Legendary Games - mythos games (2024)

Credits

Authors: Michael “solomani” Mifsud, Robert J. Grady, Mark Hart, Jeff Ibach, Alex Riggs, Scott D. Young, Jeff Lee, Matt Kimmel, and Jason Nelson

Artists: Simon Aan, Jesus Blones, Nicholas Cato, Art Deepmind, Ivan Dixon, Andrew Doris, Carlos Eulefi, Michael Jaecks, Chris Kimball, Tim Kings-Lynne, Matthias Kinnigkeit, Jethro Lentle, Chris McFann, Peyeyo, Dylan Reader, Crystal Sully, Takashi Tan, Tanyap*rn Sangsnit, Steve Wood, Colby Stevenson, Tyler Clark

Design and Layout: Rick Kunz5e Development David N. Ross, Michael “solomani” Mifsud, Robert J. Grady, James-Levi

Cooke, Ismael Alvarez, Scott D. Young, and Jason NelsonLegendary Games Team Members: Alex Augunas, Kate Baker, Jesse Benner, Clinton J.

Boomer, Robert Brookes, Benjamin Bruck, Carl Cramer, Paris Crenshaw, Joel Flank, Matthew Goodall, Jim Groves, Amanda Hamon, Steven T. Helt, Thurston Hillman, Tim Hitchco*ck, Victoria Jaczko, Jenny Jarzabski, N. Jolly, Jonathan H. Keith, Michael Kortes, Jeff Lee, Nicolas Logue, Will McCardell, Julian Neale, Jason Nelson, Jen Page, Richard Pett, Tom Phillips, Alistair Rigg, Alex Riggs, David N. Ross, Wendall Roy, Amber Scott, Mark Seifter, Tork Shaw, Mike Shel, Loren Sieg, Neil Spicer, Todd Stewart, Russ Taylor, Greg A. Vaughan, Mike Welham, Scott D. Young, Linda Zayas-Palmer, and Clark PetersonChief Executive Officer: Jason NelsonChief Strategic Officer: Shirline WilsonChief Business Officer: Rachel Ventura

Mythos Monsters (5E) © 2020, Legendary Legendary GamesGames; Authors Michael “solomani”Mifsud, Robert J. Grady, Mark Hart, Jeff 524 SW 321st St.Ibach, Alex Riggs, Scott D. Young, Jeff Lee, Federal Way, WA 98023-5656Matt Kimmel, and Jason Nelson. makeyourgamelegendary.comISBN: 9798564582056First printing December 2020.Printed in USA.

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Open Content: Subject to designation as Product Identi- Game Content that you Use. No terms may be added to Jeff Ibach, Alex Riggs, Scott D. Young, Jeff Lee, Mattty (see below), the only portion of this Legendary Games or subtracted from this License except as described by Kimmel, and Jason Nelson.product designated as Open Game Content is the rules the License itself. No other terms or conditions may be System Reference Document. © 2000, Wizards of thecontent (creature stat blocks and names of skills, etc., taken applied to any Open Game Content distributed using this Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skipfrom the SRD) as defined in the Open Game License ver- License. Williams, based on material by E. Gary Gygax and Davesion 1.0a Section 1(d). The front and back cover, back mat- 3. Offer and Acceptance: By Using the Open Game Content Arneson.ter, introduction and Credits page, as well all other parts of You indicate Your acceptance of the terms of this License. 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Table of ContentsIntroduction 2 Gug 41

Xenoid Creatures 3 Gug Savant 42

Aboleth, Veiled Master 5 Hound of Tindaolos 43

Bhole 7 Leng Spider 44

Blackgate Behemoth 9 Mi-Go 46Blood of Yog-Sothoth 12 Mi-Go Priest 47

Cerebric Fungus 15 Moon-beast 48

Colour out of Space 17 Mooncalf 50

Deep One 19 Moonflower 51

Deep One Bishop 19 Morlock 52

Deep One Elder 20 Mu Spore 53

Deep One Hybrid 20 Neh-thalggu 54

Denizen of Leng 22 Neh-thalggu Master 55

Eekhayab 23 Nightgaunt 56

Elder Thing 24 Rhu-chalik 57

Eye of Mu 26 Shantak 58

Faceless Stalker 28 Shoggoth, Primal 59

Fire Vampire 30 Spawn of Yog-Sothoth 61

Fisher from Outside 31 Star-spawn of Cthulhu 63

Flying Polyp 32 Void-stirge 65

Gibbering Mouther, Delirious Chorus 33 Terrible Hybrid Thing 66

Great Old One, Cthulhu 36 Wight, Lunar 67

Great Old One, Hastur 39 Yithian 68

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What You Will Find Inside Mythos Monsters

Mythos Monsters is the latest installment in the Beasts of Legend series fromLegendary Games, bringing you richly detailed and evocatively described monstersfor the 5th Edition of the world’s most famous roleplaying game, drawing uponthe myths and legends of the real world and throughout the history of RPGs. Youcan check out the fantastic flair of these monster accessories in the companionvolumes Coldwood Codex, Boreal Bestiary, Construct Codex, and Beasts of the East! TheLegendary Games tradition is to combine rich story and background, innovativelayout, beautiful aesthetics, and excellence in design that is second to none,allowing you to enliven and enrich your campaign in amazing and exciting ways.This product is the latest in that tradition, and we hope you enjoy

using it as much as we enjoyed making it. Game on!

- Jason Nelson

Special Electronic Features

We’ve hyperlinked this product internally from the Table of Contents and externally withlinks to the official System Reference Document or 5eSRD. If it is in the core rulebook,we generally didn’t link to it unless the rule is an obscure one. The point is not to supersede the gamebooks, but rather to help support you, the player, in accessing the rules, especially those from newerbooks or that you may not have memorized.

About Legendary Games

Legendary Games is an all star team of authors and designers, founded by Clark Peterson of NecromancerGames, Inc. and managed by Jason Nelson, Legendary Games uses a cooperative, team-based approach tobring you, the Paizo fan, the best expansion material for your game. We are gamers and storytellers first,and we believe that passion shows in our products. So check us out, and Make Your Game Legendary! Visitus on Facebook, follow us on Twitter, and check out our website at www.makeyourgamelegendary.com.

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INTRODUCTION From the Farthest Realms Beyond

In addition to the specific literary creations of Lovecraft

and those who developed his universe, the mythos conceptUsing monsters from the Lovecraftian mythos, whether based is one that inspires a great many oddities from elsewhere. Aon H.P. Lovecraft’s own conceptions of them or the authors common trope within the mythos is the idea of infestationthat influenced him, like Robert Chambers and Arthur and infiltration; that things from Beyond might come to theMachen, or that followed in his footsteps, opens up a great meager world of mortals and make a home, and in fact thatvariety of possibilities for forbidden lore and ancient and our neighbors and pets and family and friends might secretlyterrible knowledge. This knowledge includes spells, to which be the aliens in disguise. This theme works equally well withone could apply the [mythos] descriptor to indicate spells that any number of horrible creatures in a fantasy campaign,derive from or touch upon the powers and knowledge of Elder from sci-fi themed extraterrestrial aliens to outsiders,Things from Beyond. Much as spells use descriptors, such as ghostly or demonic possession, lycanthropy, or any numberacid, air, chaotic, cold, etc, the mythos descriptor represents of shapeshifting creatures. Still, it works particularly wellspells and spell energies tapping powers or beings beyond as a way of upsetting the (literally) natural order of thingsthe Tapestry of Night or including rituals that call upon such when seemingly ordinary creatures, whether humanoid orbeings or powers. In similar fashion, feats can be organized monstrous, or even familiar animals and plants, can suddenlyas Mythos feats for classes, archetypes, and other character turn into awful abominations of indescribable horror. Perhapsoptions related to the mythos. even worse, they may in fact be those you once loved but who Most relevant for this product, the mythos subtype can also have been taken into the clutches of an alien thing and madebe applied to creatures, indicating eldritch and alien beings into something terrible and aberrant.from beyond, much as you would apply descriptors like The Farthest Realms Beyond: The place of origin of mythosaquatic, fire, or daemon. If using this rule, all of the creatures creatures varies a great deal. Many classic mythos stories referin this product, of course, would qualify as having the mythos to specific locations on alien planets or stars, but these don’tsubtype. In addition, the following monsters from the standard necessarily correlate to any known locations in the physical

