The Heart of Chentoufi - Monsters in The World of Okkorim | World Anvil

The Heart of Chentoufi - Monsters

Agar's Blood Slime CR: 5

Medium ooze, unaligned
Armor Class: 12
Hit Points: 84 (14d8+14)
Speed: 10 ft , climb: 10 ft

STR

14 +2

DEX

10 +0

CON

13 +1

INT

2 -4

WIS

15 +2

CHA

6 -2

Skills: Stealth +4
Damage Vulnerabilities: Fire
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Weapons
Damage Immunities: Acid, Cold, Lightning
Condition Immunities: blinded, charmed, deafened,exhaustion, frightened, paralyzed, petrified,poisoned, prone
Senses: Blindsight 120 ft., passive Perception 12
Languages: -
Challenge Rating: 5

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

Medium humanoid (beluk-tu), chaotic evil
Armor Class: 14
Hit Points: 58 (8d8+24)
Speed: 30 ft , swim: 40 ft

STR

10 +0

DEX

12 +1

CON

16 +3

INT

12 +1

WIS

16 +3

CHA

10 +0

Saving Throws: Wisdom +6
Senses: Darkvision 60', passive Perception 11
Languages: Beluk-Tu, Everdark
Challenge Rating: 4

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)

Gargantuan monstrosity, unaligned
Armor Class: 20 (natural armor)
Hit Points: 198 (12d20+90)
Speed: 20 ft , burrow: 10 ft

STR

30 +10

DEX

7 -2

CON

22 +6

INT

1 -5

WIS

8 -1

CHA

4 -3

Saving Throws: Constitution +10, Wisdom +5
Senses: Blindsight 60 ft, Tremorsense 120 ft, passive Perception 9
Challenge Rating: 13 (10,000 XP)

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

Medium undead, neutral evil
Armor Class: 12 (armored vests)
Hit Points: 90 (12d8+36)
Speed: 30 ft

STR

18 +4

DEX

10 +0

CON

16 +3

INT

6 -2

WIS

10 +0

CHA

12 +1

Saving Throws: Wisdom +3
Damage Vulnerabilities: Fire
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: The languages that it knew in life
Challenge Rating: 5

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.

These mummified humanoids were the last left in the Prison of the Invicibles, killed in order to forever seal away the location of the facility and the Oculus. The presence of the Oculus within the area for so many years eventually re-animated them as undead. They are dressed in their tattered clothes and their skin has turn brown and appears to be paper thin. Their rictus grins give the impression they are smiling.

Algol CR: 2

Medium undead, chaotic evil
Armor Class: 12
Hit Points: 24 (5d8)
Speed: 30 ft

STR

13 +1

DEX

15 +2

CON

10 +0

INT

7 -2

WIS

10 +0

CHA

6 -2

Damage Immunities: Cold, Lightning, Poison
Condition Immunities: Charmed, Exhaustion, Poisoned
Senses: Darkvision 60Ft., passivePerception 10
Languages: Common
Challenge Rating: 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

Medium humanoid, any
Armor Class: 14 (natural armor)
Hit Points: 21 (3d8+6) 3d8+6
Speed: 20 ft , swim: 50 ft

STR

13 +1

DEX

10 +0

CON

14 +2

INT

10 +0

WIS

12 +1

CHA

8 -1

Saving Throws: Constitution +4
Skills: Athletics +3, Survival +3
Damage Vulnerabilities: Fire
Damage Resistances: Cold, Poison
Senses: darkvision 120 ft; Passive Perception: 13
Challenge Rating: 1/2

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.

