helmet mimicking the head of a
cobra, hyena, vulture, or other dangerous desert creatures.

Amenakst
Medium humanoid, loyal neutral

Armor Class: 15 (bronze chain shirt)


Hit Points: 98 (13d8 + 39)
Speed: 30ft.
STR
14 (+2)

DEX
18 (+4)

CON
16 (+3)

INT
15 (+2)

WIS
12 (+1)

CHA
10 (+0)

Skills: Athletics +5, Intimidation +3, Perception +4


Senses: passive Perception 14
Languages: Common
Challenge: 7 (2,900xp)
Spellcasting. The templar is a 13th level spellcaster. Its spellcasting ability is Intelligence (spell DC 13, +5
to hit with spell attacks). The templar has the following wizard spells prepared:
Cantrips: Blade Ward, Fire Bolt, True Strike
1st level (4 slots): Burning Hands, Earth Tremor*, Shield, Thunderwave
2nd level (3 slots): Blur, Darkness, Gust of Wind
3rd level (2 slots): Fireball, Protection from Energy

Actions
Multiattack. The mansabdar makes three longbow attacks or three scimitar attack, one of the bow
attacks can be replaced by an arcane shot.
Bronze Scimitar. Melee Weapon Attack: +7 to hit, range 5ft, one target. Hit: 7 (1d6 + 4) slashing damage.
Arcane Longbow. Range Weapon Attack: +9 to hit, range 150/600ft., one target, Hit: 9 (1d8 +4) piercing
damage and 7 (2d6) force damage. The attack counts as magical.
Arcane Shot. The amenakst makes a bow attack, if it hits he can take a bonus action to cast an area
spells upon the arrow. When the arrow is fired, the spells area is centered on where the arrow lands,
even if the spell could normally be centered only on the caster. This ability allows the Templar to use the
bows range rather than the spells range. Following prepared spells can apply: burning hands, darkness,
earth tremor, fireball, thunderwave.
HIGH KUOTAGHA
Rather than quelling the mansabdars' duplicity, AbalachRe formed the force of high kuotaghas, her
secret police. Like the mansabdars, they are an arm of the civic government, loosely overseen by the
templars. Little better than assassins, the kuotagha hide among the populace, striking without warning
to eliminate undesirables. The high kuotaghas are the sorcerer-queen's most trusted and deadly
servants. Like AbalachRe, a high kuotagha looks weak, decadent, and unarmed. Once an enemy draws
near, the assassin's body hardens, its claws extend, and its arm tendons detach from its biceps to form
flexible bands. Given the malfeasance of the mansabdars and the breakdown of templar authority,
Abalach-Re relies more and more on the kuotagh to enforce her will.

High Kuotagha
Medium humanoid, loyal evil

Armor Class: 19 (natural armor)


Hit Points: 153 (18d8 + 72)
Speed: 40ft., climb 30ft.
STR
14 (+2)

DEX
20 (+5)

CON
18 (+4)

INT
13 (+1)

WIS
10 (+0)

CHA
16 (+3)

Saving Throws: Dex +9, Int +5


Skills: Acrobatics + 9, Deception +7, Intimidation +7, Stealth
+9
Condition Immunities. grappled, prone, restrained
Senses: passive Perception 10
Languages: Common
Challenge: 12 (2,900xp)
A Thousand Faces. With a bonus action the kuotagha is able to shape his body at will. This effect
function exactly as the Alter Self spell, but each changement is permanent, requires no concentration
and cannot be dispelled.
Deadly Grip. When a creature starts its turn restrained by the Kuotagha it automatically take the sneak
attack damage (9d6) from the templar.
Elusive. The Kuotaghas are so evasive that no attack roll has advantage against them while they arent
incapacitated.
Sneak Attack (1/Turn). The templar deals an extra 32 (9d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the templar
that isn't incapacitated and the templar doesn't have disadvantage on the attack roll.

Actions
Multiattack. The templar makes two claw attacks.
Extensive Claw. Melee Weapon Attack: +10 to hit, range 10ft, one target. Hit: 13 (2d6 + 6) slashing
damage. If the target is Medium or smaller, it is grappled (escape DC 17). Until this grapple ends, the
target is restrained. The Templar can only grappled one creature at a time.

Reactions
Uncanny Dodge. When an attacker hits the Templar with an attack he can use his reaction to half the
damage, provided he isnt blinded and deafened.

TYR

The Royal Guard consists of two thousand mercenaries led by five hundred half-giants and Kalak's loyal
templars. In fact, the latter are all armed with steel swords. Tyr military strength is renowned, if not as
impressive as her rival of Urik, for the city can muster impressive armies in case of open conflict. The city
walls are defended by the JyAhlkar, lightly armored mercenaries using fast shooting crossbows and
wood tower shield to fight in packed units. The finest of Tyr are the Iron Guard, an elite corp claded in
iron armors, commanded by the most trusted advisors of King Kalaks himself. Tyrs Templars rule the
city with an iron fist, crushing any sign of rebellion in blood and sending the survivors to the slave pits
where they are worked to death in quarries, completing the last pieces of the stone work for Kalaks

ziggourat. Kalak also rely on a network of spies and assassasins known to use alchemical bombs and
poisons to eliminate the enemies of the state, this feared killers are known as the Alkatesh.
JYAHLKAR
The JyAhlkar is a large company of mercenaries at the service of Tyrs Templars and nobles. They are
famous for wielding a large tower shield and a fast-shooting crossbow, allowing them to fire several
shots before reloading. The tower shield include an arrow slit and a firing support for the crossbow,
making it possible to wield the shield and fire simultaneously. JyAhlkar can be encountered in any part
of the city-state but are not fully trusted with sensitive duties, none is admitted in the Royal Guard. The
control of the mercenaries is a sensitive matter in Tyrs politic, for their allegiance is crucial to whom
wants to control the city-state. Templars keep a keen eye on their leaders and punish severely any sign
of disloyalty to the king. The current commander of the Jy'Ahlkar is Naha-al-Mee, a woman born in Tyr
lower class that rose to power thanks to her quick thinking and even quicker drawing skills.

JyAhlkar
Medium humanoid, loyal neutral
Armor Class: 17 (hide armor, tower shield)
Hit Points: 33 (5d8 + 10)
Speed: 20ft.
STR
14 (+2)

DEX
15 (+2)

CON
15 (+2)

INT
10 (+0)

WIS
10 (+0)

CHA
10 (+0)

Skills: Athletics +3, Intimidation +2


Senses: passive Perception 10
Languages: Common
Challenge: 2 (450xp)

Actions
Multiattack. The JyAhlkar makes two crossbow attacks or two club attacks.
Club. Melee Weapon Attack: +4 to hit, range 5ft, one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Rapid Crossbow. Range Weapon Attack: +4 to hit, range 80/320ft., one target, Hit: 7 (1d8 +2) piercing
damage. A rapid crossbow can fire 5 shots before needing to be reloaded.
Volley. The JyAhlkar can make a ranged attack against any number of creatures within 10 feet of a point
he can see within his crossbows range. He must have ammunition for each target, as normal, and must
make a separate attack roll for each target.

Reactions
Wall of Shields. When a JyAhlkar is within 5ft of another JyAhlkar, they can use their reaction to make
a wall of shields. The involved JyAhlkars gain a half cover (p.196 of Players Handbook). A JyAhlkar must
be wearing a tower shield to use this maneuvers.
TYRIAN IRON GUARD
The iron guards are the chosen templars of Kalak, the symbol of Tyr military might. They are equipped
with the best iron weapons and armors that the city can provide, and officers often wield rare magic

weapons coming from Kalaks vault. In Tyr, they represent the highest form of authority and are the
trusted servants of the sorcerer-king. Due to the impracticality of metal armors under the searing sun of
Athas, members of the iron guard seldom wear their iron armors during peaceful time, usually switching
it for studded leather. Kalak gifted his Templars with powerful magic to complete their martial skills, few
can stand their ground against a single iron guard but only an army can expect to overcome a unit of this
fighters, boosting each other with their magic and empowering their strikes with deadly effects.