5E System Reference Document would qualify as creatures of universe. A possible explanation is that the realms fromthe mythos subtype: aboleth, cloaker, gibbering mouther, grick, which mythos creatures hail are at the farthest reaches of the physical universe. This could mean that they occupy a sortintellect devourer, and of course the brain-eating flayers. of multidimensional transplanar substrate where the ragged

Mythos Creatures edges of the Material Plane fray and come apart into entropic shards and fibers, or that they bend back upon themselves as The mythos subtype represents creatures with their the grand curvature of the universe becomes deformed. At the

origins in the Lovecraftian mythos of ancient alien farthest edges of the Material Plane, the transitive planes like

gods from beyond the stars and madness-inducing the Shadow Plane or the Plane of Dreams could be overlapped forays into secrets man was not meant to know. While and compressed with the Material Plane in such a way that mythos creatures are often aliens from elsewhere creatures there exist in multiple realities or even multiple in the physical universe, they can also be creatures locations simultaneously. These realms could be the location or from alien dimensions beyond the bounds of time the melding of universal matter and energy with the notional and space as ordinary mortal creatures understand physics of antimatter, darkmatter, and hyperspace. In a universe them. Most mythos creatures are covered by the that displays physical manifestations of metaphysical constructs aberration type, though some may be monstrosities, dimensions of time, space, and reality can easily be assumed to oozes, plants, undead, or rarely other creature types. bend and warp into geometries and probabilities that beggar description and are as alien and impossible to the presumptive Mythos creatures are sometimes infused with universal constants of the “normal” core areas of the Material extradimensional power far beyond that of Plane as to be unrecognizable to those who live there.

similar creatures. Mythos creatures thus may have Rules-wise, it is possible to consider these “farthest realms maximum hit points per HD, and some of the more beyond,” however defined and constructed, as other planes, in complex creatures may have save DCs set to a single which case mythos creatures should be considered to have the

value to make them easier for GMs to run. This flat extraplanar subtype. However, it is equally valid to presume

value is generally linked to the creature’s AC. the aberrant reality of their home space to still be a part of the Material Plane. The latter is the assumption used in this product.

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Alien Cysts: A classic feature of alien nests often casts aberrant • Spell Resistance. Xenoid creatures gain a modicumthings from beyond as being somewhat insectoid, creating hives of magical resistance, they add +1d4 to their savingor cysts built out of mucus and resin exuded through their throws against magical effects.unnatural orifices and accreted into cells and chambers thatseal out the air of the living world and trap in a noxious effluent • Unnatural Anatomy. Xenoid creatures have a chance tothat more closely mimics the atmosphere of the nightmare negate critical hits due to their strange and deceptivedimensions they call home. This can be used as a merely anatomy. If a creature scores a critical hit against adescriptive effect to bring home the strangeness of these beings xenoid, the xenoid may make a Constitution savingfrom beyond, but the following templates presuppose that these throw with a DC equal to the result of the attack roll, ifpseudonatural “xenoid” creatures are actually dependent on successful, the critical hit becomes a normal hitthese alien environments if they are to operate freely in theirunnatural state. Otherwise, they must remain hidden in their • Unnatural Form. Xenoid creatures seem normal at firstfleshy cages as they walk among the fleshy beings of our world. glance; however, as an action they can reveal their true alien nature in a horrifying transformation. They can Cystic Resin: A xenoid creature can express enough alien also trigger this transformation as a reaction after acystic resin, sometimes called kaor, to coat a 10-foot square creature scores a critical hit against them. Any non-area with an inch-thick layer, which hardens to the strength xenoid creature that can see the xenoid creature whenof solid wood in 1 hour. This takes one hour and can be done it transforms is affected as if the xenoid creature hadonce per day, and once applied the resin layer lasts 1 year cast fear on the creature. This affects only creaturesbefore decaying into crumbling flakes. At the GM’s option, this with fewer Levels/CR than the xenoid creature.material can be shaped into any objects that could normally be A creature that saves against a xenoid creature’scrafted out of wood or leather. Alternatively, a xenoid creature unnatural form is immune to the unnatural form of allcan exude a more refined resin called kaorak which has the xenoid creatures of the same type for 24 hours.hardness of steel, but it can produce only a 1-foot-square areaan inch thick, sufficient to use as the material for a light orone-handed weapon, or with several days of effort to make anitem similar in quality to darkwood. Items made of this alienresin can be made masterwork or even into magical items andfollow normal crafting rules.

Creating A Xenoid Creature

A xenoid can be created by modifying an existing creature’sstatistics using the following rules. This can be done to modifyany living creature that has been corrupted from withinby alien forces from beyond the farthest realms. A xenoidcreature uses the base creature’s statistics and abilities exceptas noted here.

Type. The creature’s type changes to aberration. The creaturealso gains the shapechanger and mythos subtypes.

Armor Class. A xenoid creature gains a bonus to Armor Classequal to its Intelligence modifier.

Special Attacks. Xenoid creatures gain the following specialattack:

• True Strike. A xenoid creature can use true strike once per day as an innate spell.

Traits. A xenoid creature gains darkvision 60 feet and thefollowing abilities.

• Energy Resistance. Xenoid creatures gain energy resistance to acid and lightning.

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A xenoid creature can remain in its unnatural form for a The epic xenoid template can be applied to any creature that

number of hours equal to its Challenge. While in its unnatural already possesses the xenoid creature template and must have

form, a xenoid creature gains an ability listed under “Monster a Challenge level of at least 20. This template overlaps and

Features” of the “Creating a Monster” chapter of the official does not replace the xenoid template – they stack.

5E Game Master’s Guide. Roll a d100 to determine the ability Hit Points. The creature gains maximum hit points for itsit gains, any roll above 90 indicates you should roll twice and hit-dice. This effect is retroactive.gain two abilities but subtract 5 from the roll each time thishappens (GM’s discretion of course!). Ability Scores. +4 Str, +2 Dex, +2 Con; Additional Traits. Choose or randomly select 1 when the At the GM’s option, all xenoid creatures of a particular creature first aquires the templete. It then may pick anotherkind may share the same ability in their unnatural form additional option from those below for each Challenge levelor abilities could vary by individual. Likewise, most xenoid it has over 20.creatures have one specific ability that they gain when theyshift into their unnatural form, but if desired the ability 1. Grab. A mythic xenoid creature in its unnatural formcan be randomly determined each time a xenoid creature can automatically grapple a target whenever it makes anassumes its unnatural form. attack with its tentacles.

Xenoid creatures crave being in their unnatural form 2. Pseudonatural Impregnation. A mythic xenoid creature canand feel constricted and morose if trapped in their natural transform another living creature into a xenoid creature,bodies for long periods. A xenoid creature can remain in its permanently granting it the xenoid creature template (ornatural body for a maximum number of hours equal to its the mythic xenoid creature template, if the target crea-Constitution score, after which it becomes shaken and has ture is already a mythic creature). This process requiresdisadvantage on skill and ability checks until it spends at least 8 hours, during which the target creature must be help-1 hour in its unnatural form. Each hour thereafter that it does less or willing. The mythic xenoid creature must remainnot transform it must succeed at a Wisdom saving throw (DC in continuous intimate physical contact with the target15, +1 per hour after the first) or be compelled to transform throughout the process. At the end of this time, the myth-into its unnatural form, becoming confused (as the spell) after ic xenoid creature must sacrifice 1 HD permanently andthe transformation. the target must succeed on a Constitution saving throw (DC 8 + xenoid creature’s proficiency bonus + its Consti- Weaknesses. While in its unnatural form, a xenoid creature tution modifier) or become a xenoid (or mythic xenoid)gains the following weakness. creature permanently. A willing target may, of course,

• Toxic Reality. The thick and orderly physical reality of voluntarily choose to fail the saving throw. If the target the Material Plane is painful and disturbing to a xenoid saves, the mythic xenoid creature can repeat the process, creature in its unnatural form. Each hour it remains and each subsequent attempt increases the DC by 1.

in this form it must succeed on a Constitution saving 3. Rotting Rake. Each time a mythic xenoid creature suc- throw (DC 15, +1 for each hour after the first) or take ceeds on a grapple with its tentacles, it deals 1d3 points 1d6 points of psychic damage and become exhausted. of Strength damage per hit to the target. A successful This psychic damage cannot be healed until the xenoid Constitution saving throw (DC 8 + xenoid creature’s creature resumes its normal form or reaches an alien proficiency bonus + its Constitution modifier) halves environment more suited to its nature. this Constitution damage (minimum of 1).

