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Lore U p d a te

by Isabel Beis
Lo re U p d a te
written by Isabel Beis

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the
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This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under
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Dungeon Masters Guild.
Contents & Introduction
This supplement is a free update and expansion to the Critter The CC Lore Update also presents a small selection of addi-
Compendium, also available on the DMs Guild. tional monsters, brought from previous editions into 5th Edi-
Since the release of the Critter Compendium, official D&D tion for the use of both owners of a copy of the Critter Com-
releases have seen the reintroduction of several monsters pendium and everyone else. Most of these relate directly to
found within its pages. Since there are fundamental differences monsters introduced in the CC and are best used together.
between the Critter Compendium’s and the official versions, this Updated monsters from the origninal Critter Compendium
free expansion presents new or expanded lore for these creatures did not receive new rules, each monster is still mechanically dif-
to make them unique, distinct, and capable of coexisting in the ferent from its official counterpart. Instead, the update aims to
same setting as the official monsters. This supplement is separate add alternative lore explanations for each creature, how it relates
from the CC to preserve the original document’s layout and the to its official version and what makes it distinct. The update also
original lore for those DMs and players who prefer the CC lore gives new names to these Critter Compendium monsters to dif-
or statistics over the official, and to keep the pdf document con- ferentiate them and reflect the new lore.
sistent with the Critter Compendium hardcover book.

Monster Updates . . . . . . . . . . . . . . . . . . . 6 Gray Render, Render Mother. . . . . . 12 Steel Predator, Khaluphage. . . . . . . . 17


Allip Shred . . . . . . . . . . . . . . . . . . . . . . 6 Howler, Quillhound. . . . . . . . . . . . . . 13 Su Monster, Su-Prowler. . . . . . . . . . . 18
Balhannoth Arcanovore . . . . . . . . . . . 6 Iron Cobra, Assasin Cobra. . . . . . . . 13 Vampiric Mist, Bloodseeker. . . . . . . 18
Berbalang Necrophage. . . . . . . . . . . . . 7 Larva Mage Transcendant. . . . . . . . . 14 Yugoloths. . . . . . . . . . . . . . . . . . . . . . . 19
Boneclaw Guardian. . . . . . . . . . . . . . . 7 Meazel, Filth Meazel . . . . . . . . . . . . . 14 New Old Monsters
Cadaver Collector . . . . . . . . . . . . . . . . 8 Nagpa, Red Nagpa. . . . . . . . . . . . . . . 15 Blade Weaver. . . . . . . . . . . . . . . . . . . . 20
Choker, Spined Strangler. . . . . . . . . . . 8 Nightshades. . . . . . . . . . . . . . . . . . . . . 15 Drakkoths. . . . . . . . . . . . . . . . . . . . . . 21
Demons. . . . . . . . . . . . . . . . . . . . . . . . . 9 Shadar-Kai, Shadow-Fey. . . . . . . . . . 16 Gathra . . . . . . . . . . . . . . . . . . . . . . . . . 23
Eidolons, Living Idols . . . . . . . . . . . . 11 Skulk, Unseen. . . . . . . . . . . . . . . . . . . 16 Leechwalker . . . . . . . . . . . . . . . . . . . . 24
Frost Salamander, Glacier Wyrm. . . 12 Skull Lord, Skullmaster. . . . . . . . . . . 17 Tsochar . . . . . . . . . . . . . . . . . . . . . . . . 24

Critter Compendium
The Critter Compendium delivers over 250 pages of monsters
both from older editions and completely new to the game for
a DM to unleash upon their players. But players too can find
new options in this book, such as new creatures to summon,
undead to create, beasts to use as familiars, beast companions or
to wildshape into, and even some ideas for class options such as
Draconic Bloodlines and Warlock pacts based on the monsters
presented here.

In addition to a fully illustrated bestiary featuring over 130 dif-


ferent monsters and 250 statblocks as well as lore to incorpo-
rate them into a campaign or setting, the Critter Compendium
delivers appendices filled with beasts and low-challenge mon-
sters, as well as lists of skeletons and zombies created from all
manner of different archetypical bodies.

Also included are earth, air, fire and water elementals of Small
to Gargantuan size to supplement the four basic elementals and
a small section of easy to apply monster templates that help you
diversifying your monsters or even turn them into legendary
by Tobias Bei
s
creatures to field as boss monsters against your players.
Bestiary
Monster Updates

Allip Shred
A
Whereas true allips are creations of powerful curses tied to
secret lore, allip shreds come about from much less mystical cir-
cumstances. Though similar in nature to their true relative, allip
shreds are less powerful. They can be told apart from true allips
by their appearance being even more tattered and torn, making
them appear altogether smaller and giving them their name.
An allip shred’s bubbling madness is unlike that of a true
allip in that it is entirely incoherent. There is no deeper secret
or meaning behind the shred’s whispers. Nonetheless, its magic
compels listeners to try and make sense of its rambling, making
them forget themselves and the danger around them.
Critter Compendium page 7

B
Balhannoth Arcanovore
Less impressive than the common balhannoth in stature and
sheer power, arcanovores are particularly dangerous for magic
users. Arcanovores are the descendants of balhannoths taken
to the Prime Material plane by drow slavers. As a result, they
can be found inhabiting the underdark. Having evolved outside
their original native Plane of Shadow, they lost much of their
original power. To make up for this lack, arcanovores have taken
to feeding on the magical energies inherent to spellcasters
and even magical items. While all balhannoths possess
innate magical abiilities, arcanovores evolved theirs
specifically to prey on magical creatures, being
able to detect sources of magic, see through illu-
sions and suppress the magical abilities of a crea-
ture in their tentacles’ grasp.
Arcanovores don’t possess the reality-warping
powers of their kin. Instead, they ambush prey using
natural camouflage adapted to their new home in the underdark.
Arcanovores are most easily distinguished from common
balhannoths by the number of tentacles sprouting from their
form. While a common balhannoth possesses four prehensile
main tentacles and a number of smaller tendrils, an arcanovore
has five primary tentacles and no secondary extremities.
Critter Compendium page 15