The Beluk-tu are bi-pedal humanoid creatures with long legs, slightly shorter arms, a torso similar to an iguana’s and a long tail. Their head is more akin to a fish, extending from the neckless torso so that the large beak-like mouth opens atop the skull and the very large eyes ride where a normal human’s ears would be. The beak is thick and broad and able to withstand massive pressure. Thick, multi-colored gills on either side of the head behind the eyes and before the torso allow the beluk-tu to pass water through and breath easily. With broad, flat feet shaped not unlike a fin, hands with membranes between the fingers and larger membranes between arm and torso and a powerful tail the creature is able to achieve amazing speeds under water. Some sport large dorsal fins along the spin, backs of the arms and legs. The Beluk-tu hold these as great beauties.   The shaman of the Beluk-tu grow extensive tails, with a high ridge of protruding bone the length of the tail, marking them as holy creatures upon birth. The Beluk-tu dwell in deep waters, preferring caves, under-water lava tubes and erosion caves. These they make nests in, building up stone walls for rooms and often complex structures like castles underwater. These are designed to keep the many ocean-going predators at bay. Here they gather in schools of 20 to a hundred or in rare cases several hundreds. Each school consists of pods of 2-20 Beluk-tu around a shaman, who guides and leads them. The pods look to great shaman to form schools. The Beluk-tu serve their shamans without question.   Beluk-tu tend to the aggressive. Being very territorial they fight almost any creature they perceive infringes upon their territory, this includes land bound creatures who sail or fish their waters. They worship Kthaat and their shamans frequently make highly ritualistic sacrifices to that ancient god.   They travel under water at tremendous speeds, but above water they are far slower, walking on clunky, broad feet. Their eyes allow them to see in all directions above or below water. They cannot breathe outside of the water for very long. The pods consist of one shaman that acts as a 3rd-7th level cleric. For every 10 Beluk-tu there is one 3rd level shaman. For every 3 shamans there is one 5th level shaman and one 5th level warlock.

Suggested Environments

Beluk-Tu are almost always found underground or deep underwater in dark areas.

Death Spore Fungus CR: 3 (700 XP)

Medium ooze, unaligned
Armor Class: 12
Hit Points: 28 (5d8+8)
Speed: 5 ft

STR

16 +3

DEX

10 +0

CON

13 +1

INT

1 -5

WIS

10 +0

CHA

8 -1

Damage Vulnerabilities: Fire, cold
Damage Resistances: Force, lightning, necrotic, radiant, and thunder
Damage Immunities: Poison, psychic, bludgeoning, piercing, and slashing from non-magical attacks
Condition Immunities: Immune to all conditions
Senses: Blindsight 60ft., Tremorsense 60ft., passive Perception 10
Languages: -
Challenge Rating: 3 (700 XP)

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.

Vile Melt Thrall The following changes are applied to the original statistics of the creature when they become 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

Medium construct, unaligned
Armor Class: 14 (natural armor)
Hit Points: 45 (6d8+18)
Speed: 30 ft , fly: -1 ft

STR

14 +2

DEX

13 +1

CON

16 +3

INT

5 -3

WIS

10 +0

CHA

1 -5

Skills: Athletics +4, Intimidation -3
Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: Darkvision 60 ft., passive Perception 10
Languages: Understands Common
Challenge Rating: 3

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

Large beast (giant lizard), unaligned
Armor Class: 12 (natural armor)
Hit Points: 19 (3d10+3)
Speed: 30 ft , climb: 30 ft

STR

17 +3

DEX

14 +2

CON

13 +1

INT

2 -4

WIS

10 +0

CHA

5 -3

Skills: Stealth +4
Senses: Darkvision 30 ft., passive Perception 10
Languages: -
Challenge Rating: 1

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

Medium beast, unaligned
Armor Class: 12
Hit Points: 9 (2d8)
Speed: 30 ft , fly: -1 ft

STR

7 -2

DEX

15 +2

CON

11 +0

INT

2 -4

WIS

10 +0

CHA

4 -3

Senses: Darkvision 60 ft., passive Perception 10
Languages: -
Challenge Rating: 1/4

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)

Gargantuan monstrosity (titan), chaotic evil
Armor Class: 15
Hit Points: 247 (15d20+90)
Speed: 10 ft , swim: 60 ft

STR

28 +9

DEX

11 +0

CON

24 +7

INT

20 +5

WIS

15 +2

CHA

18 +4

Saving Throws: Strength +14, Dexterity +5, Constitution +11, Intelligence +10, Wisdom +7, Charisma +9
Damage Immunities: Lightning, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Frightened, Paralyzed, Prone
Senses: Truesight 120 ft., Passive Perception 14
Languages: Abyssal, Primordial, Telepathy 120 ft. but can't speak
Challenge Rating: 13 (10,000 XP)

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.