Tyrian Iron Guard


Medium humanoid, loyal evil
Armor Class: 19 (iron half-plate armor, shield); or 16 (studded
armor, shield)
Hit Points: 113 (15d8 + 45)
Speed: 30ft.
STR
18 (+4)

DEX
14 (+2)

CON
16 (+3)

INT
10 (+0)

WIS
12 (+1)

CHA
16 (+3)

Saving Throws: Con +7, Cha +7


Damage Resistances: bludgeoning, piercing and slashing
damage from nonmagical weapons
Damage Immunities: disease
Condition Immunities: frightened
Skills: Athletics +8, Intimidation +7
Senses: passive Perception 11
Languages: Common
Challenge: 10 (7,200xp)
Aura of Hate. The templar, as well any fiends and undead within 30 feet of the templar, gains a +3
bonus to melee weapon damage rolls. A creature can benefit from this feature from only one templar at
a time.
Improved Critical. The Templar weapon attacks score a critical hit on a roll of 19 or 20.
Spellcasting. The templar is a 15th level spellcaster. Its spellcasting ability is Intelligence (spell DC 15, +7
to hit with spell attacks). The templar has the following paladin spells prepared:
1st level (4 slots): Command, Compelled Duel, Thunderous Smite
2nd level (3 slots): Aid, Branding Smite, Crown of Madness
3rd level (3 slots): Aura of Vitality, Elemental Weapon
4th level (2 slots): Aura of Purity, Staggering Smite

Actions
Multiattack. The templar makes two attacks with its battleaxe; or two attacks with his berdiche; or two
handaxe throw.
Steel Berdiche. Melee Weapon Attack: +8 to hit, range 5ft, one target. Hit: 15 (2d6 + 7) slashing damage.
Steel Battleaxe. Melee Weapon Attack: +8 to hit, range 5ft, one target. Hit: 12 (1d8 + 7) slashing
damage.
Steel Handaxe. Melee Weapon Attack: +8 to hit, range 20/60ft, one target. Hit: 10 (1d6 + 7) slashing
damage.
Shield Bash. Melee Weapon Attack: +8 to hit, range 5ft, one target. Hit: 13 (2d4 + 7) bludgeoning

damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Strength saving throw
or be knocked prone.

Reactions
Parry. The Templar adds 3 to its AC against one melee attack that would hit it. To do so the iron guard
must see the attacker and be wielding a melee weapon.
AKATESH
Assassins, alchemist, spies, there are many labels that can be put on the feared akatesh but only one
thing that really matters to Tyrs denizen : once you see once, death follow soon after. When an
influencial noble displeases King Kalak, when a powerful Templar fall out of the kings grace, the
sorcerer-king send one or several alkatesh to take care of the problem. The rumor is that the alkatesh
pale complexion come from the fact that they spend most of their time in the Under-Tyr or even lower
in the belly of the earth. They are able to see without light and their eyes are colorless and veiled. They
live their lives in toxic caves, forgotten temples or endless underground maze, walking them silently
until they hear the summoning of the king. Few know how Kalaks gained the loyalty of this corrupted
beings, but many connect their first appearance with the beginning of the construction of Kalaks
Ziggurat. Alkatesh live out of the templars structure, they do not hold real political power in Tyr and are
unfit to take any official position.

Alkatesh
Medium aberration (human), neutral evil
Armor Class: 17 (studded leather)
Hit Points: 90 (12d8 + 36)
Speed: 50ft.
STR
14 (+2)

DEX
20 (+5)

CON
16 (+3)

INT
16 (+3)

WIS
12 (+1)

CHA
8 (-1)

Saving Throws: Dex +7, Int +7


Damage Immunities: poison
Condition Immunities: blinded, poisoned
Skills: Acrobatics +11, Athletics +5, Stealth +11, Perception +4
Senses: blindsense 30ft, passive Perception 14
Languages: Common, Deep Speech
Challenge: 8 (3,900xp)
Cunning Action. On each of its turns, the alkatesh can use a bonus action to take the Dash, Disengage,
or Hide action.
Evasion. If an alkatesh makes a successful Dexterity saving throw against an attack that normally deals
half damage on a successful save, he instead takes no damage, and only half damage if he fails.
Sneak Attack (1/Turn). The alkatesh deals an extra 20 (6d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the alkatesh
that isn't incapacitated and the alkatesh doesn't have disadvantage on the attack roll.

Actions
Multiattack. The alkatesh makes two attacks with its claw; or two attacks with its darts.
Claw. Melee Weapon Attack: +8 to hit, range 5ft, one target. Hit: 12 (2d6 + 5) slashing damage.

Dart. Range Weapon Attack: +8 to hit, range 20/60ft, one target. Hit: 7 (1d4 +5) piercing damage and
the target must succeed on a DC 15 Constitution saving throw or become poisoned for one minute. The
poisoned creature takes 7 (2d6) poison damage at the beginning of its turn. A creature can repeat the
saving throw at the end of each of its turns, ending the effect on itself on a success.
Alchemical Bomb (Recharge 5-6). The alkatesh can throw a bomb within 20ft, making a ranged attack
(+8 to hit) weapon against a creature or an area. On a hit the effect is centered on the landing creature
or area, the alkatesh can choose one of the following effect:
Incendiary Bomb. The fiery explosing inflict 20 (6d6) fire damage in a 15ft radius, a succeeded DC 15
Dexterity check reduces damage by half. Creatures starting their turn in the area or entering the area
suffer 2d6 fire damage. The area burn for one minute and will set on fire flammable materials nearby.
Poison Bomb. A 20 foot radius area fills with poisonous gas for one minute. Each creature starting its
turn in the area or entering it must make a DC 15 Constitution saving throw, taking 17 (5d6) poison
damage on a failed one, or half as much damage on a successful one. A moderate wind (at least 10 miles
per hour) disperses the poison gas in 4 rounds; a strong wind (20 or more miles per hour) disperse it in 1
round.
Smoke Bomb. The bomb emits a cloud of smoke that creates a heavily obscured area in a 20ft radius. A
moderate wind (at least 10 miles per hour) disperses the poison gas in 4 rounds; a strong wind (20 or
more miles per hour) disperse it in 1 round.

Reactions
Uncanny Dodge. When an attacker hits the alkatesh with an attack he can use his reaction to half the
damage, provided he isnt blinded and deafened.

URICH

The sorcerer-king Hamanu boasts about the power of his armies with good reason. Urik is a powerful
city-state with teeming armies, enormous walls, bustling commerce, and wise sages, governed in an
orderly framework established by the self-styled King of the World. Uriks legions have never met
defeat, and Hamanu has never run from battle. Uriks armies are without peer. Not counting the
Imperial Guard, which consists of a thousand half-giants, Hamanu can field an army of ten thousand
slave warriors and professional soldiers. He is also served by a company of two hundred halfling scouts
and slavecatchers sent as a gift from Urga-Zoltapl, chieftain of the Forest Ridge town of Ogo.