Ability Scores. A xenoid creature uses the base creature’s 4. Tentacle Rake. A mythic xenoid creature in its unnaturalability scores, but its Intelligence is at least 3. form gains an additional tentacle attack.

Alignment. A xenoid creature’s alignment is shifted one step 5. True Strike. A mythic xenoid creature can use its truetowards evil, though it retains the lawful or chaotic component strike ability as part of its attack action at will.of the base creature’s alignment. 6. Unnatural Form. Non-epic creatures seeing a mythic xe-

noid creature’s unnatural form are affected by its fear

Epic Xenoid Creatures presence whenever they see it, rather than only being

Epic xenoid creatures follow the same rules as ordinary affected if they witness its transformation.

xenoid creatures, but their alienness is far more pronounced In unnatural form, a mythic xenoid creature gains one of theand they are imbued with far greater pseudonatural power. listed abilities, plus one additional ability for every 4 CR/Level it possesses.

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ABOLETH, VEILED MASTER Damage Resistancecold Damage ImmunitieslightningAboleths are ancient nigh-immortal creatures who have wan- Skills History +15, Perception +14dered the cosmos through the dreamlands, often influencing Sensesdarkvision 120 ft., passive Perception 24or even ruling the primordial deeps long before humanoid LanguagesDeep Speech, telepathy 120 ft.races rose to sentience and brought with them the attention Challenge16 (15,000 XP)of their gods. When younger races arose upon worlds abo- Amphibious. The veiled master can breathe air and water.leths claimed as their own, or alighted upon them during Innate Spellcasting. A veiled master’s spell casting abilitytheir exploration of space, aboleths began to manipulatethese interlopers like puppets. Some of their kind disguized is Charisma (spell save DC 19). It can innately cast thethemselves to walk among their pets, veiling themselves with following spells, requiring no material components:magic to appear as humanoids. These were the veiled mas- At will: glyph of warding, suggestionters—if one were to foolishly attempt to impose human hi- 3/day: major image, symbolerarchies upon this alien race, veiled masters would be con- 1/day each: polymorph (self only), programmed illusion, teleportsidered the nobility among their aboleth kin. In truth, whileaboleths do treat veiled masters with utmost respect anddefer to their decisions, they are not regarded as the rulers ofthe race. Stranger and still more dangerous entities rule overveiled masters from the deepest trenches below the sea.

Master Manipulators. While all aboleths are skilled atdomination and illusion, veiled masters are the true expertsof the arcane. Veiled masters engineered their grandest de-ceptions and manipulations, their subtle coaxings oftenencouraging a rise to glory with veiled masters walkingamong the populace, whispering into their leaders’ ears.The people knew the veiled masters as scholars andarcanists, with murmurs that their mysterious cabalwas more than human, but veiled masters destroyedthe bodies and minds of those who proved toocurious. Whenever their proteges showed hubris—believing that they were greater than their patrons—these manipulators brought punishment upon them.Should they fail to fall into line, the veiled masters unleashedtheir eldritch powers and rituals to invoke world-endingcataclysms while they retreated to the depths of the sea tolive on, watching and waiting until the opportunity arose towalk among a new race once more and teach new lessons insecrets with too high a price.

The average veiled master measures 14 feet in length andweighs 1,500 pounds.

Aboleth, veiled master

Large aberration (mythos), lawful evilArmor Class18 (natural armor)Hit Points300 (24d10+168)Speed10 ft., swim 80 ft.STR DEX CON INT WIS CHA18 (+4) 18 (+4) 25 (+7) 21 (+5) 18 (+4) 22 (+6)Saving ThrowsCon +12, Int +10, Wis +9

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Mucus Cloud. While underwater, the veiled master is Enslave (3/day).The veiled master targets one creature it surrounded by transformative mucus. A creature that can see within 60 feet of it. The target must succeed on a touches the veiled master or that hits it with a melee DC 19 Wisdom saving throw or be magically charmed by attack while within 5 feet of it must succeed on a DC 20 the veiled master until the veiled master dies or until it Constitution saving throw. On a failure, the creature is is on a different plane of existence from the target. The diseased for 1d4 hours. The diseased creature can breathe charmed target is under the veiled master’s control and only underwater. can’t take reactions, and the veiled master and the target can communicate telepathically with each other over anyProbing Telepathy. If a creature communicates telepathically distance. Whenever the charmed target takes damage, the with the veiled master, the veiled master learns the target can repeat the saving throw. On a success, the effect creature’s greatest desires and darkest fears if the veiled ends. No more than once every 24 hours, the target can also master can see the creature. Additionally, for each minute repeat the saving throw when it is at least 1 mile away from of continued telepathic communication, the veiled master the veiled master. can experience one of that creature’s memories. Legendary ActionsActions The veiled master can take 4 legendary actions, choosing fromMultiattack. The veiled master makes three tentacle attacks. the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn.Tentacle.Melee Weapon Attack.+9 to hit, 20 ft. reach, one The veiled master regains spent legendary actions at the start target. Hit: 13 (2d8 + 4) bludgeoning damage plus 21 (6d6) of its turn. lightning damage. If the target is a creature, it must succeed on a DC 20 Constitution saving throw or become Detect. The veiled master makes a Wisdom (Perception) diseased. The disease has no effect for 1 minute and check. can be removed by any magic that cures disease. After 1 minute, the diseased creature’s skin becomes translucent Mental Assault. The veiled master bombards the mind of and slimy, the creature can’t regain hit points unless it is a single creature within 60 feet with psychic static. That underwater, and the disease can be removed only by heal or creature has disadvantage on all d20 rolls it makes until another disease-curing spell of 6th level or higher. When the beginning of its next turn. the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the Psychic Drain (Costs 2 Actions). One creature charmed by skin before 10 minutes have passed. the veiled master takes 21 (6d6) psychic damage, and the veiled master regains hit points equal to the damage theBite.Melee Weapon Attack.+9 to hit, 10 ft. reach, one target. creature takes. Hit: 15 (2d10 + 4) piercing damage. If the target is a creature, it must succeed on a DC 17 Wisdom saving throw or suffer an additional 27 (6d6 + 6) psychic damage as the veiled master consumes its memories. The target’s hit point maximum is reduced by an amount equal to the psychic damage taken, and the veiled master regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. If the target’s hit point maximum is reduced to 0, it remains alive and conscious and is treated as though it had 1 hit point, but it becomes a mindless slave of the veiled master, as though affected by the veiled master’s enslave ability.

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BHOLE bhole using a truly enormous space on a battlemat—a space

Known on some worlds as dholes, bholes are among the of 100 feet or more, perhaps. This solution presents its ownlargest of living creatures, wormlike leviathans of such size challenges, obviously, particularly if your gaming area lacksthat few can claim to have seen one wholly from head to tail, for space. Of course, if these options for handling immenseand those who do tend toward madness and other afflictions monsters don’t sit well with you, the best solution is tothat carry with them a heavy burden of doubt. The coloration simply downsize bholes in your game; assume they coil upof these creatures’ coiling bodies ranges widely—from darker on themselves and fit entirely into their 30-foot space, withblues and purples to paler grays, yellows, or bleached white— their length accounting for their unusually enormous reach.with a cavernous mouth consisting of long, bony jaws that Finally, you might consider not using miniatures at all for a fight against a bhole, with the assumption that once combatextend and unfold from the creature’s head when it feeds. begins, the immense monster poses a significant threat to all Nigh-immortal. By all accounts, bholes are incredibly in the area and that even several rounds of flight might not putlong-lived—those that exist in remote worlds or on other a victim outside the monster’s reach. Pick the solution thatdimensions have done so for countless eons. The bholes works best for your style of game play; in the end, the pointthemselves seem to have no interest in their history, perhaps is that a fight with a bhole should be one that your playersas a result of their limited intellect, but by all accounts a bhole remember for a long time.can live forever, barring death by violence. For a creature

as immense and dangerous as a bhole, such conditions

essentially amount to immortality.

Wasteland Worm. Regions inhabited by bholes are alwaysbarren wastelands. What creatures survive there do sowith a combination of stealth and speed, and even thenthey quickly learn to make themselves scarce whenthe telltale rumbling of an approaching bhole beginsto shake the ground. Bholes themselves seem able toeat and digest anything and everything, and in timecan reduce a huge area to a honeycombed network ofimmense tunnels. These regions swiftly collapse, leavingbehind crumpled, rubble-filled pits of vast and terrifyingsize. Legends speak of entire worlds being reduced to rubbleby bholes—they also tell of the danger of allowing thesemonsters into inhabited worlds, for their hunger is eternal,and a relatively small number of bholes can do incredibledamage on a continental scale.