6
Berbalang Necrophage
Becoming trapped on the Material Plane can irrevocably change
a berbalang. This only happens as the result of a powerful curse
that removes the creature’s magic or somehow severs a berbal-
ang’s duplicate from its original form.
Unable to return to its home in the Astral Plane or to gar-
ner secrets from the remains of the dead, the creature is driven
mad and begins to feed on the remains of creatures it is unable
to coax information out of. Although no longer able to speak
to the dead as it used to, it is capable of extracting memories
from the remains it devours. The berbalang necrophage is con-
stantly in search for more dead flesh, particularly that of mortal
humanoids, as no others seem to sustain it. Their highly specific
diet causes many necrophages to haunt graveyards and terrorize
remote humanoid settlements. They are known to force deals
from the local population to be provided regularly with the
remains of the dead in exchange for not killing the locals and
taking their corpses by force.
This sustenance also imbues the berbalang with new power,
far beyond what its common kin are capable of: instead of pro-
jecting a single duplicate to transfer its consciousness into, the
necrophage splits its own life essence into up to three duplicates,
all of which share a consciousness with the original, which can
also remain active.
Berbalang necrophages show their madness in their expres-
sion and are often mutated to have smaller fangs but more pro-
nounced claws as well as skin covered in strange boils.
Critter Compendium page 20

Boneclaw Guardian
Boneclaws are usually created in failed attempts by evil wizards
to become a lich. While the souls of these monsters seek a new
master to serve, their creation is too unpredictable to make a reli-
able attempt at purposefully producing a boneclaw as a servant.
Necromancers are nothing if not creative however and
have discovered ways of modifying the creation rituals, using
the souls of exceptionally evil, though not magically potent
beings. These souls can be bound into service by the modi-
fied ritual. The resulting creature is not as powerful as a true
boneclaw, lacking the its ability to harness shadow magic, as
well as its immortality.
Nonetheless, boneclaw guardians are formidable killers
and especially capable at keeping foes at a distance to
protect their masters.
Greater boneclaws are clad in swirling
shadow while boneclaw guardians
show none of that, setting them
apart visibly. Instead, their mas-
ters often clothe their boneclaw
guardians in dark rags that
emulate a true boneclaw’s
appearance to make them
appear more dangerous at
first glance.
Critter Compendium page 28

7
C Cadaver Collector,
Impaler Golem
Cadaver Collectors originally hail from the plains of Ache-
ron, where they roam until summoned into service by a denizen
of the Material. The secret to creating a true cadaver collector is
lost to the mortal world, but this has not stopped necromancers
and warlords from attemptiong to emulate the idea.
The result of these experiments is known as an impaler
golem. These false cadaver collectors are created using a combi-
nation of stone and metal in the construction and then binding
an elemental spirit into the construct’s form, just as it is done
in the creation of any other golem. Impaler golems may not be
the exact same thing, but fulfill the task more than adequately.
While they lack the supernatural ability to call forth the spir-
its of the corpses mounted on their shells, impaler golems have
their own gruesome ways of attacking, by seizing living enemies
and pinning them onto the many spikes adorning their form. As
the construct moves about, the segments of armor on its back
shift and contract, tearing further at the flesh of those unlucky
enough to have been caught alive.
An impaler golem has a primarily stone body that is magi-
cally animated and covered in spiked steel or iron plates, mak-
ing it distinct from a cadaver collector’s fully metallic and visibly
mechanical form.
Critter Compendium page 32

Choker, Spined Strangler


Spined stranglers are a subspecies of chokers set apart most nota-
bly by possessing a cartilaginous structure within their bodies
that reinforces their head and torso in a manner similar to a skull
and spine. This limits the creature’s mobility somewhat and pre-
vents it from squeezing through small openings, but makes it
notably more capable of enduring damage and gives it the ability
to seize prey with its tentacles more efficiently.
Additionally, these spined stranglers make up for their lim-
ited mobility further with natural camouflage, adapted either
to stone ruins, which most of them inhabit, or forest terrain,
which the less common variant known as grove chokers make
their homes.
Finally, their analogue skulls also house a more sophisticated
nervous system, making the stranglers smarter than common
chokers and capable of striking deals with other creatures that
may find their abilities useful.
Critter Compendium page 35

8
D

Demons
Armanite, Lancer Demon Bulezau, Capramet
Lancers are a low form of demon, reminsicent of mortal cen- Capramets are pure manifestations of Baphomet’s primal
taurs. They wear steel harnesses and use long pikes as weapons. bloodlust. These demons are similar to bulezau in their goat-
Despite the outward similarity, they are viewed as weaklings like aspect, but are much larger and wield oversized pikes to
by armanites and are prevented from joining armanite herds. enhance their deadly potential. Capramets charge into combat,
Nonetheless the sight of a charging lancer demon is enough to howling with primal rage and attack in a flurry or tail slams,
take its opponents aback with awe. horns and swings from their massive polearms.
Critter Compendium page 47 Critter Compendium pages 41, 49

9
Molydeus, Molydule
Not every demon fully makes the excruciating transition into
a molydeus. If a demon is too weak to endure the process it
might be outright annihilated. Luckier specimens make a par-
tial ascension to become what is known as a molydule. A moly-
dule has the same basic apparance as a molydeus, although it is
smaller, and its power is significantly more limited. Nonethe-
less, these demons are still champions of slaughter that few can
match and they revel battle and bloodshed like no others.
Molydules can often be found serving their masters by seek-
ing out demons that stray from the war effort to execute them.
Critter Compendium pages 42, 55

Nabassu Fleshgorger
Nabassu are shunned among demonkind for devouring souls
and as such are exiled from demonic society. Some nabassu
have a different craving however. This lesser form of nabassu
craves humanoid flesh rather than souls, making them much
more acceptable to other demons, however their craving often
drives them into a self-imposed exile, seeking passages to the
Material Plane, to find prey. When a demonic force invades the
Material or any other plane that holds the promise of humanoid
flesh, nabassu fleshgorgers in their fledgling form can be found
accompanying these demonic hordes in great flocks.
A fleshgorger that devours enough flesh is able to ascend to its
mature form, a much more powerful version of itself, although
not quite as potent as a soul-feeding nabassu, which gains much
greater power thanks to its diet consisting of souls.
Critter Compendium pages 42, 55, 56

10
Rutterkin, Goad Wretch
Goad wretches are twisted sub-demon creatures that are formed
from the souls of those judged unworthy to even become
demons. Wielding snapping polearms which they use to seize
any non-demon creature they see, these lowly fiends aimlessly
wander across the Abyssal plains.
Goad wretches are entirely distinct from rutterkin and a dif-
ferent type of demon altogether.
Critter Compendium page 60

E Eidolons, Living Idols


Eidolons are spirits created as protetors for a deity’s holy places.
They are more commonly recognized as the living statues that
defend these places from raiders, however the satues are merely
mediums the spirit uses as surrogate bodies.
Living idols on the other hand are statues constructed as focal
points of worship. They were infused with life, either inadver-
tently or purposefully by being prepared to become vessels of
the will of their creators’ patron.
Either way, living idols tend to deteriorate over time, and
some begin to believe themselves gods.