Any decision of importance made in the Tyr Region must consider the wishes of Uriks sorcerer-king. The
templars insist that Hamanus Code is a divine gift, a blessing that the sorcerer-king bestowed upon his
people so they could prosper and grow. In truth, the laws are oppressive and jealously guard the
prerogatives of the king, his templars, and the noble classes. Common Urikite citizens understand that
the Code exists to protect the powerful, but they dare not grumble. The only good thing that can be said
of the draconian laws is that they discourage street crime.
Hamanu sees the templars as extensions of his will and presence. It is nothing to him to sacrifice a
templar, and he discards them as he would slaves. Templars fulfill many functions in the city-state:
enforcing laws, collecting taxes, overseeing slaves, leading warriors in battle, and ferreting out enemies
of the state. They wear yellow cloaks or capes as their badge of office; no one else is permitted to wear
similar garments. Although low-ranking templars live under military discipline, high-ranking templars are
awarded noble titles and rich estates as signs of Hamanus favor.
URATUAN KNIGHTS
The uratuan knights are the legacy of a conquered warrior tribe that recognized the allegiance to
Hamanu centuries ago, as a sign of appreciation for their loyalty, the sorcerer-king allowed them to
preserve a part of their customs and intergrated them in his legions. Several century later the Uratan
Knights are Templars trained almost daily by Hamanu himself. Only outmatched by the Lions of Urich,
who often come from their ranks, the uratuan knights are the elite units that always occupied the center
of the battlefield. Wielding obsidian weapons and brass armors the uratuan knights are often called the
brass guard by the Urikites, but they still wear the yellow cloaks of the Templars.

Uratuan Knights
Medium humanoid, loyal neutral
Armor Class: 15 (bras breastplate)
Hit Points: 45 (6d8 + 18)
Speed: 30ft.
STR
16 (+3)

DEX
12 (+1)

CON
16 (+3)

INT
12(+1)

WIS
14 (+2)

CHA
10 (+0)

Saving Throws: Str +5, Con +5


Skills: Athletics +5, Intimidation +2
Senses: passive Perception 12
Languages: Common
Challenge: 3 (700xp)
Devotion. The Templar has advantage on saving throws against being charmed or frightened.
Unit Tactics. The Templar has advantage on an attack roll against a creature if at least one of the
warriors allies is within 5 feet of the creature and the ally isnt incapacitated.
Wall of Spear. When the Templar is wielding his glaive other creatures provoque an opportunity attack
from him when they enter his reach (10ft.).

Actions
Multiattack. The templar makes two attacks with its halberd or its longsword.
Obsidan Glaive. Melee Weapon Attack: +5 to hit, range 10ft, one target. Hit: 8 (1d10 + 3) slashing

damage.
Obsidian Longsword. Melee Weapon Attack: +5 to hit, range 5ft, one target. Hit: 8 (1d8 + 3) slashing
damage.

Reactions
Riposte. When a creature misses the templar with a melee attack, he can use his reaction to make a
melee weapon attack against the creature. If he hits, he adds 1d6 to the attack's damage roll.
LIONS OF URICH
The Lions of Urich are the most trusted Templars and warrriors of king-sorcerer Hamanu. They oversee
the drills of the uratuan knights and all receive their training personally from Hamanu. The Lions are
handpicked by the king among the ranks of his finest warriors and tought the art of defiler and preserver
hunting. They watch carefuly for any sign of illegal use of magic and make sure the mages are punished
for their transgression, usually put to death on the spot. Hamanu tought his warriors how to use the
magical powers he grants them to protect themselves from magical attack and how to disturb
spellcasters on the battlefield. To win their title the Lions must kill in single combat one of the great lions
of the arena, they usually keep on their person a token of this victory, integrating it on their armor. The
Lions of high ranks often possess one or several actual tamed Lions in their estate.

Lions of Urich
Medium humanoid, loyal neutral
Armor Class: 18 (bras breastplate, shield)
Hit Points: 136 (16d8 + 64)
Speed: 30ft.
STR
18 (+4)

DEX
14 (+2)

CON
18 (+4)

INT
12(+1)

WIS
14 (+2)

CHA
13 (+1)

Saving Throws: Str +8, Con +8, Wis +6


Skills: Arcana +5, Athletics +8, Insight +6, Investigation +5
Senses: passive Perception 12
Languages: Common
Challenge: 11 (7,200xp)
Mane of Power. An aura of authority and majesty radiate from the Templar, appearing as a white flamy
mane. Each creature within 30ft of the Templar that tries to attack it must first succeed on a DC 16
Wisdom saving throw, if the save a failure they cannot attack the Templar or engage in hostile actions
toward him until the end of the Templars next turn and her action is wasted for this turn. Additionnaly a
creature that fails its saving throw suffers 13 (3d8) psychic damage. If a creature succeed on the saving
throw she can act as she wishes and is immune to this lion of urich Mane of Power for the next 24 hours.
A creature that cannot be charmed is immune to this power. The Templar can activate or deactivate this
power at will with a bonus action.
Magic Resistance. The Templar has advantage on saving throws against spells and other magical effects.
Divine Strike. Once per turn, the Templar can cause one of its attacks to inflict 2d8 extra damage. The
damage is of the same type dealt by the attack.
Mage Slayer. When the Templar damages a creature that is concentrating on a spell, that creature has
disadvantage on the saving throw it makes to maintain its concentration. If the creature loses her

concentration on her spell due to the templars attack it backfires and the creature suffers 1d8 force
damage per level of the spell it was concentrating on.

Actions
Multiattack. The templar makes three attacks with it obsidian flail or three javelin attack.
Obsidian Flail. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 9 (1d8 + 4) bludgeoning
damage and 13 (3d8) psychic damage.
Obsidian Javelin. Melee or Ranger Weapon Attack: +6 to hit, reach 5ft or range 30/120ft., one target,
Hit: 5 (1d6 +2) piercing damage.

Reactions
Punitive Strike. When a creature within 5 feet of the templar casts a spell, it use its reaction to make a
melee weapon attack against that creature.
CENOBITE OF THE LION GOD
Few know that at the heart of Destinys Kingdom, the fortress of king Hamanu, is located the Kings
Academy, one of the most prestigious monastic school of the Way. Those entering the school are taken
as children, stolen from their family and indoctrinated by the priest of the Lion God to the worship of
the sorcerer-king Hamanu. Masters of the Way teach this children how to harnest their psionic powers
and use them as a weapon for the glory of their king. Most of this children become fanaticaly devoted
Templars when they reach adulthood. The monks of Urich follow a harsh martial training and live in
stern conditions, they preach above all the worship of the Lion God and serve at his temple. In combat,
the cenobites put their training to good use, stricking with a flurry of blows empowered by the psychic
powers. If needed they can fight from a distance with psionic assaults but prefer to close in with their
blurring speed if they can.
Cenobite do not require food or water and cant be aged magically.

Cenobite of the Lion God


Medium humanoid, loyal neutral
Armor Class: 18 (Unarmed Defense)
Hit Points: 111 (17d8 + 34)
Speed: 60ft.
STR
14 (+2)

DEX
20(+5)

CON
15 (+2)

INT
12(+1)

WIS
16 (+3)

CHA
10 (+0)

Saving Throws: Str +6, Dex +9, Con +6, Int +5, Wis +7, Cha +4
Damage Immunities: disease, poison
Condition Immunities: charmed, frightened, poisoned
Skills: Acrobatics +9, Athletics +6, Insight +7, Religion +5
Senses: passive Perception 13
Languages: All
Challenge: 11 (7,200xp)
Evasion. If a cenobite makes a successful Dexterity saving throw against an attack that normally deals
half damage on a successful save, it instead takes no damage, and only half damage if it fails.
Unarmed Defense. The cenobite adds its Wisdom modifier to its AC.