Impossible Size. A typical bhole is only 30 feet wide yet ishundreds of feet long and weighs thousands of tons. Combatwith such immense monsters might present some challengesfor games based around miniatures and play mats. When youinclude an encounter with a bhole in such a game, it might bebest to describe the immense worm as extruding itself out ofthe earth to attack those nearby—if the bhole needs to move,it simply burrows to a new location, sticks out its head, andstarts attacking new targets.

Alternatively, you can treat the bhole’s head as its onlyactively dangerous portion. In this case, attacks directed atit* immense body are irrelevant, with only those directed atit* head (which consists of a 30-foot space) actually reducingits hit points. You might even run an encounter with a

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Bhole bhole dies, a swallowed creature is no longerrestrainedby it and can escape from the corpse by using 20 feet ofGargantuan monstrosity (alien, mythic, mythos, titan), chaotic movement, exitingprone – assuming it is no longerneutral incapacitated.

Armor Class20(natural armor) Body Slam.Melee Weapon Attack:+16 to hit, reach 60 ft., one

Hit Points459(17d20 + 119) target.Hit:23 (3d6 + 13) bludgeoning damage and the target

Speed 50 ft., burrow 50 ft. is knocked prone. On a critical hit this attack does 44

STR DEX CON INT WIS CHA bludgeoning damage.

28 (+9) 7 (-2) 25 (+7) 5 (-3) 14 (+2) 18 (+4) Spew Slime (Recharge 5-6). A bhole can expel a prodigiousSaving ThrowsDex +5, Wis +9 amount of thick slime from its gullet. This attack has aSkillsPerception+9 range of 900 feet and creates a 40-foot-diameter sphere of slime in its targeted area. Creatures within this area

Damage Resistancesbludgeoning, piercing, and slashing are stunned for 1 minute on a failed DC 20 Constitution

from nonmagical attacks saving throw which they may repeat at the end of their

Condition Immunitiescharmed, exhaustion, frightened, turn to end the condition. The slime transforms the area paralyzed, petrified, poisoned, prone, stunned it coats into difficult terrain, and any creature entering or beginning its turn within the area isrestrainedbySensesdarkvision120 ft, passive Perception 19 stickiness of the goop. As an action, therestrainedtarget can make a DC 20 Strength check, bursting out of theLanguages Aklo (rarely speaks)

Challenge21 (33,000 XP) slimy restraint on a success. The hardened slime can also

Legendary Resistance (3/Day).If the bhole fails a saving throw, be attacked and destroyed (AC 10; hp 50; boiling water it can choose to succeed instead. instantly melts the slime; immunity to slashing, poison, and psychic damage). Destroying the slime frees theMagic Weapons.A bhole’s weapon attacks are magical. creature. Bhole slime persists for 2d6 hours and bhole lairs are typically pre-caked with the stuff. A bhole can moveOverwhelming Strength. A bhole always applies 1-1/2 times through bhole slime without penalty. its Strength modifier on all weapon attacks and the critical multiplier of each of its weapon attacks is increased by one Legendary Actions step (included in its attack options).

Slime Coat. A bhole is covered in sticky bhole slime. Any The bhole can take 3 legendary actions, choosing from the manufactured weapon striking the bhole automatically options below. Only one legendary option can be used at a adheres to its and cannot be used to make attacks until time and only at the end of another creature’s turn. The bhole freed (Escape DC 20). regains spent legendary actions at the start of its turn.

Actions Body Slam.The bhole makes one body slam attack.

Multiattack.The bhole makes three attacks: one with its bite Awesome Blow (Costs 2 Actions).The bhole makes one bite and two with its body slam. attack.

Bite.Melee Weapon Attack:+16 to hit, reach 60 ft., one Ground Smash (Costs 3 Actions).The bhole can rear up target.Hit:40 (5d10 + 13) piercing damage. On a critical and smash headfirst into the ground, causing an intense, hit this attack does 95 piercing damage. If the target is a localized tremor equivalent to an earthquake centered on creature of Huge size or smaller and this damage reduces the point of impact (DC 20 Constitution saving throw it to 0 hit points or it isincapacitated, the bhole swallows for this spell-effect). The bhole is subject to the effect but it. A swallowed creature isblindedandrestrained, it has cannot be pinned beneath rubble and can easily burrow total cover against attacks and other effects outside the out of any damage zone created by the spell.

bhole, and it takes 21 (6d6) acid damage at the start of each

of the bhole’s turns. If the bhole takes 40 damage or more

on a single turn from a creature inside it, the bhole must

succeed on a DC 20 Constitution saving throw at the end

of that turn or regurgitate all swallowed creatures, which

fallpronein a space within 10 feet of the bhole. If the

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BLACKGATE BEHEMOTH silent slaves. Blackgate behemoths are omnivorous, eating as a

Blackgate behemoths are titanic, solitary alien beings native supplement to their biospheric draining, but they are as likelyto the dark places between and beyond the stars, seeded by to bite a creature once to inflict its poison as to devour a victimgreater masters onto planets they might explore and enslave. entirely. They frequently create their own food using stone toThey are towering creatures, their bulk heaving with terrifying flesh, and a behemoth’s lair is often marked with disgusting

swiftness upon four clawed legs like tree trunks. Mismatched mounds of rancid, half-eaten flesh of its own creation.eyeballs glare from every part of its body, scattered among a

B Bhost of gnashing maws and a veritable forest of lashing fanged

tentacles. They may lurk in deep caves for decades at a time lackgate ehemoth

Gargantuan aberration (alien, mythos), neutral evil

but emerge at times of cosmic conjunctions that only they Armor Class16(natural armor)

can sense to deposit mysterious black monoliths across the Hit Points625(25d20 + 125)landscape. It is these strange runecarved portals that giveblackgate behemoths their name. A blackgate behemoth is Speed 50 ft., climb 30 ft.

over 30 feet tall and weighs 15 tons. STR DEX CON INT WIS CHA

Cult Master. While their Black Gates undoubtedly serve 23(+6) 12(+1) 21(+5) 16(+3) 17(+3) 21(+5)some inscrutable cosmic purpose, behemoths also use them aslures for the curious or the foolish, drawing them in and using Saving Throws Wis +8

them to establish cultic cells. They encourage the creation not Sensespassive Perception 13

only of cults that bring them sacrifices and offerings to leave Languages Akloat their mysterious Black Gates but also to leave and createsleeper cells elsewhere. Those who unravel the mysteries of Challenge16 (15,000 XP)a Black Gate may be drawn into it by the behemoth lurking Innate Spellcasting. The blackgate behemoth’s innate spellcasting

nearby, often using its meld into stone ability to listen to the ability is Charisma (spell save DC 19). It can innately cast thepathetic paeans of praise offered up by its deranged cultists following spells, requiring no components:

while reading their minds itself and opening their minds At will: air walk, blight, diminish plants (as plant growth, butto the touch of its darkling masters far off in the deeps of in reverse), meld into stone, mold earth, stone shape, stone tellspace. Blackgate cults are typically led by a bard, sorcerer, or (this spell works as clairvoyance except the sensor is anywitch of 7th-9th level, while the cultists are typically 3rd-level rock or stone the behemoth chooses. The stone can recallaristocrats, commoners, experts, or warriors. up to 24 hours of information)

The alien intelligence of a blackgate behemoth is often 3/day each:flesh to stone, song of discord (as a fireball butstrange to terrestrial sentients, as the uses to which they put their does thunder damage), stone to flesh (as flesh to stone, but incults may appear nonsensical. Some simply enjoy the adulation reverse), wall of stoneof their faux divinity, but other behemoths develop curious

obsessions and drive their cultists to make them a reality, 1/day each: animal friendship (9th level),clashing rocks,building bizarre monuments, retrieving incomprehensible earthquake, symbol of insanity (my cause the symbol tocombinations of objects for ineffectual or debasing rituals, appear in midair and the blackgate behemoth is immuneslaughtering all creatures of a certain kind, or driving out rivalreligions. Some direct their cultists to kidnap priests of all to the spell effects), move earth, rampartkinds and drag them before the behemoth to demonstrate the Communion of the Black Gate (1/Week) A blackgate behemoth

impotence of their faith in the face of its primeval interdiction can disgorge a mystical slab of stone from its inward parts,of divinity, the better to convince them to abandon their calling appearing as a closed door of weathered black stone one foot thick and up to 15 feet square, covered in gruesomeand worship the behemoth or its starry masters.