The body of the fishfolks' shaman writhes before you, its limbs twisting and snapping in a grotesque display. Before you are able to act, the body contorts and grows, its flesh tearing as it does so. From the corpse, a new creature emerges - one made almost entirely of a viscous liquid with bones, flesh, and tissue roiling about within it. As you watch, the monstrosity grows and expands to gargantuan proportions, lashing out at everything in its path.   Tactics
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

Large elemental, neutral evil
Armor Class: 14 (natural armor)
Hit Points: 98 (12d10+36)
Speed: 30 ft , swim: 86 ft

STR

14 +2

DEX

18 +4

CON

16 +3

INT

12 +1

WIS

12 +1

CHA

10 +0

Saving Throws: Dexterity +7
Skills: Athletics +5
Damage Resistances: Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses: Darkvision 60 ft., Passive Perception 11
Languages: Aquan
Challenge Rating: 6

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.

Naauts are an intelligent species of water elemental. They appear similar to water elementals, but much more humanoid in nature and often carry what might pass for clothing, jewelry, or other accoutrements. Naauts are an organized species who reside on the Elemental Plane of Water in huge cities generally led by a powerful Queen or Matriarch and her council. Many naauts worship Kthaat, the Ancient God of the Deep, who they believe brought them into existence countless millennia ago.

Ree'sha CR: 3

Large monstrosity, unaligned
Armor Class: 14 (Natural Armor)
Hit Points: 64 (8d10+24)
Speed: 40 ft , climb: 30 ft

STR

17 +3

DEX

15 +2

CON

16 +3

INT

3 -4

WIS

10 +0

CHA

6 -2

Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Tremorsense 60 ft., passive Perception 1
Languages: -
Challenge Rating: 3

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

Small humanoid (saprophyte), chaotic neutral
Armor Class: 10 (natural armor)
Hit Points: 21 (3d8+6)
Speed: 20 ft

STR

10 +0

DEX

10 +0

CON

14 +2

INT

12 +1

WIS

12 +1

CHA

5 -3

Skills: Stealth +2
Damage Vulnerabilities: Acid, Fire
Damage Resistances: Poison, Psychic
Condition Immunities: Poisoned
Senses: darkvision 120 ft., passive perception 10
Languages: Saprophyte, Everdark
Challenge Rating: 1/2

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.

Saprophytes are and intelligent fungi-based lifeform found in damp, underground area and caverns. There are many types of saprophytes around the world, but generally speaking when found in a colony, the appearances of each member will be very similar to the next. There are those who appear to be walking red-cap mushrooms, while others look more like masses of colorful cilium, as well as many other variations and types. One of the key traits of the saphrophyte is their ability to psychically communicate with one another, making their colonies eerily silent in the deep caves in which they live.

Suggested Environments

Damp caverns or other underground environments.

Skeleton, Mordant CR: 1/2 (100 XP)

Medium undead, neutral evil
Armor Class: 12 (natural armor)
Hit Points: 13 (2d8+4)
Speed: 30 ft

STR

10 +0

DEX

12 +1

CON

12 +1

INT

6 -2

WIS

9 -1

CHA

5 -3

Damage Vulnerabilities: Bludgeoning
Damage Immunities: Acid, Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 ft., passive Perception 9
Languages: Understands all languages it spoke in life, but can't speak
Challenge Rating: 1/2 (100 XP)

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.

These skeletons are covered in a sickly green and viscous substance.

Warder CR: 11 (7200 XP)

Huge construct, unaligned
Armor Class: 17 (Natural Armor)
Hit Points: 225 (17d12+115)
Speed: 40 ft

STR

30 +10

DEX

10 +0

CON

25 +7

INT

3 -4

WIS

10 +0

CHA

1 -5

Saving Throws: Strength +14, Constitution +11
Damage Immunities: Fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities: Charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: Darkvision 120 ft., passive Perception 10
Languages: Understands the languages of its creator but can't speak
Challenge Rating: 11 (7200 XP)

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.

Tactics
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

Powered by World Anvil