Diamond Soul. Once per turn, the cenobite can reroll one of his failed saving throw but must keep the
second result.
Step of the Wind. On each of its turns, the cenobite can use a bonus action to take the Dash, Disengage,
or double his jump distance.
Stunning Strike. Once per turn, the monk can make a stunning strike. A creature hit by a melee weapon
attack of the monk must succeed on a DC 15 Constitution saving throw or be stunned until the end of
the monks next turn.
Power of the Mind. The cenobite can cast the following spells, without providing the material
components (spell DC 15):
At will: Detect Thought
1/Day each: Blur, Clairvoyance, Levitate, Invisibility, Sending

Actions
Multiattack. The templar makes three unarmed attacks.
Unarmed Strike. Melee Weapon Attack: +9 to hit, range 5ft, one target. Hit: 11 (1d10 + 5) bludgeoning
damage and 13 (3d8) psychic damage. The attack counts as magical.
Etherealness. The Templar can psionically enters the Ethereal Plane from the Material Plane, or vice
versa. He cannot take any other creature with it. This effect is similar to the Etherealness spell.
Mind Blast (Recharge 5-6). The cenobite magically emits psychic energy in a 30-foot cone. Each creature
in that area must succeed on a DC 15 Intelligence saving throw or take 21 (4d8 + 3) psychic damage and
be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success.

Reactions
Deflect Missile. When the cenobite is hit by a ranged weapon attack it can use its reaction to reduce the
damage by 1d10 + 22.

Thrax

POTABLE WATER IS A VALUABLE COMMODITY on Athas. Only the sorcerer-kings' favored nobles govern
outlying sources of fresh water, and they employ military forces to keep interlopers at bay. New recruits
in these patrols laugh behind the backs of grizzled veterans who whisper of thraxes-water vampires. The
recruits mock the old soldiers for bringing plump hogs on lead ropes with them as they make their late
night rounds. It is only a matter of time, though, before the young upstarts awaken one dawn to find a
friend's mummified corpse curled up outside.
LORE Ruins litter the Tyr Region, each speaking to a society lost to calamity, war, or plague. The town of
Gerot, nestled beneath a mountain range northeast of Raam, met with a particularly unpalatable end.
According to legend, Gerot's people were great warriors, haughty and proud. They impressed Grand
Vizier Abalach-Re, who offered the mountain community an alliance if its fighters would join Raam's
legions. In their arrogance, the Gerotians declined, and they killed Abalach-Re's envoys. Enraged, the

sorcerer-queen unleashed a vicious curse against Gerot's populace. The townsfolk were struck with an
unquenchable thirst. The twisted brilliance behind her curse was that life-sustaining, pure water would
bring death to any Gerotian. Within days, the entire town had died. What Abalach-Re hadn't expected
was that every cursed Gerotian would rise in undeath, becoming the first thraxes.
ENCOUNTERS Insatiable thirst drives a thrax to hunt the living. The water vampire extracts fluids from
the flesh of its victims. It's said to be an agonizing death. The distinctive cadavers are clearly the work of
a thrax. Fearing retribution, the undead predator flees. A thrax wanders alone in parched misery. It
loathes the monster it has become, but it cannot stop; its thirst is unbearable. Some thraxes seek
revenge on Abalach-Re, and they haunt Raam and drink the sorcerer-queen's supporters dry. Because
the corpse of a thrax victim is so easily recognized, few thrax live in cities or villages. Instead, they haunt
the wastelands, oasis, and trade routes.
THRAX
Victims of an ancient curse, thrax are wretched creatures that can only survive by draining water from
the bodies of others, leaving them desiccated corpses. A thrax's appearance is very different than what
it was before "the change." Its hair darkens and its skin takes on a ruddy tinge. Its facial features develop
a gaunt, angular cast and its eyes become a deep blue. The most striking change is in its hands. Each of
the thrax's fingers grows a circular "sucker" through which it drains water from its victims.

Thrax
Medium undead, neutral evil
Armor Class: 16 (natural armor)
Hit Points: 75 (10d8 + 30)
Speed: 30ft.
STR
20 (+5)

DEX
20 (+5)

CON
16 (+3)

INT
10 (+0)

WIS
10 (+0)

CHA
10 (+0)

Damage Resistance: necrotic, bludgeoning, piercing and


slashing damage from nonmagical weapons
Damage Vulnerabilities: radiant
Skills: Perception +3, Stealth +11
Senses: darkvision 60ft., passive Perception 13
Languages: Common
Challenge: 5 (1,800xp)
Regeneration. The thrax regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't
in sunlight. If the thrax takes radiant damage or damage from holy water, this trait doesn't function at
the start of the thrax's next turn.
Create Thrax. A humanoid that takes damage from a thraxs water drain ability must make a DC 14
Constitution saving throw or slowly become a thrax. The creature suffers intense thirst and requires
double its normal water intake, becoming a thrax after 1d4 weeks. A remove curse spell prevents
transformation if cast before the end of this time.
Innate Spellcasting (Psionics). The trhax's innate spellcasting ability is Constitution (spell save DC 14).
The thrax can innately cast the following spells, requiring no material components:

2/day each: Dissonant Whispers, Pass Without Trace, Protection from Energy

Actions
Water Drain. Melee Weapons Attack: +8 to hit, reach 5ft, one target. Hit: 23 (4d8 + 5) necrotic damage.
The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an
amount equal to the necrotic damage taken. This reduction lasts until the target finishes drinks at least a
full day worth of water and take a long rest. The target dies if this effect reduces its hit point maximum
to 0.

Thri-Kreen

THE ITINERANT THRI-KHEEN ARE FIERCE WARRIORS and pragmatic hunters. They form deep bonds to
their birth clutch and caregivers. Each thri-kreen accepts its place among its clutch mates and the
greater pack. The primal instinct runs deep, linking the race to its ancestral history and the spirit world.
LORE The thri-kreen wander the deserts and savannas of the Athas, avoiding all other races. Thri-kreen
employ a language without words. To show emotion and reaction, a thri-kreen clacks its mandibles and
waves its antennae, giving other thri-kreen a sense of what it is thinking and feeling. Other creatures
find this manner of communication difficult to interpret and impossible to duplicate. When forced to

interact with creatures of other intelligent species, thri-kreen employ alternative methods of
communication, such as drawing pictures in sand or making pictures out of twigs or blades of grass.
Thri-kreen experience the full range of emotions but aren't as prone to emotional outbursts as humans.
Thri-kreen with psionic ability often demonstrate a wider range of emotions, particularly if they live near
or interact with humans or other highly emotional creatures.
Thri-kreen consider all other living creatures as potential nourishment, and they love the taste of elf
flesh in particular. If a creature might be useful for something other than food, the thrikreen aren't likely
to attack it on sight. Thri-kreen kill to survive, never for sport.
Thri-kreen don't require sleep and can rest while remaining alert and performing light tasks. Their
inability to sleep is thought to be the reason why thrikreen have such short lifespans, the average thrikreen life expectancy being only thirty years.
Thri-kreen bond with their clutch mates and greater pack. This cohesion amplifies their hunting and
fighting prowess. Thri-kreen prefer to hunt nonsentient creatures, but they make exceptions in
desperate times. They do not fight for vengeance; rather, they safeguard their freedom and attack only
when threatened. Thri-kreen who stray from this norm are often under the influence of malevolent
creatures or spirits.
Shamanistic desert talkers lead the thri-kreen in rituals to connect with ancestral spirits. Each thri-kreen
taps into the race's memory. Some ancient memories reveal that the thri-kreen once held a powerful
empire of their own.
ENCOUNTERS Thri-kreen packs roam the wilds. For centuries, slavers have trailed thri-kreen and stolen
eggs. Newborn thri-kreen fetch a high price because they'll bond with their primary caregiver and clutch
mates, regardless of race. Generations of thri-kreen have been integrated into city-states in this way.

Thri-Kreen
Medium humanoid (thri-kreen), chaotic neutral
Armor Class: 15 (natural armor)
Hit Points: 33 (6d8 + 6)
Speed: 40ft.
STR
14 (+2)

DEX
15 (+2)

CON
13 (+1)

INT
8 (-1)

WIS
12 (+1)

CHA
7 (-2)

Skills: Perception +3, Stealth +4, Survival +3


Senses: darkvision 60ft., passive Perception 13
Languages: Thri-kreen
Challenge: 1 (200xp)
Chameleon Carapace. The thri-kreen can change the color of its carapace to match the color and texture
of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.
Standing Leap. The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or
without a running start.