Awakened Hunger. Blackgate behemoths have very little alien script. Each 5-foot section of the Black Gate has aimpact on the natural world when hibernating, but when they damage threshold of 12 and 180 hit points; if the Black Gate

awaken they can cause massive and terrifying disruptions is destroyed, the behemoth has disadvantage on all d20 rolls

to the landscape and the creatures dwelling in it. They sap for 24 hours due to the psychic shock and feedback, and itthe living essence of vegetation with their diminish plants and cannot create a new Black Gate until after this time. Theblight abilities, drawing a strange sustenance from it even asthey leave swaths of blasted and defoliated wastelands in their door cannot be created in any location that is being directlywake. A behemoth’s mere presence drives animals into a mad observed by a creature whose Intelligence exceeds 2, savefrenzy of wild slaughter, though by attuning its will it can for creatures with the mythos subtype (or anything the GMturn their crazed behavior into calm compulsion as its eerily deems appropriate, for example, other aberrations). Once the

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Black Gate is created, it endures for 1d7+7 days; a behemoth creature. This mark, which often resembles a deformed black

may have only one Black Gate in existence at a time. goat’s head, lasts for 14 days and cannot be perceived by the

A blackgate behemoth uses this mystic portal to observe creature on which it is inscribed other than via true seeing.

and sometimes communicate with creatures of the However, other creatures with Intelligence greater than 2

mortal world. The behemoth can observe the door and its perceive it subliminally when they spend at least 1 minute

surroundings at will as if using clairvoyance. It may also use within 10 feet of the creature. Such creatures are compelled

detect thoughts, emanating from any point on the Black Gate, as a geas (spell save DC 19) to seek out the blackgate behemoth

regardless of its distance from the door. or a Black Gate. Creatures of CR (or level) 7 or higher gain a

The script graven upon the Black Gate can be deciphered +1d4 bonus on their saving throw. The effects last up to 2d6 with a DC 16 (Intelligence) Arcana or Religion check or days, though compelled creatures can attempt a new saving comprehend languages spell. Failing the skill check by 5 or throw every 24 hours to remove the compulsion, with the DC succeeding the check by more than 5 results in insanity unless decreasing by 1 each day after the first.

the target succeeds on a DC 16 Wisdom saving throw. The Divine Disruption. A blackgate behemoth weakens the local

target remains insane until it passes the saving throw which connection between divine spellcasters and their patrons.

it may repeat after every long rest. While the target is insane it A divine spellcaster includes clerics and paladins as well as

acts as outlined by the confusion spell. Creatures using magic any warlock whose patron is not from the mythos. Creatures

to read the script are also subjected to this insanity. A creature attempting to cast a divine spell within 60 feet of a behemoth

not driven mad may read from the Black Gate for 24 hours, must succeed at a DC 16 spellcasting check (as if making a

deriving answers to 1d6 questions as if casting contact other spell attack roll) or the spell fails. Even if this check succeeds,

plane. A character studying the Black Gate gains advantage a behemoth may expend one use of its legendary actions as a

on any checks related to the divination school of magic, as reaction to force a creature casting the divine spell to make two

long as the spell is cast while reading from the Black Gate. A separate DC 16 Wisdom saving throws. If either save fails, the

creature making a knowledge related Intelligence skill check divine spellcaster’s spell is ruined. If both saves fail, the divine

while reading from the door adds 1d6 to the result of the skill spellcaster is also stunned until the end of its next round by

check (2d6 if the check pertains to creatures, objects, places, the psychospiritual backlash. This use of this trait can also

or effects related to the alien mythos). interdict a creature’s supernatural class abilities granted

While a creature is reading from the Black Gate, once a through a divine spellcasting class, such as a paladin’s lay on day, the behemoth may draw a creature into the Black Gate, hands, or a cleric’s domain powers or ability to channel energy.

where it is trapped within a bizarre subspace realm that Frictionless. The blackgate behemoth is under a constant

functions as maze. In addition, when the creature finally freedom of movement spell.

escapes from the maze, the behemoth may inflict one effect Hibernation. A blackgate behemoth can enter a state of upon a trapped creature; the effects it may choose depend hibernation at will; doing so takes 1 minute. While in this on how long the creature remained trapped within the state, it can take no actions and is incapacitated, as if it were Black Gate. in a deep sleep. However, the duration of its Black Gate and

Trapped Time Possible Effects any spell-like ability it has used on itself are extended as long 1 round as it remains hibernating, as if no time is passing. A behemoth 2 rounds charm person can remain in hibernation for as long as it wishes — while in this state, it does not need to eat or drink, nor does it age. Time 3 rounds touch of idiocy (as feeblemind but the effectively stands still for a hibernating behemoth. If it is jostled duration is 1 day) or damaged while hibernating, or if a creature touches its Black

suggestion

4 rounds modify memory Gate or attempts to decipher the writing on it, the behemoth

5 rounds dream can attempt a DC 16 Wisdom saving throw. If it succeeds, it awakens in 2d4 rounds. Otherwise, it takes 1d4 days to awaken 1 minute geas from hibernation. A blackgate behemoth can set the length of its hibernation when it first enters this state, so that it canCreatures drawn into a Black Gate, even for a single round, awaken after a set amount of time has passed. When awakeningreceive a blackgate brand.

Blackgate Brand (1/Day). A blackgate behemoth may inscribe at a set time in this manner, a behemoth needs only 1d3 rounds the blackgate brand on the forehead or chest of a helpless to rouse itself, with no Wisdom saving throw necessary.

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Legendary Resistance (3/Day).If the blackgate behemoth fails Until this grapple ends, the target is restrained, and the

a saving throw, it can choose to succeed instead. blackgate behemoth losses one of its four tentacle attack

Magic Weapons.A blackgate behemoth’s weapon attacks are options. While grappled the target automatically takes 33

magical. (6d8 + 6) bludgeoning damage at the start of the backgate

Psychotic Paralysis. A poisoned creature reduced to 0 hit points behemoth’s turn due to being constricted.

L Aby a blackgate behemoth’s attacks is driven mad as the egendary ctionsneurotoxic effluents of its bite attack its brain. Each round The blackgate behemoth can take 3 legendary actions,that a creature remains unconscious while poisoned, it must choosing from the options below. Only one legendary optionsucceed on a DC 16 Wisdom saving throw or gain a random can be used at a time and only at the end of another creature’sform of madness – roll randomly to determine the length of turn. The blackgate behemoth regains spent legendary actionsmadness – short, medium or long then and then roll on the at the start of its turn.appropriate table. Multiple failed saves result in multipleforms of insanity. Creatures driven insane in this fashion, Tentacle.The blackgate behemoth makes one tentacles attack.

and who remain unhealed, often become obsessed with the Seductive Compulsions. A blackgate behemoth may use thisplace where they became insane and may establish mystery legendary action whenever it uses an enchantment effectcults devoted to calling the blackgate behemoth back to that (including its psychotic paralysis), forcing the target to save with disadvantage.place and sharing its gift of madness with others.

Speak with Beasts and Plants. The blackgate behemoth can Aberrant Vomitus (Costs 2 Actions).The blackgate behemothcommunicate with beasts and plants as if they shared a language. can spew out a heap of noxious multicolored tissue and bile that functions as a maximum hit point gibberingUnder the Darkling Moon. When outdoors at night, the save DC mouther under the behemoth’s control. At the GM’s for any of a behemoth’s abilities that requires a Wisdom or option, it may use this ability to create any aberration Intelligence saving throw is increased by 1; during the three of CR 6 or lower. This creature perishes 1 hour after its nights of the new moon, the DC is instead increased by 3. creation. During the nights of the new moon, if a blackgate behemoth

using its aberrant vomitus ability to create a monster expends 3

legendary actions, the creature does not perish after one hour.

Actions

Multiattack. The blackgate behemoth uses Alien Prescence then makes four attacks of its choice.

Alien Presence.Each creature of the blackgate behemoth›s choice that is within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or becomefrightenedfor 1 minute. While frightened the creature is confused (as the spell). A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the blackgate behemoth’s Alien Presence for the next 24 hours.

