The Heart of Chentoufi - Monsters
Agar's Blood Slime CR: 5
STR
14 +2
DEX
10 +0
CON
13 +1
INT
2 -4
WIS
15 +2
CHA
6 -2
Amorphous. The slime can move through a space asnarrow as1 inch wide without squeezing. Corrosive Form. A creature that touches the bloodslime or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the slime corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the blood slime is destroyed after dealing damage.The blood slime can eat through 2-inch-thick, nonmagical wood or metal in 1 round. Spider Climb. The slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Stealthy. Agar's blood slime gains advantage on Dexterity (Stealth) checks while in caverns or other underground environments.
Actions
Multiattack. The Agar's blood slime makes 3 slam attacks. Slam. Melee Weapon Attack: +5 to hit, reach 10ft, one target. Hit: 10 (3d6) acid + Corrosive Form (see above).
Ah'fhyl'bloop CR: 4
STR
10 +0
DEX
12 +1
CON
16 +3
INT
12 +1
WIS
16 +3
CHA
10 +0
Beluk-tu Sonar. While underwater, Beluk-tu have a limited form of telepathy with which they can communicate direction and distance to other Beluk-tu within 300'.
Limited Amphibiousness. The Beluk-tu can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Spellcasting. Ah’fhyl’bloop is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Ah’fhyl’bloop has the following spells prepared:
Cantrips (at will): Frostbite, Shape Water,Thunderclap
1st Level (3 slots): Entangle, Ice Knife
2nd Level (2 slots): Enlarge, Gust of Wind
3rd Level (2 slots): Sleet Storm, Tidal Wave
Actions
Multiattack. Ah’fhyl’bloop makes two melee attacks: one with its bite and one with its claws or staff. Bite. Melee Weapon Attack:+6 to hit, reach 5 ft., one target. Hit: (1d8) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d4) slashing damage. Staff. Melee Weapon Attack: +6 to hit, reach 5 ft.,one target. Hit: (1d8) bludgeoning damage. Two-handed. Staff. Melee Weapon Attack: +3 to hit, reach 5 ft.,one target. Hit: (1d6) bludgeoning damage.
Ajheyrus (Stone Tyrant) CR: 13 (10,000 XP)
STR
30 +10
DEX
7 -2
CON
22 +6
INT
1 -5
WIS
8 -1
CHA
4 -3
Tunneler. The ajheyrus can burrow through solid rock and stone at half its burrow speed. When doing so, it leaves a 5-foot-diameter tunnel behind it. Plated Head. The head of the ajheyrus is nearly impenetrable with an AC of 20 and a Damage Threshold of 10. Attacks which deal 10 or less damage do no damage to the ajheyrus. Attacks dealing 11 or more, deal full damage. Once behind the head of the creature, its AC is reduced to 16 and has no Damage Threshold.
Actions
Multiattack. The ajheyrus makes two attacks: one with its bite and one with its tentacles or two tentacle attacks. Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 37 (6d8 + 10) piercing damage. If thetarget is a Medium or smaller creature, it musts ucceed on a DC 18 Dexterity saving throw or be swallowed by the ajheyrus. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the ajheyrus, and it takes 12 (3d6) acid damage at the start of each of the ajheyrus' turns. If the ajheyrus takes 20 damage or more on a single turn from a creature inside it, the ajheyrus 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 5 feet of the ajheyrus. If the ajheyrus dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone. Tentacle. Melee Weapon Attack: +14 to hit, reach 20ft., one target. Hit: 17 (2d6+10) bludgeoning damage and the target is grappled (escapeDC 18). Until this grapple ends, the creature is restrained. The ajheyrus has two tentacles, each of which can grapple one target. On its next turn, one grappled creature can be attacked with the ajheyrus bite attack at advantage.
Anathema of Senrahbah CR: 5
STR
18 +4
DEX
10 +0
CON
16 +3
INT
6 -2
WIS
10 +0
CHA
12 +1
Dispelling Rod. Each Anathema of Senrahbah is armed with a dispelling rod that can only be used within the prison walls. When touched to a ward within the prison, the effect is immediately dispelled for 1 minute and the trap resets.
Actions
Multiattack. The Anathema of Senrahbah can use its Dreadful Glare and make one attack with its corrosive fist or two corrosive fist attacks. Corrosive Fist. Melee Weapon Attack:+7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage plus (4d6) acid damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or continue to take 2d6 acid damage on its turn. The creature may attempt this saving throw at the beginning of its turn. If it succeeds, the effect ends. If it fails the saving throw, it continues to take acid damage. Gaseous Breath (Recharge 5-6). The Anathema of Senrahbah exhales a cloud of caustic gas in 20' cube. Creatures caught in the area must make a DC 14 Constitution saving throw. Those failing the savingthrow take 28 (8d6) acid damage. Creatures making their saving throw take 1/2 damage.