Actions

Multiattack. The thri-kreen makes two gythka attacks or two chatkcha attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the
target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving
throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can
repeat the saving throw on each of its turns, ending the effect on itself on a success.
Gythka. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 2) slashing damage.
Chatkcha. Ranged Weapon Attack: +4 to hit, range 30/120ft., one target. Hit: 5 (1d6 + 2) slashing
damage.
THRI-KREEN PSYCHIC WHIRLWIND
Mantis warriors are hunt leaders. Quick and ferocious, they are widely feared in battle. They are
notorious for simultaneously delivering psychic and physical attacks.

Thri-Kreen Psychic Whirlwind


Medium humanoid (thri-kreen), chaotic neutral
Armor Class: 16 (natural armor)
Hit Points: 62 (9d8 + 18)
Speed: 40ft.
STR
16 (+3)

DEX
17 (+3)

CON
14 (+2)

INT
8 (-1)

WIS
14 (+2)

CHA
7 (-2)

Skills: Perception +3, Stealth +4, Survival +3


Senses: darkvision 60ft., passive Perception 13
Languages: telepathy 60ft., Thri-kreen
Challenge: 3 (700xp)
Chameleon Carapace. The thri-kreen can change the color of its carapace to match the color and texture
of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.
Standing Leap. The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or
without a running start.
Innate Spellcasting (Psionics). The tembo's innate spellcasting ability is Wisdom (spell save DC 12). The
tembo can innately cast the following spells, requiring no material components:
At will: Mage Hand (the hand is invisible)
2/day each: Blur, Magic Weapon
1/day each: Invisibility (self only), Lightning Arrow

Actions
Multiattack. The thri-kreen makes two gythka attacks or two long bow attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the
target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. If the saving
throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can
repeat the saving throw on each of its turns, ending the effect on itself on a success.
Gythka. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7(2d4 + 3) slashing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600ft., one target. Hit: 8 (1d8 + 3) piercing

damage.
Whirlwind Attack. The thri-kreen can make a gythka attack against any number of creatures within 5
feet of it, with a separate attack roll for each target.
THRI-KREEN SPIRIT GUIDE
The thri-kreen religious life is centered on the harmony of the clutch with its environment. As such they
respect life and never hunt or sport or considerer a life worthless. Spirit Guide will often lead a tribe of
thri-kreen or become the keeper of places they consider sacred, such as oasis, mudflat or a portion of
the desert. As most druid they will send warning sign of their presence to those crossing their territory,
informing them that this land is under their protection and that every abuse will be severely punished.
When facing danger the spirit guide will use his animal allies to protect his brethren and buff himself
before changing into the most appropriate elemental form.

Thri-Kreen Spiritual Guide


Medium humanoid (thri-kreen), chaotic neutral
Armor Class: 15 (natural armor)
Hit Points: 91 (14d8 + 28)
Speed: 40ft.
STR
12 (+1)

DEX
15 (+2)

CON
14 (+2)

INT
10 (+0)

WIS
18 (+4)

CHA
7 (-2)

Skills: Perception +8, Stealth +6, Survival +8


Condition Immunities: poisoned, disease
Senses: darkvision 60ft., passive Perception 18
Languages: Druidic, Thri-kreen
Challenge: 10 (5,900xp)
Chameleon Carapace. The thri-kreen can change the color of its carapace to match the color and texture
of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.
Elemental Shape (2/Day, Recharges after a Short or Long Rest). The thri-kreen magically polymorphs
into an air, earth, fire or water elemental of its choice as a bonus action, remaining in that form for up to
7 hours. It can revert to its true form as a bonus action. While transformed the attacks of his shape
count as magical to bypass damage resistances and immunities. The druid can expend a spell slot as a
bonus action to heal 1d8 hit point per spell slot level. The druid cannot cast spell in this shape but can
maintain his concentration on already active ones. Any equipment it is wearing or carrying meld in its
shape. It reverts to its true form if it dies.
Standing Leap. The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or
without a running start.
Spellcasting. The thri-kreen is a 14th level spellcaster. Its spellcasting ability is Wisdom (spell DC 12, +4 to
hit with spell attacks). The thri-kreen has the following druid spells prepared:
Cantrips: Druid Craft, Guidance, Poison Spray
1st level (4 slots): Charm Person, Cure Wounds
2nd level (3 slots): Beast Sense, Hold Person, Pass Without Trace
3rd level (3 slots): Call Lightning, Conjure Animals, Dispel Magic

4th level (3 slots): Grasping Vine, Hallucinatory Terrain, Polymorph


5th level (2 slots): Antilife Shell, Commune with Nature, Conjure Elemental
6th level (1 slot): Heal, Wall of Thorns
7th level (1 slot): Mirage Arcane, Regenerate

Actions
Multiattack. The thri-kreen makes two gythka attacks or two long bow attacks.
Bite (thri-kreen shape). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3)
piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for
1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way.
The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a
success.

Werehyena

LORE Werehyenas are humanoids, often male humans, who can transform themselves into hyena-like
forms. Their packs roam the plains and deserts of Athas looking for prey. The humanoid form tends to

be tall and sinewy, with long, shaggy hair usually tied back over their neck. In their human forms,
werehyenas tend to be gregarious and charismatic, many possessing a loud, resounding laugh.
The canine form appears to be a large hyena, over 6 foot long from snout to tail, with golden fur on its
back and black fur on its belly and feet. It is not uncommon for a pack of these creatures to be followed
by 2-12 normal hyenas. The normal hyenas are attracted to the lycanthropes, although not under their
direct control.
Gnolls of the Dragon Horns have a fragile alliances with the local packs of werehyenas and the two
species are often known to collaborate against common enemies. Werehyenas consider themselves
superior to gnolls, treating them as the beta of the pack until dominance is asserted by the gnoll. While
they do not necessarily respect the gnoll on their own, werehyena thread lightly when it comes to their
demonic lord, Yeenoghu.
ENCOUNTER Werehyenas travel in close-knit packs of up to a dozen creatures, most of whom are males.
The pack is run by a dominant male, who makes all important decisions, reinforcing them with an
occasional, savage bite. Newly infected lycanthropes are welcomed into a pack only if the newcomer
agrees to accept the pack leaders orders to the death. If not, a fight for dominance usually ensues, with
the victor becoming the new pack leader. Among themselves, they can be playful and capable of lasting
intimacy. They mate for life, but only with other members of the pack. From one to four cubs are born
with each litter; 75% of them are male.
Werehyena packs scour the desert and plains in human form, seeking human settlements to infiltrate. A
favorite ploy is for a single lycanthrope to enter a town or village and use its charm ability to win its way
into the hearts of the people. Some are even known to shower gifts on a long-forgotten sister or
relative. The gifts are typically small gems which it gathers for this purpose. The lycanthrope then lures
the victim out of town to a trap, where the rest of the pack lies in wait.
WEREHYENAS
Werehyenas are covert hunters, preying on gullible humans whenever possible. However, like their
normal cousins, they are excellent scavengers, capable of eating just about anything in order to survive.
Although their numbers are great, they are too widely scattered to have any profound effect upon the
ecology of Athas.

Werehyena
Medium humanoid (human, shapechanger), neutral evil
Armor Class: 12 in human form, 13 (natural armor) in hyena
or hybrid form
Hit Points: 58 (9d8 + 18)
Speed: 30ft. (40ft. in hyena form)
STR
15 (+2)

DEX
14 (+2)

CON
14 (+2)

INT
10 (+0)

WIS
11 (+0)

CHA
14 (+2)

Skills: Deception +4, Persuasion +4, Perception +2, Stealth +4


Damage Immunities: bludgeoning, piercing and slashing
damage from nonmagical weapons that arent silvered.