Bites. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 27 (6d6 + 6) piercing damage and the target is poisoned for 1 day on a failed DC 16 Constitution saving throw (see psychotic paralysis for additional effects).

Tentacles. Melee Weapon Attack: +11 to hit, reach 20 ft., one target.Hit: 33 (6d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. Alternatively, the blackagate behemoth may choose to grapple the target(escape DC 16).

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BLOOD OF YOG-SOTHOTH become sickening. Any living creature within 30 feet must succeed at a DC 13 Constitution saving throw or becomeThese This twisted, powerfully built human has two bulbous incapacitated for 1 round. The blood of Yog-Sothoth canmauve-colored eyes, nubs for ears, a mouth full of over- exude this sickening stench for multiple rounds, but thesesized canine teeth, and seven-fingered hands that clutch a rounds need not be consecutive. Each round the blood ofsteel-tipped spear. They are the direct offspring of either Yog-Sothoth wishes to maintain the stench, it must use aa spawn of Yog-Sothoth and a humanoid, often resulting bonus action to do so.in a multiple birth, with quintuplets being most common.Though the act of birthing a litter of these twisted, mewling Actionsoffspring is extraordinarily painful, some mothers survivethe ordeal though their minds invariably bear deeper scars Multiattack. A blood of Yog-Sothoth makes two attacks withthan their overstrained bodies. Like their sires, the blood of its spear.Yog-Sothoth grow tall and strong and reach adulthood asquickly—at around 10 years of age. However, these creatures Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. andretain very little of their father’s intellect, and most of the range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage,creatures develop a propensity for brutishness, violence, and or 11 (2d8 + 2) piercing damage if used with two hands tocannibalism. make a melee attack.

Deformities. Their bodies polluted by the essence of the Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. orouter god Yog-Sothoth, all blood of Yog-Sothoth are sterile range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damageand possess multiple physical deformities. Common abnor- if thrown, 7 (2d4+2) if used to make a melee attack.malities include extra fingers or toes, elongated or bloatedfaces that resemble those of fish, goats, hounds, or toads, Blood of Yog-Sothoth Huntersodd-colored eyes, over-sized body-tumors, and vestigial facialfeatures or other vestigial or stunted body parts. The blood Medium aberration, chaotic evilof Yog-Sothoth can live an average of up to 90 years, thoughmost perish by violence or misadventure much earlier. Armor Class 14 (hide armor)

Blood of Yog-Sothoth Hit Points 170 (20d8 + 80)

Medium aberration, chaotic evil Speed 30 ft. STR DEX CON INT WIS CHAArmor Class 13 (hide armor) 18 (+4) 14 (+2) 19 (+4) 8 (-2) 13 (+1) 6 (-3)Hit Points 75 (10d8 + 30) Saving Throws Con +7Speed 30 ft. Skills Athletics +7, Intimidation +7, Perception +4, Stealth +5STR DEX CON INT WIS CHA Damage Resistances cold, fire15 (+2) 12 (+1) 17 (+3) 7 (-2) 12 (+1) 4 (-3) Senses darkvision 60 ft., passive Perception 14Saving Throws Con +5 Languages Common, Deep SpeechSkills Athletics +4, Intimidation +4, Perception +3, Stealth +3 Challenge 6 (2,300 XP)

Damage Resistances cold, fire Special equipment. Potion of invulnerability, potion of invisibility.

Senses darkvision 60 ft., passive Perception 13 Brutal. A melee weapon deals two extra dice of its damage when these hunters hit with it (included in the attack).Languages Common, Deep Speech Intimidating Manner. A blood of Yog-Sothoth uses hisChallenge 2 (450 XP) Strength score to Intimidate.

Brute. A melee weapon deals one extra die of its damage Steadfast. These Blood of Yog-Sothoth have advantage on when a blood of Yog-Sothoth hits with it (included in the saving throws to resist being charmed or frightened. attack). Stench (3/Day). A blood of Yog-Sothoth always exudes anIntimidating Manner. A blood of Yog-Sothoth uses his unpleasant musky scent. As a bonus action, the blood Strength score to Intimidate. of Yog-Sothoth can intensify this scent, causing it to become sickening. Any living creature within 30 feet mustStench (3/Day). A blood of Yog-Sothoth always exudes an unpleasant musky scent. As a bonus action, the blood of Yog-Sothoth can intensify this scent, causing it to

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succeed at a DC 15 Constitution saving throw or become Blood of Yog-Sothoth Warlock incapacitated for 1 round. The blood of Yog-Sothoth can exude this sickening stench for multiple rounds, but these Medium aberration, chaotic evil rounds need not be consecutive. Each round the blood of Yog-Sothoth wishes to maintain the stench, it must use a Armor Class 13 (hide armor) bonus action to do so. Hit Points 136 (16d8 + 64) Speed 30 ft.Actions STR DEX CON INT WIS CHA

Multiattack. These Yog-Sothoth make two attacks with their 14 (+2) 14 (+1) 18 (+4) 16 (+3) 14 (+2) 16 (+3)maul or three with their longbow. Saving Throws Con +7Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. Skills Arcana +6, Intimidation +4, Nature +6, Perception +5, Stealth +4Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 12 (2d10 + 2) piercing damage. Tools Alchemist’s supplies Damage Resistances cold, fire

Senses darkvision 60 ft., passive Perception 13

Languages Common, Deep Speech, Draconic, Elven, Sylvan

Challenge 7 (2,900 XP)

Brute. A melee weapon deals one extra die of its damage when the warlock hits with it (included in the attack).

Stench (3/Day). A blood of Yog-Sothoth always exudes an unpleasant musky scent. As a bonus action, the blood of Yog-Sothoth can intensify this scent, causing it to become sickening. Any living creature within 30 feet must succeed at a DC 13 Constitution saving throw or become incapacitated for 1 round. The blood of Yog-Sothoth can exude this sickening stench for multiple rounds, but these rounds need not be consecutive. Each round the blood of Yog-Sothoth wishes to maintain the stench, it must use a bonus action to do so.

Innate Spellcasting. The warlock’s innate spellcasting ability is Charisma. She can innately cast the following spells (spell save DC 14), requiring no material components:

At will: armor of agathys, hellish rebuke, hex, invisibility (self only), suggestion

1/day each: feeblemind, forcecage

Spellcasting. The warlock is a 16th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells:

Cantrips (at will): eldritch blast, friends, poison spray, prestidigitation

1st-5th level (3 5th-level slots): blight, witch bolt, hold monster, expeditious retreat, dispel magic, ray of enfeeblement, scrying, vampiric touch, hold person, banishment

Special Equipment. Bead of force, potion of greater healing.

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Actions Siege Monster. The abomination deals double damage to objects and structures.Multiattack. The warlock makes three attacks with her greatclub. Stench (3/Day). A blood of Yog-Sothoth always exudes an unpleasant musky scent. As a bonus action, the bloodGreatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. of Yog-Sothoth can intensify this scent, causing it to Hit: 11 (2d8 + 2) piercing damage, or 13 (2d10 + 2) piercing become sickening. Any living creature within 30 feet must damage if used with two hands. succeed at a DC 17 Constitution saving throw or become incapacitated for 1 round. The blood of Yog-Sothoth canBlood of Yog-Sothoth Abomination exude this sickening stench for multiple rounds, but these rounds need not be consecutive. Each round the blood ofHuge aberration, chaotic evil Yog-Sothoth wishes to maintain the stench, it must use a bonus action to do so.Armor Class 17 (natural armor)Hit Points 230 (20d12 + 100) ACTIONSSpeed 30 ft., climb 30 ft.STR DEX CON INT WIS CHA Multiattack. The abmination makes three attacks: one with its25 (+7) 15 (+2) 20 (+5) 17 (+3) 17 (+3) 20 (+5) bite and two with its tentacles.Saving Throws Wis +7Skills Arcana +7, Athletics +15, Intimidation +13, Perception Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) piercing damage. +7, Stealth +6Damage Resistances thunder Tentacles. Melee Weapon Attack: +11 to hit, reach 10 ft., oneDamage Immunities cold, fire target. Hit: 21 (4d6 + 7) bludgeoning damage, and 14 (4d6)Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17 necrotic damage and the target is grappled (escape DC 17).Languages Common, Deep Speech (can’t speak intelligibly) The target must succeed on a DC 17 Constitution savingChallenge 11 (7,200 XP) throw or its hit point maximum is reduced by an amountBrute. A melee weapon deals one extra die of its damage when a equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The target dies if blood of Yog-Sothoth hits with it (included in the attack). this effect reduces its hit point maximum to 0.Intimidating Manner. A blood of Yog-Sothoth uses his Invisibility. The abomination magically turns invisible until it Strength score to Intimidate. attacks or until its concentration ends (as if concentratingMagic Weapons. The abomination’s weapon attacks are on a spell). Any equipment the abomination wears or carries is invisible with it. magical.