Hallowed Idol
Hallowed idols were created to receive a spark of their patron
deity’s divinity and serve as an earthly avatar of their god. Age
and continued worship eventually cause some of these idols to
become corrupted.
Critter Compendium page 92

Rogue Idol
Rogue idols spring from statues that were constructed to the
honor of evil entities and weren’t originally meant to become
animate. Nonetheless, their patrons sometimes send a divine
spark to animate the idol as a reward for the cult’s obedience
and service. These idols, however, are malevolent entities, just as
their patrons, and rule over their cults as coldhearted despots.
Eventually becoming consumed by malevolence and greed, they
tend to slaughter their own worshippers.
Critter Compendium page 93

11
Frost Salamander, Glacier Wyrm
F
Glacier wyrms are creatures inhabiting the frozen reaches of
the Material. They are distant relatives of the frost salaman-
ders, elementals from the Frostfell. Glacier wyrms were created
by binding the elementals’ essences into the bodies of native
reptiles through powerful magic. The original purpose of this
ritual has been lost to history. However the creatur’s remark-
able intelligence makes them trainable at a young age, and as
they become older, trained glacier wyrms remain loyal, while
becoming much stronger. This makes them useful as permanent
servants, whereas frost salamanders have to be summoned tem-
porarily or bound with magic that forces them to serve, making
the elementals resentful and dangerous if the binding ever fails.
Since their creation, glacier wyrms have become a part
of arctic and subarctic ecosystems, where they are often still
sought out to be captured and trained.
Critter Compendium page 100

G Gray Render, Render Mother


Since they tend to be rejected by their own progenitors, gray
renders naturally seek out other creatures to bond with as sur-
rogate parents. A particular subspecies of gray render differs in
this behavior in that these renders bond to other creatures as the
parental side. These render’s frequently go hunting to provide
their often unwilling adoptee with fresh meat. Because of their
more nurturing and less dependent behaviour, these gray ren-
ders are commonly known as render mothers.
Render mothers are not as obedient as other gray renders.
They act according to what their own perception of their
charge’s best interest is, rather than serving its commands.
Another notable difference between common gray renders
and render mothers is their mode of killing. Common renders
trip their prey and start crushing and ripping it apart while it is
on the ground, while render mothers seize prey between ther
jaws and then start ripping it apart with their teeth and claws.
Critter Compendium page 108

12
Howler, Quillhound
H
Quillhounds are a lesser subspecies of howlers, easily told apart
by their gaunt appearance and their strongly pronounced coat
of quills.
While much less resilient than their howler cousins, quill-
hounds have their own strengths, and their hunting strategies
are adapted accordingly. The quillhounds’ howling does not take
immediate effect like that of the greater howler, but it can erode
a victim’s mind over days or even weeks of exposure, eventually
becoming fatal. The fiendish hounds can sustain these tactics
for weeks, just filling the night air with their howls without ever
engaging their victims in a physical attack.
A quillhound’s eponymous quills are another of its strengths.
When it finally moves in to attack, the hound uses
them to wound and hinder its prey.
Quillhounds and howlers are often known to form
packs together. The faster and more numerous quill-
hounds harrass their prey and goad it toward the greater
howlers which then move in for the kill.
Critter Compendium page 114

I Iron Cobra, Assassin Cobra


Gnomes are often at the forefront of magical invention. Their
more successful designs are often copied and reappropriated
for different purposes. Assassin cobras are one such copy. The
stealthy and venomous metal snakes are predisposed for infil-
tration. This variant is imbued with enchantments that grant it
the ability to sense its target over great distances and track it
down reliably.
While the alchemical concoctions used as an iron cobra’s
venom can produce a variety of random effects, an assassin
cobra is loaded with more reliable poison, made to weaken and
quickly end the target.
Critter Compendium page 121

13
L Larva Mage Transcendant
Star spawn larva mages can be as varied in abilities and person-
ality as the individuals that go through the process of becoming
such a creature. Those among them who fully learn to embrace
their swarm form are known as transcendants. Transcendants
usually come from a background of arcane study that gives
them greater insight into the workings of swarm consciousness.
They fully understand the worm-like creatures that constitute
their body as both part of themselves and part of a collective of
individual bodies, rather than simply an external extension to
their will. This allows these larva mages to act more like a true
swarm, rather than an individual in control of a swarm.
In addition, transcendants can tap into the collective cog-
nition of all the worms they are made of, networking them to
function like elaborate brain cells and achieve higher intel-
ligence as a whole. This process however also leads to a par-
tial loss of identity. Nonetheless, transcendant larva mages are
potent wielders of arcane magic.
Critter Compendium page 126

Meazel, Filth Meazel


M
Filth meazels are dischevelled relatives of meazels. These crea-
tures have dwelled in disease-ridden environments such as dark
swamps, damp tunnels, or even sewers for a long time and have
been permanently altered by the effects of the afflictions they
acquired there. As beings stained by the Shadowfell, natural dis-
eases have very different effects on meazels exposed to them for
a long time. Most meazels eventually lose their minds, becom-
ing barely more intelligent than beasts. Along with this loss, the
meazel’s ability to manipulate shadows atrophies as well.
Filth meazels are pathetic creatures even for meazels, but their
withered, twisted and disease-ridden bodies are surprisingly
athletic, as if enduring their infections only made them stron-
ger. Because their home environments are usually flooded in
some way, filth meazels are also excellent swimmers and make
up for their inability to use shadow magic by ambushing victims
through the murky waters of their miserable dwelling places.
Critter Compendium page 136

14
Nagpa, Red Nagpa
N
The ancient nagpas have long brought about the ruin of entire
civilizations and pried arcane secrets from the rubble. Among
these secrets they found was a way to afflict other creatures with
a curse similar to their own. When a nagpa finds allies in other
evil wizards, it often lures them into undergoing a ritual with the
promise of magical power. This ritual infuses the subject with
shadow energy and a mote of the ritual performer’s power and
will. The process warps the subject into a red-skinned image of
the performer. Accordingly, the servant unwillingly attains the
appearance of a red-skinned nagpa, and the resulting creature is
known simply as a red nagpa.
While their arcane prowess may not be as expansive as that
of their nagpa masters, red nagpas possess unique innate mag-
ical abilities and resistances, including functional immortality.
However, they are constantly driven by an insatiable craving for
earthly indulgences, that resulted from a profound emptiness
left behind by the shadow magic suffusing them.
Red nagpas are slave to their masters’ wills and often act as
remote lieutenants, spreading their masters’ schemes and influ-
ence further while trying to balance their service with their own
indelible cravings.
Critter Compendium page 145

Nightshades
Nightshades are undead creations formed by powerful necro-
mancy from the dark energy of the Negative Energy plane. Their
massive, dark forms are reminiscent of that of Nightwalkers, as
they are made from the same fundamental material, however the
nightshades’ creation gives them a different nature. Nightshades
were originally created to bolster the dark hordes of their necro-
mantic masters. Radiating a shadow of negative energy, they can
protect other undead from radiant energy and are able to use
their innate necromancy to give unlife to shadows around them.