Senses: passive Perception 12


Languages: Common (cant speak in hyena form)
Challenge: 3 (700xp)
Shapechanger. The hyena can use its action to polymorph into a hyena-humanoid hybrid or into a
hyena, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in
each form. Any equipment it, is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The werehyena has advantage on Wisdom (Perception) checks that rely on
hearing or smell.

Actions
Multiattack. The werehyena makes two attacks, one with its bite and one with its claws or scimitar.
Bite (Hyena or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8
+ 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw
or be cursed with werehyena lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5ft., one creature. Hit: 7 (2d4 +2)
slashing damage.
Scimitar (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5ft., one creature. Hit: 5 (1d6
+2) slashing damage.
WEREHYENA ALPHA
The leader of a werehyena stays in charge until its too weak to lead and is killed by a younger, stronger
pack member. The alpha is a cunning and cruel killer, ruling his pack with an iron fist. In combat the
alpha is the first to leap in the melee and always the last to stand. Despite his predilection for violence
the alpha prefer to attack when his pack has a strategic advantage and will make good use of cover, high
ground and other possible edge. At the end of the hunt the alpha is always the first to choose his share
of the kill.

Werehyena Alpha
Medium humanoid (human, shapechanger), neutral evil
Armor Class: 12 in human form, 13 (natural armor) in hyena
or hybrid form
Hit Points: 128 (17d8 + 51)
Speed: 30ft. (40ft. in hyena form)
STR
18 (+4)

DEX
14 (+2)

CON
16 (+3)

INT
13 (+1)

WIS
11 (+0)

CHA
16 (+3)

Skills: Deception +6, Persuasion +6, Perception +3, Stealth +5


Damage Immunities: bludgeoning, piercing and slashing
damage from nonmagical weapons that arent silvered.
Senses: passive Perception 13
Languages: Common (cant speak in hyena form)
Challenge: 6 (700xp)
Regeneration. The werehyena regains 10 hit points at the start of its turn if it has at least 1 hit point.
Shapechanger. The hyena can use its action to polymorph into a hyena-humanoid hybrid or into a
hyena, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in

each form. Any equipment it, is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The werehyena has advantage on Wisdom (Perception) checks that rely on
hearing or smell.

Actions
Multiattack. The werehyena makes three attacks, one with its bite and two with its claws or scimitar.
Bite (Hyena or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (1d8
+ 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw
or be cursed with werehyena lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5ft., one creature. Hit: 10 (2d4 +4)
slashing damage.
Scimitar (Humanoid Form Only). Melee Weapon Attack: +7 to hit, reach 5ft., one creature. Hit: 8 (1d6
+4) slashing damage.

Wight

SOLDIER SLAUGHTER AN ELF TRIBE after a messenger fails to bring warning. A poisoned blade cuts
down a dwarf before he achieves his life's goal. Both die, but their intense yearnings resurrect soulless
bodies, driving the corpses to endlessly pursue what likely can never be accomplished.
LORE As a soul passes into the Gray, its deepest unmet desire can splinter off to animate the physical
form that its soul abandoned. The splinter accesses the memories, needs, and desires of the body's
former occupant. Those passions are married to an overwhelming hunger for life force, and a wight is
born. A wight's competing pursuits leave it incapable of satisfying any craving. The word "wight" meant
"person" in days of yore, but the name now refers to evil undead who were once mortals driven by dark
desire and great vanity.
Wights bleed frustration, anger, grief, and hate. Their emotions creep into nearby consciousnesss, and
quick witted creatures might realize a wight is nearby. Those hunting a particular Wight can use
knowledge of its former life as an emotional weapon to gain an upper hand over the creature.
Experienced hunters also know that killing a Wight requires its body's destruction. Dismemberment
followed by fire is the surest way to accomplish that. According to legend, an occasional earnest soul
completes the task that awakened a wight, freeing the miserable creature. For most wights, however,
the components required to complete a task are lost in the ashes of time.
Wights possess the memories and drives of their formerly living selves. They will heed the call of
whatever dark entity transformed them into undead, swearing oaths to appease their new lord while
retaining their autonomy. Never tiring, a wight can pursue its goals relentlessly and without distraction.
Neither dead nor alive, a wight exists in a transitional state between one world and the next. The bright
spark it possessed in life is gone, and in its place is a yearning to consume that spark in all living things.
When a wight attacks, this life essence glows like whitehot embers to its dark eyes, and the wight's cold
touch can drain the spark through flesh, clothing, and armor.
Undead Nature. A wight doesn't require air, food, drink, or sleep.
WIGHT
Wights flee from the world by day, away from the light of the sun, which they hate. They retreat to
barrow mounds, crypts, and tombs where they dwell. Their lairs are silent, desolate places, surrounded
by dead plants, noticeably blackened, and avoided by bird and beast. Humanoids slain by a wight can
rise as zombies under its control. Motivated by hunger for living souls and driven by the same desire for
power that awakened them in undeath, some wights serve as shock troops for evil leaders, including
wraiths. As soldiers, they are able to plan but seldom do so, relying on their hunger for destruction to
overwhelm any creature that stands before them. Wights are unscrupulous about allies, although a
habit of the creature's living existence might influence its associations. Some wights work with living
allies whose pursuits parallel a wights dark appetites. More commonly, wights abide the presence of
predatory breasts, which dont see the undead creatures as food.

Wight
Medium undead, neutral evil

Armor Class: 14 (studded leather)


Hit Points: 45 (6d8 + 18)
Speed: 30ft.
STR
15 (+2)

DEX
14 (+2)

CON
16 (+3)

INT
10 (+0)

WIS
13 (+1)

CHA
15 (+2)

Skills: Perception +3, Stealth +4


Damage Resistances: necrotic, bludgeoning, piercing and
slashing damage from nonmagical weapons that arent
silvered.
Damage Immunities: poison
Condition Immunities: exhaustion, poisoned
Senses: darkvision 60ft., passive Perception 13
Languages: the languages it knew in life
Challenge: 3 (700xp)
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Actions
Multiattack. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in
place of one longsword attack.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage.
The target must succeed on a DC 13 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. A humanoid slain by this attack rises 24 hours later
as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed.
The wight can have no more than twelve zombies under its control at one time.
Longsword. Melee Weapon Attack: +4 to hit, reach 5ft., one creature. Hit: 6 (1d8 +2) slashing damage,
or 7 (1d10 +2) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600ft., one target. Hit: 7 (1d8 + 2) piercing
damage.
DUST WIGHT
Dust wights are hateful creatures formed by a conjunction of elemental earth and negative energy. They
seek to tear down and destroy all creations of stone and metal, and if they have to kill living creatures to
do that, so much the better. A dust wight enters combat with its stonelike fists flying, seeking to affect
as many foes as possible with its petrifying cloud. If it petrifies a foe, it turns its attacks on that target,
battering the stony victim into rubble.

Dust Wight
Medium undead (earth), chaotic evil
Armor Class: 11 (natural armor)
Hit Points: 120 (16d8 + 48)
Speed: 20ft.

STR
DEX
CON
INT
WIS
CHA
20 (+5)
8 (-1)
16 (+3)
10 (+0)
13 (+1)
15 (+2)
Skills: Perception +4, Stealth +2
Damage Resistances: necrotic, bludgeoning, piercing and
slashing damage from nonmagical weapons that arent
adamantine.
Damage Immunities: poison
Condition Immunities: exhaustion, petrified, poisoned
Senses: darkvision 60ft., passive Perception 14
Languages: Terran
Challenge: 7 (700xp)
Crumbling Touch: A dust wights slam attack, in addition to dealing damage, weakens objects crafted of
metal or stone. Each time a creature is struck by a slam attack from a dust wight, any metal or stone
armor worn by the target is damaged. The wearer of the armor can make a DC 13 Dexterity saving throw
to prevent the effect. If the object touched is either metal armor or a metal shield being worn or carried,
its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a
shield that drops to a +0 bonus is destroyed.
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Petrifying Cloud. A dust wight is surrounded by a cloud of dusty particles. Any living creature that comes
within 5 feet of a dust wight must succeed on a DC 15 Constitution saving throw. On a failed save, the
creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next
turn. On a success, the effect ends. On a failure, the creature is petrified. The creature is petrified until
its freed by the greater restauration spell or a similarly powerful magic. A creature who saves
successfully against the petrifying cloud cant be affected again by that dust wights petrifying cloud for
24 hours.