Algol CR: 2
STR
13 +1
DEX
15 +2
CON
10 +0
INT
7 -2
WIS
10 +0
CHA
6 -2
Paralyzing Bite. A character who is bitten by an Algol must make a DC 14 Constitution saving throw or be paralyzed for 1d4 rounds. Grave's Touch. Any humanoid bitten by an Algol will lose 1 point of Constitution per hour until magically healed with a Lesser Restoration or better spell. Creatures who reach 0 Constitution die and will rise up as an Algol after 1d6 minutes unless a Bless spell is cast upon the corpse. Vulnerable to Healing Magic. Alghols take double damage if healing spells are cast upon them.
Actions
Multiattack. Alghols make up to three attacks. They may take 2 claw attacks. If both claw attacks hit, they may also bite as their third attack. Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,one target. Hit: (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 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.
Beluk-Tu CR: 1/2
STR
13 +1
DEX
10 +0
CON
14 +2
INT
10 +0
WIS
12 +1
CHA
8 -1
Amphibious. Beluk-Tu can breathe air and water. Infectious Bite (recharge 6): If a Beluk-Tu hits a creature with both claw attacks, it may attempt at free bite attack. If the bite attack is successful, it deals 4 (1d6+1) slashing damage and the Beluk-Tu infects the target with ichor. A creature infected must make a DC 12 Constitution saving throw or suffer 7 (2d6) poison damage on their turn. The infected creature may attempt a DC 12 Constitution saving throw at the start of each of their turns. They take 3 (1d6) poison damage each round in which they fail. The creature takes no damage on any round they make their saving throw and the effect ends. If a creature dies while infected, the ichor consumes the host creature in 3d3 days, hatching 2d4 new beluk-tu. Squamous. Beluk-Tu are covered in sharp, scaly skin. When grappled or grappling, their opponent suffers 1d4 slashing damage. Sunlight Sensitivity. While in sunlight, the beluk-tu has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. Beluk-Tu may take 2 melee attacks with their claws. Alternatively, they make only 1 attack with their large, 8-foot trident. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 1d4+1 piercing damage. Trident. Melee or Ranged Weapon Attack: +3 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 4 1d6+1 piercing damage, or 5 1d8+1 piercing damage if used with two hands to make a melee attack.
Suggested Environments
Beluk-Tu are almost always found underground or deep underwater in dark areas.
Death Spore Fungus CR: 3 (700 XP)
STR
16 +3
DEX
10 +0
CON
13 +1
INT
1 -5
WIS
10 +0
CHA
8 -1
Amorphous. The fungus can move through a space as narrow as 1 inch wide without squeezing. Spider Climb. The fungus can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vile Melt Thrall. The fungus may communicate and command any Vile Melt Thrall within 60ft.
Actions
Spore Cloud. Melee Weapon Attack: +6 to hit, reach 5ft cube, one target. Hit: 5d6+1 Necrotic damage, plus target must make a DC 13 Constitution saving throw or become infected with the vile melt disease. An infected creature gains the Poisoned condition until the infection is removed with a Cure Disease spell or they resist the disease. To resist the disease, an infected creature must attempt a saving throw every hour. They resist and remove the disease after three successful DC 13 Constitution saving throws. After failing three saving throws, the creature diesand immediately becomes a Vile Melt Thrall.
- Strength and Consitution +4
- Intelligence -10 (minimum of 1)
- Wisdom -4 (minimum of 1)
- Condition Immunities Immune to all conditions
- Damage Immunities Poison, Psychic, Bludgeoning, Piercing, and Slashing damage from nonmagical weapons
- Damage Resistance All non-cold, non-fire, nonmagical damage
- Senses Blindsight 60 ft.,
- Creature loses all previous special abilities
- Creature retains all previous action abilities
- Creature's attacks deal an additional +1d6 Necrotic damage
- Vile Melt Thrall dies in 1d3 days, becoming a full Death Spore Fungus
Eyes of the Warder CR: 3
STR
14 +2
DEX
13 +1
CON
16 +3
INT
5 -3
WIS
10 +0
CHA
1 -5
Immutable Form. The Eyes of the Warder is immune to any spell or effect that would alter its form. Magic Immunity. The Eyes of the Warder is immune to spells of 3rd level or lower. It has advantage on saving throws against other spells and magical effects.