Nightwalker, Nightstrider
Nightstriders are just one of the many shapes that nightshades
can take upon creation. They resemble Nightwalkers the most
closely and this earns them their reminsicent name. However,
whereas nightstriders are purposefully created by necromancy,
just like any other nightshade, nightwalkers are released from
the negative energy plane whenever a creature steps into its
boundaries from the outside.
Critter Compendium page 148

15
S Shadar-Kai, Shadow-Fey
Long ago, a cabal of fey warriors set out to war against the
Shadowfell. Their campaign lead deep into the dreary realm
and eventually caught the attention of the Raven Queen. The
aggressors were soon faced with the full force of the goddess’s
wrath and found themselves surrounded by her servants, fight-
ing a losing battle. Their fey commander, too cowardly to face
a warrior’s death, struck a bargain with the mistress of the
shadow realm and offered up the service of his warriors to her
in exchange for being spared.
The Raven Queen accepted in return for binding the fey’s
souls and those of their descendants to her realm. The shadow-
bound fey warriors felt betrayed by their commanders and were
consumed by bitterness. To this day, shadow-fey begrudgingly
serve the Raven Queen and wear iron bands that protect their
souls from being consumed by shadow completely, at the cost of
inflicting constant pain upon their wearers.
Critter Compendium page 178

Shadow-Fey NPCs
Shadow-Fey rely on stealth and agility in combat. More
powerful shadow-fey might use the Assassin or Spy NPC
statblocks from the Monster Manual or the Illusionist
or Swashbuckler from Volo’s Guide to Monsters. They
will typically replace their primary melee weapon with
a chain blade. See the Monsters as Characters section
on page 220 in the Critter Compendium for shadow-fey/
shadar-kai racial features and chain blade statistics.

Skulk, Unseen
The unseen are sometimes mistakenly called skulks, but the two
are distinct creatures. Skulks are what remains of a humanoid
who got lost wandering the Shadow Plane, whereas the Unseen
are magically altered descendants of the opressed undercaste of
an ancient human empire.
The unseen take pride in their innate ability to avoid all man-
ner of detection, be it magical, direct sensory perception, or
even following traces of their presence. They typically exist at
the fringes of human society, unless they manage to hide their
nature and can pass as regular human citizens. Most unseen use
their remarkable abilities to serve as hired assassins and thieves.
Critter Compendium page 184

16
Skull Lord, Skullmaster
In their endless scheming against one another and the world at
large, the skull lords have need for many servants. Most of their
minions are skeletons or zombies, mindless creatures fit only
for basic tasks. More intelligent undead may serve as lieuten-
ants and agents, but when a skull lord seeks something outside
of its realm, a matter it cannot attend to itself, it will not trust
any other than itself, not even its other two skulls. To solve this
problem, skull lords create skullmasters.
Created from the fused remains of three of the skull lord’s
servants, a skullmaster mirrors the appearance of its creator.
Each of the skull lord’s heads imposes its will on one of the
skullmaster’s skulls. This way each skull lord head can ensure
their agent serves their common interest and does not betry one
head in favor of the others.
Each of the skullmaster’s heads has a different inherent
power and unlike their creators, these heads cooperate toward
the common goal of serving the skull lord. As a skullmaster
deteriorates from damage it takes in combat however, the three
contesting wills controlling it strain its physique
and the weakest one may lose its grip on the
skullmaster and the head under its control
shatters. While the will of that skull lord head
is still present, it loses its sway over the skull-
master until the skullmaster is healed, at which
point its shattered skulls reform.

Skull Lord and Skullmaster Lairs


Both skull lords and skullmasters build their lairs in the same
way. When encountered in its lair, the skull lord found in Mor-
denkainen’s Tome of Foes can use the skull lord lair actions pre-
sented in the Critter Compendium. In that case, the skull lord’s
Challenge rating becomes 16 (15,000 XP).
Critter Compendium page 185

Steel Predator, Khaluphage


Home to the cubes of Acheron are metallic beasts tied closely
to elemental earth, known as khaluphages. These creatures are
best known for their diet, which consists solely of metal. They
are often thought to be the inspiration that lead to the creation
of the modron construct known as the steel predator, which
otherwise would also be an apt description for a khaluphage,
although the similarities are more likely to be coincidental.
While they are incapable of hearing, khaluphages possess
extremely sharp senses attuned specifically to finding metals,
and can even sense nearby enchanted metal objects, a special
delicacy to their palate.
Critter Compendium page 192

17
Su Monster, Su-Prowler
These slightly larger and more baboon-like, but less intelligent
relatives of su-monsters are adapted prey on their smaller kin.
While su-monsters possess psionic abilities that they use to
attack their own prey, the psionic abilities of su-prowlers are
entirely passive and allow them to sense the presence of psion-
ically active creatures. Su-prowlers seize prey with their tails
and then attack with the claws on all four limbs, as well as
their sharp teeth.
Su-prowlers instinctively hunt psionically active
creatures. They do not make any distinction between
their usual prey and other creatures. While they
are resistant to psychic assaults, this can still lead to
su-prowlers assaulting psionic creatures that far out-
match them in combat.
Sometimes su-prowlers are hunted and captured to
be trained as a sort of hunting hound, to aid in hunting
psionic threats, such as mind flayers and other aberrations.
Critter Compendium page 195

V Vampiric Mist, Bloodseeker


Bloodseekers are magically created creatures that appear as
clouds of mist animated by a predatory consciousness that
instincitvely seeks living blood. Bloodseekers extract blood
from living creatures through their touch, and a recently sated
bloodseeker reeks of fresh blood.
Bloodseekers are thought to have been created to serve many
purposes that require fresh blood, be it feeding a vampire or
for use in magical rituals. This blood can be drained from the
bloodseeker given the right magic. Bloodseekers do not will-
ingly relinquish blood they have consumed, as it sustains them.
This makes the process of harvesting them dangerous, and usu-
ally not worthwhile. The secret to whatever sway their creators
may have held over the first bloodseekers is lost to history.
Bloodseekers are easily confused for vampiric mists, due to
obvious simlarities, although unlike vampirirc mists, they are
living creatures. Bloodseekers can be recognized by their instinc-
tive tendency to form a monstrous face on their hazy form.
Critter Compendium page 204