Actions
Multiattack. The wight makes three slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning damage.
RESTLESS WIGHT
Servants of the undead lords of the obsidian citadel in the Dead Land, the restless wights are among the
most feared creatures of Athas. Roaming the Dead Land after night fall, they slaughter any living
creature they encounter. Clad in obsidian armors and wearing sharp-edged obsidian weapons, the
restless wight are often lead by a death knight.

Restless Wight
Medium undead, neutral evil
Armor Class: 18 (obsidian plate)
Hit Points: 102 (12d8 + 48)
Speed: 25ft.
STR
18 (+4)

DEX
14 (+2)

CON
18 (+4)

INT
10 (+0)

WIS
13 (+1)

CHA
15 (+2)

Skills: Perception +3, Stealth +4


Damage Resistances: necrotic, bludgeoning, piercing and
slashing damage from nonmagical weapons that arent
silvered.
Damage Immunities: poison
Condition Immunities: exhaustion, poisoned
Senses: darkvision 60ft., passive Perception 13
Languages: the languages it knew in life
Challenge: 10 (5,900xp)
Dread Aura. The presence of a restless wight is inspiring a bottomless despair to any living creature in a
15ft radius around the wight. Living creatures in this area have disadvantage on ability check, attack rolls
and saving throws. Creatures that cannot be frightened are immune to this effect.
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Actions
Multiattack. The wight makes three attacks with its glaive attacks or its longbow. It can use its Life Drain
in place of one glaive attack.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) necrotic damage.
The target must succeed on a DC 14 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. A humanoid slain by this attack rises 24 hours later
as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed.
The wight can have no more than twelve zombies under its control at one time.
Obsidian Glaive. Melee Weapon Attack: +8 to hit, reach 10ft., one creature. Hit: 10 (1d10 +4) slashing
damage and 10 (3d6) necrotic damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600ft., one target. Hit: 7 (1d8 + 2) piercing
damage.
Promised Return (Recharge 6). The wight vanishes until the start of its next turn, and return to an
unoccupied space of its choice within 30 feet of the space it vanished from. When he reappears the
wight deals 16 (4d8) necrotic damage to any creature in a 10ft radius and is healed from the same
amount of damage.

Zezir

LORE The red zezir is a ruthless desert predator that loves the sight of an open, uncontrolled flame. Red
zezirs live to start and spread fires, reveling in the crackle and play of something, anything, as it burns.
Red zezir packs have been known to attack merchant caravans and set them alight, retreating beyond
the range of retaliation to cavort in joy as the entire caravan goes up in smoke. The creatures feed on
ash, and their seeming infatuation with fi re provides them with sustenance. However, their love of fire
also stems from their chaotic nature and an innate love of destruction.
Male and female zezirs participate in hunts equally, and packs share the responsibility of raising the
young. Red zezirs can communicate by means of a sequence of yips, growls, and whines. Zezirs are not
reptilian, although they have some reptilian traits. They are more closely related to avians. A typical zezir
stands between 5 and 5-1/2 feet tall and weighs around 150 pounds.
ENCOUNTER Zezirs are fast and agile, but not particularly stealthy. A pack typically posts a lookout near
the site of a possible ambush, while the rest of the creatures lie in wait several hundred feet away. Once
possible prey is spotted, the zezir scout returns to report the size and direction of the target. The pack
then heads off at a run to intercept. Once they reach their objective, the zezirs run through and by their
targets. The first zezirs of the pack spray their opponents with their sticky flammable spray, and the
following zezirs use their spark stream attack to set the very air on fire. The zezirs often retreat to a safe
distance to watch the burning, repeating the tactics if necessary.

Red Zezir
Medium monstrosity, chaotic evil
Armor Class: 14 (natural armor)
Hit Points: 68 (8d8 + 32)
Speed: 50ft.

STR
DEX
CON
INT
WIS
CHA
18 (+4)
16 (+3)
18 (+4)
5 (-3)
12 (+1)
13 (+1)
Skills: Perception +4
Damage Vulnerabilities: cold
Damage Immunities: fire
Senses: darkvision 60ft., passive Perception 14
Languages: Challenge: 3 (700xp)
Pounce. If the zezir moves at least 30 feet straight toward a creature and then hits it with a claw attack
on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If
the target is prone, the zezir can make one bite attack against it as a bonus action.
Pack Hunter. A zezir has advantage on attack rolls against a creature if at least one of the zezir's allies is
within 5 feet of the creature and the ally isn't incapacitated.

Actions
Multiattack. The zezir makes three attacks, one with its bite and two with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one creature. Hit: 10 (1d10 +4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one creature. Hit: 8 (2d4 +4) slashing damage.
Flammable Spray (Recharge 5-6). A zezir can expel a sticky, superheated, highly flammable goo from
glands in its neck. The goo fills a 30-foot cone and deals 6 (2d6) points of fire damage. If any open fire
(such as a torch or a flaming sword) is present within this area or enters the area in the following round,
the entire area bursts into flame for one minute. This effect deals 4 (1d8) fire damage to all creatures
and objects within the area.
Spark Stream. Range Weapon Attack: +6 to hit, reach 30/60ft., one creature. Hit: 12 (3d8) fire damage.
BLUE ZEZIR

Blue zezir are larger cousins of the red zezir. They live mostly in mountainous areas where they hunt
smaller preys and compete for food with wyverns. Their favorite meal include tarek, aarakocra or
baazrag. Blue zezir usually hunt in duo, choosing a mate for life. Every few month the couple of zezir is
migrating to new hunting ground when food is getting scare. They are direct hunter once the hunt is on,
but make clever use of their natural hunting abilities. They wait in ambush, adopting the tone of the
general surrounding to hide their presence and use their capacity to imitate sounds to lure preys. Once
they have designated a target, they stick to it, ganging up on it and ignoring other distractions.

Blue Zezir
Large monstrosity, unaligned
Armor Class: 13 (natural armor)
Hit Points: 105 (10d10 + 50)
Speed: 50ft.
STR
22 (+6)

DEX
12 (+1)

CON
20 (+5)

INT
5 (-3)

WIS
12 (+1)

CHA
13 (+1)

Skills: Perception +4, Stealth +7


Senses: darkvision 60ft., passive Perception 14
Languages: Challenge: 5 (2,300xp)
Chameleon Carapace. The blue zezir can change the color of its carapace to match the color and texture
of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.
Mimicry. The blue zezir can mimic any sounds it has heard, including voices. A creature that hears the

sounds can tell they are imitations with a successful DC 16 Wisdom (Insight) check.

Actions
Multiattack. The zezir makes three attacks, one with its bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 10ft., one creature. Hit: 15 (2d10 +5) piercing damage.
Claws. Melee Weapon Attack: +9 to hit, reach 5ft., one creature. Hit: 11 (2d6 +5) slashing damage.
GREEN ZEZIR

Green zezir are small, poisonous, predators living in the few jungles and forest of Athas. The green zezir
can be easily be found in the Forest Ridge and the Crescent Forest. Other specimens have been spotted
all around Athas, mostly near lush mudflat or oasis. The green zezir is a cowardly predator, swarming
bigger creature but retreating at the first sign of real danger. Still, they can be quite patient and wait in
high grass where they can easily hide with their chameleon carapace. They try to blind they prey first
and keep spitting their poison from a safe distance until their prey collapse. Thats the moment the rest
of the pack is waiting to swarm the quarry, making short work of it with numerous bites. A pack of green
zezir range usually between 6 to 12 individuals, but bigger packs have been reported, reaching up to 24
creatures.