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CEREBRIC FUNGUS Aura of Terrible Visions. Foes in melee with a cerebric fungus

Cerebric fungi are a race of carnivorous, intelligent fungi experience terrible visions of their past or potentialnative to a distant planet. Although they are one of the lowliest futures, making it difficult for them to distinguish friendlife forms on their homeworld, the fungi still possess an alien from foe or even discern their surroundings. Any creatureintellect far beyond that of most terrestrial creatures. Cerebricfungi display great curiosity about other races and species damaging or damaged by a cerebric fungus in meleewhen they visit other worlds, asking endless, apparently (within 5 feet) becomes confused for 1 round (as the spell,senseless, questions and engaging in disturbing experiments. DC 15), and its vision becomes blurry and overlaid withSome eccentric scholars claim to have learned unsettling phantom visions, resulting in disadvantage on attack rolls.secrets from these interrogations. Although capable of fine This visual distortion lasts as long as a creature remainsmanipulation with their prehensile filaments, cerebric fungi within 5 feet of the cerebric fungus and for 1d3 roundsnormally forgo the use of weapons in favor of their tendrils thereafter.

and magical powers. Otherworldly Mind. Any creature attempting to contact

a cerebric fungus’s mind or read its thoughts with a

Cerebric Fungus divination spell or similar ability must succeed at a DC 15 Wisdom saving throw or be overwhelmed by the alien

Medium plant, unaligned thoughts in the creature’s head. Those who fail take 1d6

Armor Class15(natural armor) psychic damage and are confused for 1d6 rounds (as theHit Points176(16d8 + 48) spell), and the divination effect immediately ends.Speed 30 ft.STR DEX CON INT WIS CHA Seductive Compulsions. Creatures targeted by the cerebric fungus’s enchantment spells have disadvantage on the saving throw.

18(+4) 8(-1) 16(+3) 15(+2) 10(+0) 15(+2)

SkillsStealth+2

Damage Resistancescold

Damage Vulnerabilitiesthunder

Condition Immunitiesblinded, deafened, exhaustion

Sensesblindsight 60 ft. (blind beyond this radius), passive Perception 10

Languages Aklo, telepathy 100 ft.

Challenge5 (1,800 XP)

Innate Spellcasting.The cerebric fungus’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no components:

3/day: calm emotions

1/day: feeblemind

Legendary Resistance (1/Day).If the cerebric fungus fails a saving throw, it can choose to succeed instead.

Magic Weapons.A cerebric fungus’s weapon attacks are magical.

Detect Sentience.The cerebric fungus can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by amind blankspell.

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Unsettling Appearance. A cerebric fungus constantly scans Star-Shriek (1/Day). A cerebric fungus can unleash a shrill the minds of those around it, projecting around itself a scream of madness. All creatures (except other cerebric confusing collage of images gleaned from their thoughts. fungi) within 30 feet must make a DC 15 Wisdom saving Creatures within 60 feet that can see the fungus must throw or be nauseated for 1 minute. A nauseated creature succeed at a DC 15 Wisdom saving throw or take a –1d4 spends its turn throwing up. The target may repeat the penalty on attack rolls. saving throw at the end of its turn to end this effect.

Actions Legendary Actions

Multiattack.The cerebric fungus makes two tendril of The cerebric fungus can take 1 legendary action, choosing madness attacks. If both attacks hit a Medium or smaller from the options below. Only one legendary option can be target, the target isgrappled(escape DC 15), and the used at a time and only at the end of another creature’s turn. cerebric fungus uses its Engulf on it. The cerebric fungus regains spent legendary actions at the start of its turn.Tendril of Madness.Melee Weapon Attack:+7 to hit, reach 10 ft., one target.Hit:13 (2d8 + 4) bludgeoning damage and the Tendril of Madness.The cerebric fungus makes one tendril target is dazed and has disadvantage on attack rolls and of madness attack. saving throws until the end of its next round. Call of the Void (1/Day). The cerebric fungus uses star-Engulf.The cerebric fungus engulfs a Medium or shriek, it automatically recharges if already used. smaller creaturegrappledby it. The engulfed target isblinded,restrained, and unable to breathe, and it must succeed on a DC 15 Constitution saving throw at the start of each of the fungus’s turns or take 13 (2d8 + 4) bludgeoning damage. If the cerebric fungus moves, the engulfed target moves with it. The cerebric fungus can have only one creature engulfed at a time.

Read Thoughts.The fungi magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the fungi can continue reading its thoughts, as long as the fungus’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the fungi has advantage on Wisdom (Insight) and Charisma (Deception,Intimidation, andPersuasion) checks against the target.

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COLOUR OUT OF SPACE Colour Out of SpaceThe deepest, strangest parts of space hold truly alien beings— Huge ooze (mythos), chaotic neutraland of those, few are more notorious than the colour out ofspace. The lack of a physical body does little to impede this Armor Class7

deadly alien life form’s ability to cause incredible devastation to Hit Points 76 (8d12 +24)

other life it encounters. A colour out of space’s life cycle requires Speed 30 ft., fly 50 ft.

periodic visits to the deepest reaches of space for the creature to STR DEX CON INT WIS CHAgestate and grow in the vicinity of powerful gravitational fields(such as those created by planets), and this custom only increases 16 (+3) 5 (-3) 15 (+3) 15 (+3) 15 (+3) 20 (+5)

the monster’s opportunities to bring ruin to countless worlds. Damage Resistances fire; bludgeoning, and piercing fromThe colour out of space is just that—a mobile radiance. Its nonmagical attacksglow is unlike any seen in nature. The few who encounter one Damage Immunitiesacid, cold, lightning, slashing

of these creatures and survive sometimes describe the radiance Damage Weaknessesforce

or portrayed it in art as a sinister, green-gray illumination, Condition Immunities blinded, charmed, deafened,but these depictions are flawed reproductions. To witness the exhaustion, frightened, pronecolour out of space is to know there are things no humanoidmind can fully comprehend, describe, or explain, but its Sensesblindsight 60 ft. (blind beyond this radius), passiveeeriness brings with it a stifling sense of latent malignancy. Perception 16

Colour Blight. Very little is known about the life cycle of a Languages Deep Speech (cannot speak)colour that dwells in the depths of space, for it is only when it Challenge 13 (10,000 XP)

comes to a planet to grow and reproduce that other life forms Amorphous.The colour out of spacecan move through aencounter it. A colour’s arrival upon a world is typically via a space as narrow as 1-inch wide without squeezing.

small meteorite strike—the colour itself infuses a meteoroid, Incorporeal Movement.The colour can move through other

and shortly after the falling star’s arrival, the rock crumbles creatures and objects as if they were difficult terrain. It

away to expose the semisolid mass of a larval colour that takes 5 (1d10) force damage if it ends its turn inside a

seeps into the surrounding landscape. Although a colour is Gargantuan creature but not an object.

incorporeal, and thus able to move through solid objects, it Legendary Resistance (3/Day).If the colour fails a savingcan also exist as a free-floating, eerie radiance. Natural sunlight throw, it can choose to succeed instead.doesn’t particularly harm colours out of space, but they prefer

Ato dwell in darkened areas like deep caves or abandoned wells ctions

where their own radiance is the only light. Disintegrating Touch.Melee Natural Weapon Attack.+8 to hit,

Lassitude. Over the course of several weeks, months, or even reach 15 ft.; one target. Hit:75 (10d6 + 40) force damage. Ityears, the colour feeds upon the surrounding plant and animal otherwise acts as thedisintegratespell.

life—the act of being fed upon is weirdly addictive to its Feed (Recharge 5-6).A colour can attempt to feed on any living

victims, who develop a self-destructive lassitude that prevents creature or a region of plant life. Each creature in line of

them from fleeing the region. When a colour has absorbed sight must succeed on a DC 18 Charisma saving throw,

enough life to grow to full maturity, it gathers its strength and taking 1d4 points of Charisma damage on a failed save or

erupts from its den, coruscating into the sky as it launches the half as much on a success. A creature killed by this effect

majority of itself back into space. Sometimes, enough remains crumbles into a mass of desiccated tissue.

of the parent colour to survive on its own, and in these cases egendary ctions

L Athe life cycle repeats again and again. Areas blighted by a The colour out of space can take 2 legendary actions, choosing from the options below. Only one legendary action option cancolour out of space are singularly recognizable, not only for be used at a time and only at the end of another creature’sthe eerie pallor of local plant life and large swaths of blasted, turn. The colour out of space regains spent legendary actionsbarren landscape, but also by the presence of those the colour at the start of its turn.has fed on. These unfortunate, deformed individuals, knownas colour-blighted creatures, never live for long, but while theydo, their madness often drives them to violent behavior, be Destructor. The colour out of space makes a disintegrating touch attack.they people or beasts.