Actions
Telescoping Arm. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Lightning Rod (Recharge 6). The Eyes of the Warder electrifies its arm with an lightning charge that remains until the end of its turn. If it hits a creature with a melee attack, the target takes an additional 2d10 lightning damage and must make a DC 13 Constitution saving throw or be Stunned until the end of its next turn.
Gharr CR: 1
STR
17 +3
DEX
14 +2
CON
13 +1
INT
2 -4
WIS
10 +0
CHA
5 -3
Stealthy. Gharr have advantage on Dexterity (Stealth) checks when in caves or underground environments. Venomous Bite. A creature bitten by the gharr must make a DC 13 Constitution saving throw or take an additional 12 (4d6) poison damage and suffer the Poisoned condition for 1 hour.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8+3) piercing damage.
Jierrka CR: 1/4
STR
7 -2
DEX
15 +2
CON
11 +0
INT
2 -4
WIS
10 +0
CHA
4 -3
Keen Smell. The jierrka has advantage on perception checks based on smell. Pack Tactics. The jierrka has advantage on attacks if another jierrka ally is within 5 feet. Rat King. Up to 5 jierrka can fill the same 5' square. Sharp Teeth. The teeth of the jierrka are extremely sharp and deal +4 damage. This is damage is calculated into its bite attack.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
Manifestation of Kthaat, The CR: 13 (10,000 XP)
STR
28 +9
DEX
11 +0
CON
24 +7
INT
20 +5
WIS
15 +2
CHA
18 +4
Amphibious. The manifestation of Kthaat can breathe air and water. Freedom of Movement. The manifestation of Kthaat ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Siege Monster. The manifestation of Kthaat deals double damage to objects and structures Throw. A creature of Large-size or smaller who has been grappled by the manifestation of Kthaat can be thrown as a bonus action. Creatures thrown in such a manner fly up to 60 feet in a random direction and are knocked prone. The creature takes 3 (1d6) bludgeoning damage for every 10 feet thrown. If the creature is thrown at another creature, that creature must make a DC 11 Dexterity saving throw or take the same damage.
Actions
Multiattack. The manifestation of Kthaat can make four tentacle attacks, a single bite attack. Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9) piercing damage. If the target is a Large or smaller creature grappled by the manifestation of Kthaat, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the manifestation of Kthaat, and it takes 21 (6d6) acid damage at the start of each of the manifestation of Kthaat's turns. If the manifestation of Kthaat takes 30 damage or more on a single turn from a creature inside it, the manifestation of Kthaat must succeed on a DC 25 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 manifestation of Kthaat. If the manifestation of Kthaat dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. Tentacle. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 16 (2d6 + 9) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The manifestation of Kthaat has eight tentacles, each of which can grapple one target.
Legendary Actions
The manifestation of Kthaat can take 3 Legendary Actions, choosing from the options below. Only one legendary Action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn. Tentacular Slap. The manifestation of Kthaat may use its Throw ability against a creature which is not grappled and has attacked it. Water Retch (Costs 2 Actions, Recharges 5-6). The manifestation of Kthaat exhales a torrent of water in a 10 foot wide, 60 foot long line. Creatures caught in this retch take 30 (10d6) acid damage and are pushed back up to 60 feet and are knocked prone if they fail a Dexterity 15 saving throw. Creatures who make their saving throw suffer half damage and are not pushed back, nor knocked prone.
Once manifested on the Prime Material Plane this behemoth stands over 50 feet tall and boasts eight massive tentacles around its writhing, watery, worm-like body. Its maw consists of a beak-like protuberance that snaps sporatically. The manifestation of Kthaat is seemingly mindless and will attack anything within reach. There is an equal chance it will expend an attack against a rock or building as there is for it to attack a creature. The exception to this are creatures who have dealt more than 15 hit points of damage to it in a single turn.
Naauts CR: 6
STR
14 +2
DEX
18 +4
CON
16 +3
INT
12 +1
WIS
12 +1
CHA
10 +0
Water Form. The naaut can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Actions
Multiattack. The naaut makes two slam or weapon attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Trident. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 4) bludgeoning damage. Tidal Wave (Recharge 6). A naaut may produce a rolling wave of water directed at its enemies. Each creature in a 15-foot cube originating from its body must make a Constitution saving throw. On a failed save, the creature takes 2d8 cold damage and is pushed 10 feet away from the naaut and knocked prone. On a successful save, the creature takes half damage, is not pushed away, nor knocked prone.