18
Y Yugoloths
Dergholoth, Kantharoloth
Kantharoloths vaguely resemble a blend between an over-
sized dhergoloth and a scarab beetle. They serve as tunnelers
that create subterranean paths for fiendish assault forces. Their
five claws are adapted to carving through earth and rock just
as much as to tear into enemies. The yugoloths are encased in
thick chitinous exoskeleton armor that is hardened to withstand
earth collapsing from above as they burrow. It also helps them
weather the initial assault that they face when emerging from
underneath enemy lines, allowing the forces following in the
kantharoloths’ tunnels to mount a counter attack.
Critter Compendium page 216

Hydroloth, Trygoloth
Trygoloths are large but lowly yugoloths. They often serve
hydroloths, piscoloths and sometimes even merrenoloths as
troops. Their aquatic speed is unmatched and their stature is
imposing enough to intimidate, although the other yugoloths of
styx are more powerful due to magical abilities.
Merrenoloths in particular tend to bring a retinue of trygo-
loths if their contract is likely to involve combat. These trygo-
loths accopany the merrenoloth’s vessel in a manner similar to
dolphins swimming alongside human ships and are not usually
tolerated on deck.
Critter Compendium pages 216, 217

Yagnoloth, Brakholoth
Their unevenly sized arms mark brakholoths as relatives of
yagnoloths, although a much more reptilian appearance distin-
guishes them just as easily. They also share a preference for posi-
tions of power. Brakholoths are somewhat more prone to using
brute force and carry with them enormous and vicious looking
harpoons that they use to attack and capture enemies.
Brakholoths often serve yagnoloths as lieutenants and strongly
prefer to enter into contracts which allow them to wield author-
ity. They enjoy such positions so much that they often continue
to serve in such positions beyond their contracts’ expiry.
Critter Compendium page 219

19
New Monsters

Blade Weaver
Medium monstrosity, neutral

Armor Class 16 (natural armor)


Hit Points 65 (10d8 + 20)
Speed 30 ft.

STR DEX CON INT WIS CHA


9 (–1) 18 (+4) 14 (+2) 16 (+3) 17 (+3) 18 (+4)

Skills Arcana +6, History +6


Damage Immunities Psychic
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 13
Languages telepathy 1,000 miles (spell weavers and
blade weavers only)
Challenge 5 (1,800 XP)

Magic Resistance. The blade weaver has advantage on


saving throws against spells and other magical effects.
See Invisibility. A blade weaver can see invisible creatures
as if under the permanent effect of a see invisibility spell.
Innate Spellcasting. A blade weaver’s innate spellcasting
ability is Charisma (Spell save DC 15). It can innately cast
the following spells, requiring no material components:
at will: detect magic, invisibility
1/day: plane shift
Telepathic Seclusion. The blade weaver is all but immune
to telepathy. Attempts to communicate with it or to to read
its mind using telepathy (such as with a detect thoughts spell
or similar magic) automatically fail. Any creature making
such an attempt must succeed on a DC 15 Intelligence sav-
ing throw or take 22 (4d10) psychic damage from the mental
Blade Weaver
feedback and be stunned for 1 round. Blade and spell weav- More martially minded among the creatures known commonly
ers can communicate with each other using their telepathy as spell weavers (Critter Compendium p. 190) are called blade
ability, but telepathy spells they cast still fail automatically weavers. They wield four shortswords which they wield artfully,
and the casting weaver must save against the feedback. attacking in an unavoidable flurry of blades.
Reactive. The blade weaver gets three additional reactions Blade Weavers are more interested in magic armaments, than
on each of its turns, which can only be used to make opportu- other magic items. As a result, blade weavers and spell weavers
nity attacks or use its Parry ability.
are more inclined to work together in pairs of one each, than
Actions with their own kind, as they do not compete over spoils.
Multiattack. The blade weaver makes three melee attacks.
Weaver Kindred. Blade weavers are considered spell weavers,
for the purpose of spell weaver telepathy and chromatic disk use.
Blade Weaving. The blade weaver makes four attacks
with its shortswords. Attack rolls it makes against crea-
tures that have been hit by its shortswords at least once
this turn have advantage.
Chromatic Disk
Blade Weavers carry the same chromatic disks as spell
Shortswords. Melee Weapon Attack: +7 to hit, reach 5 ft.,
weavers. They draw on the energy stored in the disk
one target. Hit: 7 (1d6 + 4) piercing damage.
to imbue their blades with force energy rather than to
Reactions cast spells.
When the blade weaver hits with a shortsword attack,
Parry. The blade weaver adds 3 to its AC against one melee
it can use a bonus action to expend up to 3 charges from
attack that would hit it. To do so, the blade weaver must see
its chromatic disk, and add force damage to the hit,
the attacker and be wielding a melee weapon.
equal to 4 (1d8) per charge expended.

20
Drakkoths
On their raids, drakkoths (Critter Compendium p.
88) use a variety of tactics. While the bulk of a
drakkoth tribe’s warriors have fairly basic combat
training, wielding their pikes and natural arma-
ments, some among them are more specialized.

Drakkoth Ambusher
Ambushers excel at stealth. Adept at exploiting the con-
cealment provided by their native environment, they
can stay out of sight with ease despite their large
size. A drakkoth ambush is swift and deadly. The
ambusher launches from its hiding spot, its blade
held low to cut through any enemy it passes that
does not have the awareness to evade the drak-
koth’s assault.
A coordinated attack of drakkoth
ambushers can cut down an entire
company before the defenders can
even react.

Drakkoth Rager
Leading the charge of a drakkoth
raid are fearsome warriors known
as ragers. They normally wield
large axes which they swing fero-
ciously in long, deadly arcs.
A drakkoth rager heedlessly plunges
into the fray where it thrives on the
pain inflicted by its opponents. It only
becomes more dangerous, as its wounds
fuel its fury and immunize it to further pain.