Green Zezir
Small monstrosity, unaligned
Armor Class: 15 (natural armor)
Hit Points: 11 (2d6 + 4)
Speed: 40ft.
STR
12 (+1)

DEX
18 (+4)

CON
14 (+2)

INT
5 (-3)

WIS
12 (+1)

CHA
13 (+1)

Skills: Perception +3, Stealth +8


Senses: darkvision 60ft., passive Perception 13
Languages: Challenge: 1/2 (100xp)
Chameleon Carapace. The green zezir can change the color of its carapace to match the color and
texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.

Actions
Multiattack. The zezir makes two attacks, one with its bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one creature. Hit: 4 (1d6 +1) piercing damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5ft., one creature. Hit: 3 (1d4 +1) slashing damage.
Toxic Spit (Recharge 4-6). Range Weapon Attack: +6 to hit, range 30/60ft., one creature. Hit: 10 (2d6 +4)
poison damage and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1
minute. Until this poison ends, the target is blinded. The target can repeat the saving throw at the end
of each of its turns, ending the poison on itself on a success.

Zombie
WHEREVER THE GRAY CARESSES THE NATURAL WORLD, an indelible stain spreads. Darkness bleeds
into the land, the sun dims, and the dead rise. Much of Athas has shuddered now and again under the
Gray's touch, and the land sprouts a bountiful harvest of zombies. From the underbelly of Tyr to the
ruins of Bodach in the Salt Meres to the Dead Land south of Balic, undead horrors aren't the villains of
make-believe; they are the reality of which Athasians warn their children.
LORE Athas's climate assaults corpses, and zombies do not linger in their rotting forms. Where abrasive
winds and high temperatures batter the land, bones are quick to shed bloated flesh. But in the everthirsty mudflats and salt flats, zombies retain dried-out flesh as the terrain leeches the moisture from
their undead bodies.
ENCOUNTERS Defiling magic and the Gray are Athas's primary zombie producers. Whether a templar is
raising an undead army for personal gain or the Gray randomly spawns a new pack, the result is much
the same. A band of zombies spread out to consume the vicinity's living creatures. All Athasians are
familiar with zombies. Most fear that one day, they'll see undead eyes in the familiar visage of a lost
lover, father, or friend.
SALT ZOMBIE
A flat, white plain stretches to the horizon. Steaming pits filled with caustic waters break the
monotonous topography. Death stalks the Salt Meres, and travelers who overnight in the flats meet the
creatures the bitter landscape has claimed. The hard-packed ground splits, spitting plumes of white
dust. Zombies pour through the dust clouds, nostrils wide as they taste the scent of their next meal.
Zombies rush warm flesh, claws extended and maws wide. Blades and bows do not frighten them; their
minds see only the feast.

Salt Zombie
Medium undead, neutral evil

Armor Class: 8
Hit Points: 38 (5d8 + 15)
Speed: 20ft.
STR
14 (+2)

DEX
6 (-2)

CON
16 (+3)

INT
3 (-4)

WIS
6 (-2)

CHA
5 (-3)

Saving Throws: Wis +0


Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60ft., passive Perception 8
Languages: understands the languages it knew in life but
cant speak
Challenge: 1 (200xp)
Dehydrating Impact. Each time a salt zombie touches a living creature, the creature must make a DC 13
Constitution saving throw or take 6 (2d6) necrotic damage as moisture evaporate from its body. A
successful saving throw reduces the damage by half. If the saving throw is failed by 5 or more the
creature takes one level of exhaustion. Regardless of the result the creature will need to drink twice her
usual daily water intake to satisfy her needs.
Undead Fortitude. If damage reduces the 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 zombie drops to 1 hit point instead.
Vulnerability to Water. A salt zombie takes half again as vulnerability against damage from holy water.
Salt zombies also absorb water they come into contact with, to a maximum of 40 liters. Once it has
absorbed 40 liters of water, a salt zombie is sated and becomes indifferent to living creatures for 1d6
days unless provoked.

Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one creature. Hit: 5 (1d6 +2) bludgeoning damage.
BLACK REAVER ZOMBIE
The Black Sands region is renowned for its sinister birth. Legend has it that ancient defiling magic
vomited the hot sand into Athas as it consumed the souls that lived in the now-empty city at the
ominous region's center. Athasians give this disquieting land a wide berth. A traveler who treads too
near the Black Sands is suddenly enveloped in darkness and the scent of rot. Within moments, the black
reaver has unhinged its jaw and pounced with glee on its prey. A juicy throat is the zombie's prime
target, but an extremity suffices for the first or second bite. Before the traveler can respond, the black
reaver vanishes into another shadow.

Black Reaver Zombie


Medium undead, neutral evil
Armor Class: 8
Hit Points: 53 (7d8 + 21)
Speed: 20ft.

STR
DEX
CON
INT
WIS
CHA
17 (+3)
6 (-2)
16 (+3)
3 (-4)
6 (-2)
5 (-3)
Saving Throws: Wis +0
Damage Immunities: necrotic, poison
Condition Immunities: blinded, poisoned
Senses: blindsight 60ft., passive Perception 8
Languages: understands the languages it knew in life but
cant speak
Challenge: 2 (450xp)
Undead Fortitude. If damage reduces the 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 zombie drops to 1 hit point instead.
Fog of the Grey. The zombie exhale constantly a thick, obscuring fog. The fog as a radius of 30ft and
follows the zombie wherever it moves. The fog is similar to the fog cloud spell, the zombie is not
impeded by his own fog or the one of other zombies.
Shadow Burst (Recharge 4-6). The zombie can step from one shadow into another. When the zombie is
in dim light or darkness, as a bonus action it can teleport up to 60 feet to an unoccupied space that is
also in dim light or darkness. The zombie then have advantage on the first melee attack it makes before
the end of the turn.

Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit: 7 (1d6 +3) bludgeoning damage and
10 (3d6) necrotic damage.
CINDER ZOMBIE
Zombies stir in burned-out husks of torched settlements and along the cracked slopes of the volcanic
Sea of Silt islands. The kiss of fire preserved these scorched bodies from the elements. As cinder zombies
awaken and stand up, their charred bodies rain ash and blackened flesh. They smell of roasted meat
rather than of zombie rot. A cinder zombie lunges from its ash-coated grave to sear any passerby who
dares enjoy life. It pummels and burns, emitting ember-hot cinders and choking puffs of ash. It fights
with mindless ferocity until it is destroyed and burst in flames and ashes.

Cinder Zombie
Medium undead, neutral evil
Armor Class: 8
Hit Points: 53 (7d8 + 21)
Speed: 20ft.
STR
17 (+3)

DEX
6 (-2)

CON
16 (+3)

INT
3 (-4)

WIS
6 (-2)

CHA
5 (-3)

Saving Throws: Wis +0


Damage Immunities: fire, poison
Condition Immunities: poisoned
Senses: darkvision 60ft., passive Perception 8
Languages: understands the languages it knew in life but

cant speak
Challenge: 2 (450xp)
Death Burst. When the zombie is destroyed, it explodes in a burst of fire and ashes. Each creature
within 10 feet of it must make a DC 12 Dexterity saving throw, taking 10 (3d6) 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.
Undead Fortitude. If damage reduces the 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 zombie drops to 1 hit point instead.

Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit: 7 (1d6 +3) bludgeoning damage and
6 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an
action to douse the fire, the creature takes 3 (1d6) fire damage at the end of each of its turns.

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