Ree'sha CR: 3
STR
17 +3
DEX
15 +2
CON
16 +3
INT
3 -4
WIS
10 +0
CHA
6 -2
Actions
Multiattack. The Ree'sha makes 4 tentacle attacks Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft, one target. Hit: 6 (1d6+3) piercing damage and 8 (1d8+3) poison damage and the target must succeed at a DC 13 Constitution save. Creatures failing this saving throw gain the poisoned and incapacitated conditions for 4 (1d8) rounds. Affected creatures may attempt a new saving throw at the end of each of their turns, ending the incapacitated effect on themselves with a success.
Saprophyte CR: 1/2
STR
10 +0
DEX
10 +0
CON
14 +2
INT
12 +1
WIS
12 +1
CHA
5 -3
Fungal Collective. While within 1/2 mile of their central colony, a saphrophyte can communicate telepathically with any other member of its colony. Master Trappers. Saphrophytes excel at trapping organic creatures near their colonies. When encountered within 1/2 mile of their colony, a creature must roll 1d6 when moving more than 20 feet in any round. On a roll of 1, they have triggered a saphrophyte trap and must make a DC 11 Dexterity saving throw or suffer 2d6 damage of a random type. A creature takes no damage upon making a successful saving throw. Sunlight Decay. Saprophytes cannot survive in direct sunlight. Upon exposure to sunlight, a saphrophyte suffers disadvantage on all skill checks, attack rolls, and saving throws. They receive 1 level of Exhaustion for every 10 minutes they are exposed to direct sunlight, eventually dying from it.
Actions
Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage plus 5 (2d4) poison damage.
Suggested Environments
Damp caverns or other underground environments.
Skeleton, Mordant CR: 1/2 (100 XP)
STR
10 +0
DEX
12 +1
CON
12 +1
INT
6 -2
WIS
9 -1
CHA
5 -3
Caustic Brawler. The mordant skeleton is covered in a slimy acid. Any creature touching it or attacking with an unarmed attack suffers 1d6 acid damage. Highly Acidic. The acid of the mordant skeleton is dangerous to nonmagical equipment. Any nonmagical item touching it must make a DC 10 saving throw or be destroyed. If the item is being held, it gains the wielders proficiency bonus to the saving throw roll.
Actions
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage + 5 (1d6) acid damage.
Warder CR: 11 (7200 XP)
STR
30 +10
DEX
10 +0
CON
25 +7
INT
3 -4
WIS
10 +0
CHA
1 -5
Crystal Key. The Warder is powered by a crystalline key, covered in magical runes in its chest. The key is cleverly locked into place and requires an adjacent character to make a Use Object action and also successfully make a DC 17 Intelligence (Investigation) skill check to realize how to unlock it. There is no penalty for failure beyond being in the golem’s proximity. If the key is successfully removed, it triggers its Death Burst ability in 1d3 rounds during which the golem is confused, as per the spell. Death Burst. When the Warder dies, it explodes in a burst of superheated smoke and fire. Each creature within 30 ft. of it must make a DC 15 Dexterity saving throw, taking 54 (12d8) damage on a failed save, or half as much damage on a successful one. Immutable Form. The golem is immune to any spell or effect that would alter its form. Legendary Resistance (3/day). If the Warder fails a saving throw, it can choose to succeed instead. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Superheated Body. A creature that touches the Warder or hits it with a melee attack while within 5 feet of it takes 4 (1d8) fire damage. Creatures attempting to touch the crystal key also suffer 4 (1d8) fire damage.
Actions
Multiattack. The Warder makes one slam attack and one attack with its chain sword. Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage and are knocked prone 1d6 x 5 feet away. Chain Blade. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 23 (3d8 + 10) slashing damage.
Legendary Actions
The Warder can take 3 legendary actions below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Warder regains spent legendary actions at the start of its turn. Slam Attack. The Warder can perform one melee slam attack. Major Repair (Costs 2 Actions). The Warder can heal a number of hit points equal to its Constitution score. Concussive Blast (Costs 3 Actions). 30 ft. Cone Attack: All targets in a 30’ cone are blasted with a concussive force. Targets suffer 16 (3d10) force damage and must make a successful DC 19 Strength save or be knocked prone and pushed 1d6 x 5 feet away. On a successful save, targets also only suffer half damage, is pushed half the distance (rounded down), and are not knocked prone. If the Warder is no longer in possession of its crystal key, then it loses the ability to use its concussive blast legendary action.
The Warder does not know fear, and simply reacts to intruders as per its original orders. When it becomes alerted to targets, it attacks those nearest to it first, hammering all near it with its concussive blast between player turns. The golem attacks prone targets with advantage. Any creature attempting to disengage its crystal key suffers its full wrath, receiving all attacks during that round. Created by Brian Berg of TPK Games Last modified June 22, 2023