Drakkoth Ambusher Ambusher. The drakkoth has advantage on attack rolls


Large dragon, neutral evil against any creature it has surprised.
Foliage Stalker. The Drakkoth has advantage on Dexterity
Armor Class 17 (natural armor) (Stealth) checks made to hide in an area of dense vegeta-
Hit Points 93 (11d10 + 33) tion, such as forests or swamps.
Speed 50 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The drakkoth makes three melee attacks: one
18 (+4) 14 (+2) 16 (+3) 13 (+1) 14 (+2) 13 (+1) with its bite, one with its tail, and one with its glaive.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one tar-
Skills Athletics +6, Stealth +5 get. Hit: 11 (2d6 + 4) piercing damage.
Condition Immunities paralyzed Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one tar-
Senses darkvision 60 ft., passive Perception 12 get. Hit: 9 (2d4 + 4) bludgeoning damage.
Languages Draconic
Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Challenge 6 (2,300 XP)
target. Hit: 15 (2d10 + 4) slashing damage.
Firespit. Ranged Weapon Attack: +7 to hit, range 30/90 ft.,
Deadly Advantage (1/Turn). If the drakkoth has advan- one target. Hit: 10 (3d6) fire damage.
tage on an attack roll, the target takes an extra 14 (4d6)
damage from the attack. Sudden Charge. The drakkoth moves up to its speed in
a straight line and makes a single attack with its glaive
Immunity to Sleep. The drakkoth automatically passes all against each Large or smaller creature of its choice that is
saving throws against spells that would put it to sleep. surprised and within the drakkoth’s reach at any point of
this move.

21
Drakkoth Sniper
Drakkoth snipers lace their arrows with the volatile secretion Drakkoth Fire Venom
that allows them to spit bolts of flame. This is one of two chemi- Drakkoth snipers are trained to apply their fire venom
cals that normally ignite when a drakkoth releases them from its to each piece of ammunition as part of the attack they
maws and they mix in the air. The chemical applied to an arrow make with it. An untrained drakkoth must interact with
an object to apply its poison to a weapon or piece of
slowly smolders and eats away at the material. Drakkoths do
ammunition. Applying the venom otherwise (such as
not lace their melee weapons with it to avoid rapid degradation from using bottled samples) functions the same way as
of their weapons. Arrows however are more expendable and applying any poison to a weapon or piece of ammunition.
their archers make liberal use of the technique. If the substance Each dose of fire venom that is attached to an object
enters a target’s blood stream, it violently burns the victim from that is not made of glass for more than 1 round deals 1d6
the inside acting much faster in conjunction with the water in fire damage to that object at the start of each round for
a victim’s body. three rounds before becoming inert.

Drakkoth Rager Reckless. At the start of its turn, the drakkoth can gain
Large dragon, neutral evil advantage on all melee weapon attack rolls during that turn,
but attack rolls against it have advantage until the start of
Armor Class 16 (natural armor) its next turn.
Hit Points 152 (16d10 + 64) Bloodied Fury. If the drakkoth has half of its maximum hit
Speed 60 ft. points or less left, it has resistance against bludgeoning,
piercing, and slashing damage, its melee attacks each deal
STR DEX CON INT WIS CHA an additional 3 damage, and its fire spit deals an additional
20 (+5) 12 (+1) 19 (+4) 11 (+0) 14 (+2) 13 (+1) 7 (2d6) damage.

Actions
Skills Athletics +8
Condition Immunities paralyzed Multiattack. The drakkoth makes four melee attacks: one
Senses darkvision 60 ft., passive Perception 12 with its bite, one with its tail, and two with its greataxe.
Languages Draconic Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one tar-
Challenge 10 (5,900 XP) get. Hit: 12 (2d6 + 5) piercing damage.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one tar-
Cleaving Blows. If the drakkoth hits with a greataxe attack, get. Hit: 10 (2d4 + 5) bludgeoning damage.
it can make a single additional greataxe attack against a dif- Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one
ferent target as a bonus action. target. Hit: 18 (2d12 + 5) slashing damage.
Immunity to Sleep. The drakkoth automatically passes all Firespit. Ranged Weapon Attack: +8 to hit, range 30/90 ft.,
saving throws against spells that would put it to sleep. one target. Hit: 14 (4d6) fire damage.

Drakkoth Sniper Actions


Large dragon, neutral evil Multiattack. The drakkoth makes three melee attacks: one
with its bite, one with its tail, and one with its pike. Alterna-
Armor Class 18 (natural armor) tively, the drakkoth can make two attacks with its longbow.
Hit Points 85 (12d10 + 48)
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar-
Speed 50 ft.
get. Hit: 10 (2d6 + 3) piercing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one tar-
STR DEX CON INT WIS CHA
get. Hit: 8 (2d4 + 3) bludgeoning damage.
16 (+3) 16 (+3) 18 (+4) 13 (+1) 16 (+3) 11 (+0)
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 14 (2d10 + 3) slashing damage.
Skills Athletics +6, Perception +6
Condition Immunities paralyzed Longbow. Ranged Weapon Attack: +6 to hit, range
Senses darkvision 60 ft., passive Perception 16 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage
Languages Draconic plus 3 (1d6) fire damage. If the target is a creature, it must
Challenge 7 (2,900 XP) succeed on a DC 14 Constitution saving throw or become
poisoned. While poisoned, a creature must repeat the sav-
ing throw at the end of each of its turns, taking 10 (3d6) fire
Immunity to Sleep. The drakkoth automatically passes all damage on a failed saving throw, or ending the effect on
saving throws against spells that would put it to sleep. itself on a successful one.
Rapid Shot. When the drakkoth makes an attack with its Firespit. Ranged Weapon Attack: +6 to hit, range 30/90 ft.,
longbow, it can use a bonus action to make an additional one target. Hit: 14 (4d6) fire damage.
longbow attack. This attack only deals the piercing damage
and does not add the poison effect.

22
Gathra
The lower planes are full of danger. The plains of Avernus are
home to great muscled beasts, that look like ordinary herd ani-
mals at first glance, but are in fact voracious predators that prey
on slower creatures unfortunate enough to be found out in the
open terrain.
Horrid Predators. Gathras look like a fiendish mixture of
boar and buffalo with enormous horns and tusks. Astride
muscular, stubby legs, these powerful creatures run
down prey impaling it on their great horns and tusks
and trampling it under their massive hooves.
If the gathras is not fast enough to chase down its
prey, it unleashes its bellow, which magically causes
victims to go down and cower in fear. This allows
the gathras to quickly close the distance and merci-
lessly trample their target.
Fiendish Warmounts. Gathras are prized combat mounts
among fiends and other evil creatures. Although they require
constant discipline to be kept in line, their devastating charges
make them more than worth the hassle. Demons are best
known for rounding these beasts up to use in battle.

Gathra
Large fiend, lawful evil

Armor Class 15 (natural armor)


Hit Points 147 (14d10 + 70)
Speed 40 ft.

STR DEX CON INT WIS CHA


22 (+6) 9 (–1) 21 (+5) 4 (–3) 17 (+3) 14 (+2)

Skills Perception +6
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 16
Languages —
Challenge 6 (2,300 XP)

Overwhelming Charge. If the skeleton 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 11 (2d10)
damage. If the target is a creature, it must succeed on a DC
15 Strength saving throw or be knocked prone. If the target Even when not mounted, a herd of gathras makes for a dan-
is prone, the skeleton can make one stomp attack against it gerous force on a battlefield, as it is unleased to wreak havoc
as a bonus action. upon the opposing force. Such gathras herds are usually released
ahead of the army to cause as much damage as possible before the
Actions enemy can gain a hold of the situation and cut the beasts down.
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one tar- Occasionally, a herd of gathras may cross over into the Material
get. Hit: 17 (2d10 + 6) piercing damage. Plane when coming across an area where the veil between the
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one planes is thin. In these cases, the creatures seek out open plains to
prone creature. Hit: 15 (2d8 + 6) bludgeoning damage. claim as their hunting grounds. Their presence quickly displaces
Bellow (Recharge 5—6). The gathra unleashes a terrify- native predators and wreaks havoc upon the prey animal popu-
ing bellow. Creatures in a 30 foot radius that can hear it lation. Even great beasts that normally do not have to fear pred-
must succeed on a DC 16 Wisdom saving throw against this ators, such as elephants or large dinosaurs are viable prey for the
magic or become frightened. While frightened, a creature ferocious gathras herd.
must drop prone and cannot move or stand up as it cowers
Local populations must find ways to deal with the creatures as
in fear. At the end of each of its turns, a frightened creature
can repeat the saving throw, ending the effect on itself on they not only devastate the ecology, but once prey becomes scarce
a success. in the open plains, the gathras turn their attention toward settle-
ments and both their livestock and populations.

23
Leechwalker
Medium swarm of Tiny aberrations, chaotic evil

Armor Class 12 (natural armor)


Hit Points 97 (13d8 + 39)
Speed 30 ft., swim 20 ft.

STR DEX CON INT WIS CHA


17 (+3) 10 (+0) 16 (+3) 2 (–4) 11 (+0) 5 (–3)

Damage Resistances bludgeoning, piercing, and


slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities blinded, charmed, frightened,
grappled, paralyzed, petrified, poisoned, restrained
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 10
Languages understands Deep Speech but can’t speak
Challenge 5 (1,800 XP)

Blood Drink. As a bonus action, the leechwalker deals 9


(2d8) necrotic damage to each creature it has been grap-
pling since the start of its turn. The grappled creature’s
hit point maximum is reduced by an amount equal to the
necrotic damage it takes. This reduction lasts until the crea-
ture finishes a long rest.
Creatures that have no blood are immune to damage
Leechwalker
from the leechwalker’s blood drink ability. What appears like a hunched, rotund humanoid standing six
Swarm Form. The Leechwalker can squeeze through any feet tall and covered in an impenetrable layer of leeches, is in
opening large enough for a Tiny leech. The leechwalker fact not a single creature, but a mass of leech-like aberrations,
can’t regain hit points or gain temporary hit points. similar to a larva mage in its physical composition.
Additionally, a creature that touches the leechwalker Leechwalkers lack larva mages’ ability to fully discorporate
takes 7 (2d6) piercing damage plus 4 (1d8) necrotic dam- and assume swarm form. The leeches instincitvely cling together
age (this includes creatures grappled by the leechwalker). to form a single body whenever they can, although they can still
Amphibious. The Leechwalker can breathe air and water. let loose and deform their shape momentarily to escape binds
and squeeze through small openings.
Actions
Creature of Kyuss. Leechwalkers are one of the many horrific
Multiattack. The leechwalker makes two attacks with its
creations of the Lord of Worms. They willingly obey the com-
leech tentacles.
mands of higher servants of Kyuss, although their lack of intelli-
Leech Tentacle. Melee Weapon Attack: +6 to hit, reach gence allows them only to fulfill the simplest of tasks.
5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 4
Mindless Feeder. When not following direct orders, a leech-
(1d8) necrotic damage. If the target is a Large or smaller
creature, it is grappled (escape DC 14). The leechwalker has walker will attack any living creature it does not recognize as a
two tentacles, each of which can grapple one target. Until fellow servant of its Lord and try to consume the victim’s blood.
the grapple ends, the target is restrained and the leech- Unable to assess its foes, a leechwalker will attack even signifi-
walker can’t use this tentacle against another target. cantly more powerful enemies and fight to the death.

Tsochar
Tsochari are horrific invaders from a distant, cold world beyond The tsochar either uses the host as a vessel, telepathically
the stars, that steal the bodies of humanoid creatures to blend coercing it into serving the tsochar and threatening to punish
with their societies. Tsochari crave arcane power and for this any disobedience by inflicting excruciating pain through the
pupose seek out and take over spellcaster bodies, in order to use host’s nervous system, or it completely destroys the host’s ner-
their magic. vous system and kills it, in order to take control of the hosts still
Burrowing Parasites. Tsochari have a gruesome method of animate body.
infesting other creature’s body. When it spots a potential host, a A tsochar infesting a creature slowly feeds on the host’s body.
tsochar either stalks it to find an opportune moment, when the If it intends on using the host for an extended time, the tsochar
creature is sleeping or at least alone. The tsochar then constricts takes steps to ensure the host obtains remedies to counteract the
the victim with its unusually strong body, injecting a paralyz- degradation that the tsochar’s feeding causes.
ing poison. Once the victim is sufficiently helpless, the tsochar The Creeping Invasion. According to legend, cultists opened
begins burrowing into its flesh, nestling its tendrils among the the first gates to the tochari world and brought the first of these
victim’s insides. creatures into the human world. Tsochari use any magic they

24
can obtain to Once on its turn, the tsochar can inflict pain on its host
attempt to open without using an action, dealing 3 (1d6), 10 (3d6), or 21
connections to (6d6) psychic damage and the host must succeed on a
their world and DC 13 Constitution save or be poisoned for 1 minute. The
allow more of host can repeat the saving throw at the end of each of
their kind into its turns, ending the condition on a success. The tsochar
the human world or take cap- chooses how much damage it deals with this action.
A tsochar inhabiting a humanoid’s body feeds on the
tives and useful servants with them
creature’s blood and tissue. The host must make a DC 13
back to their homeworld. Constitution save every 24 hours, taking 4 (1d8) necrotic
Ultimately, the tsochari invad- damage on a failed save, or half as much on a success-
ers are after arcane lore, and ded- ful one. The host’s hit point maximum is reduced by an
icate their schemes to the service of amount equal to the damage taken. This reduction lasts
the Far Realm deity Mak Thuum Ngatha. until the host becomes the target of a lesser restoration
spell or magic that can cure a reduced hit point maximum
the tsochar leaves the host and the host finishes a long
rest. If the host’s hit point maximum is reduced to 0 this
Tsochar way, it dies.
Small aberration, chaotic evil Replace. The tsochar bores out the victim’s nervous system,
killing the victim. It then animates the body, acting as a
Armor Class 16 (natural armor) replacement nervous system for the dead host.
Hit Points 32 (5d6 + 15) The tsochar and the victim’s body are treated as one
Speed 20 ft., climb 20 ft. creature that has the victim’s statistics, except that it keeps
the tsochar’s proficiencies in addition to the host’s, and the
STR DEX CON INT WIS CHA tsochar’s Intelligence, Wisdom and Charisma scores.
14 (+2) 18 (+4) 16 (+3) 15 (+2) 14 (+2) 13 (+1) The tsochar can remain in the victim’s form for up to
a year, and it leaves the victim’s corpse behind when it
Saving Throws Constitution +5, Wisdom +4, Charisma +3 chooses to abandon the body. Once it abandons the form,
Skills Arcana +6, Deception +5, Insight +4, Perception it cannot reanimate the body again.
+4, Stealth +6 A tsochar that has replaced a humanoid slowly devours
Damage Resistances bludgeoning, piercing, and slashing its shell from the inside out. The tsochar’s replaced form
from nonmagical attacks that aren’t adamantine must make a DC 13 Constitution save every month, tak-
Condition Immunities paralyzed ing 4 (1d8) necrotic damage on a failed save, or half as
Senses darkvision 60 ft., passive Perception 12 much on a successful one. The form’s hit point maximum
Languages Tsochari, telepathy 120 ft. is reduced by an amount equal to the damage taken. This
Challenge 2 (450 XP) reduction lasts until the host becomes the target of a
lesser restoration spell or magic that can cure a reduced
hit point maximum. If the form’s hit point maximum is
Magic Resistance. The tsochar has advantage on saving reduced to 0 this way, it dies.
throws against spells and magical effects. If the tsochar’s replaced form dies, the tsochar leaves
Wear Flesh. A tsochar can bore its way into an unconcsious the body, alive and without retaining any damage dealt
or paralyzed living creature’s body. The victim must be to the replaced form.
Small or larger, and the process requires 1 minute. Take Spells. A tsochar that replaces a creature with the
Constructs, elementals, oozes, plants, and undead are Spellcasting, Innate Spellcasting, or Pact Magic feature (see
immune to this ability. above) retains any spells known or prepared by the dead
A tsochar can abandon a body it has inhabited or replaced character, and can cast them as if it had prepared the spells
using 5 feet of movement and an action that deals 10 (3d6) itself. It retains the available spell slots and unspent uses
necrotic damage to the host. A tsochar can be forced to of innate spells of the dead spellcaster. The tsochar cannot
abandon the body by a dispel evil and good spell (using regain spell slots or innate spellcasting uses it expends from
the spell’s Dismissal option; but the spell attack targets the the dead character’s ability by resting.
host while the tsochar must make the Charisma save or be
forced to abandon the host as described above) or a heal Actions
or wish spell (which automatically succeeds and causes no Constrict. Melee Weapon Attack: +8 to hit, reach 10 ft., one
damage to the host). target. Hit: 9 (2d4 + 4) bludgeoning damage. The target must
When the tsochar uses its Wear Flesh ability, it can succeed on a DC 15 Constitution saving throw or become poi-
choose to Inhabit or Replace the host, as described below: soned. If the target is a Medium or smaller creature, it is also
Inhabit. The tsochar nestles its tendrils in between the vic- grappled (escape DC 14). Until this grapple ends, the tsochar
tim’s muscles and organs, and leaves it alive and aware. can automatically hit the target with its constrict.
The tsochar can not move and take no actions, bonus A poisoned creature must repeat the saving throw at the
actions, or reactions other than abandoning the host end of its turn, becoming stunned on a failed save. If the
body as described above while inhabiting a host. But it creature is already stunned, it becomes paralyzed instead.
can communicate telepathcially and perceive through the If the creature is paralyzed by the poison, the poison lasts
host’s senses. When the host takes damage (other than for the next 8 hours and the creature cannot make further
damage the tsochar inflicts on it), it takes only half as savign throws against it.
much damage, and the tsochar takes the other half. On a successful save, the effect ends.

25
Additional Credits
All creature statistics and lore are adapted or originally written
by Isabel Beis.

Monster Illustrations are either provided by Wizards of the


Coast for DM’s Guild creators or created by Isabel Beis.

Layout and Cover Illustration by Isabel Beis

To contact me, visit:


www.facebook.com/IsabelBeisArt/
threeshades.artstation.com/

Chapter Title Illustrations by felroki

commissions available at:


felrokidraws.tumblr.com Brakholoth

26
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ing a different color or combination of colors.
What you will find in
the Critter Compendium

The Critter Compendium delivers over 250 pages of monsters both from older editions
and completely new to the game for a DM to unleash upon their players. But players
too can find new options in this book, such as new creatures to summon, undead to
create, beasts to use as familiars, beast companions or to wildshape into, and even
some ideas for class options such as Draconic Bloodlines and Warlock pacts based
on the monsters presented here. Features of this book include the following:

A fully illustrated bestiary featuring 135 entries and 257 individual


statblocks, as well as lore to help understand each creature and provide
inspiration on how to include it in an adventure.

An appendix of 38 beasts and miscellaneous, low Challenge


monsters.

A section featuring skeletons and zombies that can represent a


wide variety of undead creatures from humanoids of various
sizes to monsters and dragons and allows both DMs and play-
ers options to create such undead from creatures not covered
by the Monster Manual entries. This list also ties directly into
the abilities of some monsters featured in the bestiary.

An appendix of air, earth, fire, and water elementals ranging


from Small to Gargantuan size to use as monsters or to sum-
mon with spells like conjure minor elementals or higher slot levels
of conjure elemental.

A list of easy to apply monster templates that can transform a creature’s nature
without requiring significant recalculations of its statblock and can be applied on the
fly. This includes a template that allows you to turn any creature into a legendary encounter and
thereby a suitable boss monster.

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