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Color Vampire. The colour out of space uses its feed attack Color-Blighted Creature Template

option. If this option is not available it instead may roll to A beast, humanoid, giant, or plant can become a color-blighted creature. It keeps its statistics, except as follows. As long as recharge it, if successful it may use its reaction to use it. a creature suffers the colour-blighted template, it becomes aggressive toward creatures that do not exude the colors of aDrain. The colour out of space can feed on a single target colour out of space and gains a +1 bonus on attack and damage rolls such targets. Every time the creature takes a long rest (or creature it can see. The target takes 1 level of exhaustion if 24 hours for plant creatures), a creature suffering from this template must succeed at a DC 12Constitution saving throw it fails a DC 18 Charisma saving throw. On a success, the or crumble into fine, white ash—such a doom means instant death and, for many color-blighted creatures, the only chance creature takes no damage but has disadvantage on its next at escape from a life filled with pain.

Charisma saving throw. A creature who is killed by this Acquiring the Template: If a creature is killed by the colour out of space’s drain or aura of lassitude ability (see regional ability instead gains the color-blighted template and will effects) it gains the color-blighted template. It losses the template if its Charisma score is restored back to normal or if seek to protect the colour out of space. the colour out of space is killed.

Regional Effects Alignment: The creatures’ alignment changes to chaotic neutral.The region containing a colour out of space’s lair is warped Ability Scores: These remain unchanged except forby the colour’s nature, which creates one or more of the Charisma which is set to 1.

following effects: • The colour’s aura of lassitude reaches up to 6 miles from its

lair though its effects are much weaker. All living creatures have a general, yet persistent, feeling of weariness and lethargy come over them.If the colour out of space dies, this effect fades over the course of 1d6 days. • Within 1 mile of the colour out of space’s lair everything is gray and nights are much darker than normal. All living creatures have disadvantage on Constitution and Charisma saving throws while within this area. Beasts and other creatures in the area gain the color blighted template (see below) and aggressively attack intruders. If the colour out of space dies, this effect fades over the course of 1d10 days and blighted creatures return to normal over the same period. • An aura of lassitude is palatable in the area immediately around the colour out of space’s lair.A creature within 300 feet of a colour out of space (even when the colour is hiding within a solid object) must succeed at a DC 18 Charisma save or become overwhelmed with listlessness and ennui. While under this effect, the creature has disadvantage on all Charisma saving throws and doesn’t willingly travel farther than a mile from the area where it failed its saving throw against that colour’s aura of lassitude. Adispel magicspell (or similar effect vs. DC 18) ends the effect, as does removing the victim from the aura’s area of effect. Every 24 hours, a creature affected by an aura of lassitude can attempt a new DC 18 Wisdom save to cast off the effects of the aura. A creature that succeeds at this saving throw is immune to that colour’s aura of lassitude for 24 hours. A creature that is under the effects of an aura of lassitude from a colour out of space can’t be further affected by this ability from other colours. If the colour out of space dies, this effect ends immediately.

1818

DEEP ONE Deep One

Deep ones are as at ease dwelling in the most remote of Medium monstrosity (mythos), chaotic evilocean trenches as they are in the shallows that hug secludedshorelines, although their favorite haunts combine the two. Armor Class 12 (natural armor)The largest deep one cities are located at places not far offshore but nestled in vast submerged canyons unusually close Hit Points 26 (4d8+8)to those coastlines. This proximity allows deep ones to pursueone of their favorite goals—commingling with and corrupting Speed 20 ft., swim 40 ft.surface-dwelling humanoids. Deep ones do so not out of a STR DEX CON INT WIS CHAbiological need but as a way to spread their blasphemousreligion above the ocean waves. The hybrid children of deep 15 (+2) 9 (-1) 15 (+2) 12 (+1) 14 (+2) 10 (+0)ones and humans form a race of their own. These offspringtypically live near others of their kind, assuming positions of Skills Religion +3, Stealth +3leadership in their small towns. A deep one’s gray-green hideglistens with moisture, and saliva dribbles from its fishlike Damage Resistances coldmaw. Senses darkvision 60 ft., passive Perception 12 Deep Devotees. Deep ones usually worship the alien entitiesknown as the Outer Gods or the Great Old Ones, with Cthulhu Languages Common, Deep Speechthe foremost among them. Deep one settlements that contain Challenge 1/4 (50 XP)a deep one elder instead typically venerate that powerful deepone, who in turn serves one of the eldritch gods. Amphibious. The deep one can breathe air and water.

Underwater wielders. Deep ones prefer to fight with their Item Use. A deep one can use magic items as though it were aclaws. If they do resort to manufactured weapons, they prefer cleric, warlock, or wizard.piercing ones, as these function best underwater. They canalso use wands and staves; deep ones who pursue the study Actionsof more powerful magic often learn to create magic items fortheir weaker kinfolk to wield. Claws. Melee Weapon Attack. +4 to hit, 5 ft. reach. Hit: 7 (2d4 + 2) slashing damage. Immortal.A deep one does not age. Barring death from

violence, disease, or misadventure, a deep one can live forever.

Deep ones are immune to effects that cause magical aging.

Deep Dweller. Deep ones are immune to damage fromwater pressure; their bodies are capable of instantly adjustingto different water depths or even the surface with ease.

Deep One Bishop. Deep one bishops incite religious fervorin their kinfolk and promote their chosen deities as thegreatest among the Outer Gods.

Hybrid Horrors. Deep one hybrids are the spawn of humansand deep ones. They are most comfortable with others oftheir kind, and typically cluster in small, insular settlementswhere they can assume positions of authority. They keep anyhumans within their towns subservient and cowed, makingsure those other residents know better than to act against locallaws. Though deep ones are devoutly religious, they usuallycloak their true beliefs under a facade of more conventionalworship, believing that by doing so they can avoid suspicionfrom visitors and nearby societies.

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Deep One Bishop Challenge17 (18,000 XP)

Medium monstrosity (mythos), chaotic evil Amphibious. The deep one can breathe air and water.Armor Class 12 (natural armor)Hit Points 39 (6d8+12) Deep Dweller. Deep ones are immune to damage from waterSpeed 20 ft., swim 40 ft. pressure; their bodies are capable of instantly adjusting toSTR DEX CON INT WIS CHA different water depths or even the surface with ease.

15 (+2) 9 (-1) 15 (+2) 12 (+1) 14 (+2) 14 (+2) Innate Spellcasting. An elder deep one’s spellcasting ability isSkills Deception +4, Persuasion +4, Religion +5, Stealth +3 Wisdom (spell save DC 18). The elder deep one can innatelyDamage Resistances cold cast the following spells, requiring no material components:Senses darkvision 60 ft., passive Perception 12Languages Common, Deep Speech 3/day each: confusion (as an 8th-level spell), dream, freedom ofChallenge 2 (450 XP) movement, hold monsterAmphibious. The deep one can breathe air and water.Dark Devotion. The deep one bishop has advantage on saving 1/day each: black tentacles, dominate monster, symbol

throws against being charmed or frightened. Item Use. A deep one can use magic items as though it were aItem Use. A deep one can use magic items as though it were a cleric, warlock, or wizard.

cleric, warlock, or wizard. Legendary Resistance (3/Day). If the elder deep one fails aSpellcasting. A deep one bishop is a 4th-level spellcaster. Its saving throw, it can choose to succeed instead.

spellcasting ability is Wisdom (spell save DC 12, +4 to hit Reflective Mind. Any time an elder deep one succeeds at a with spell attacks). A bishop typically has the following saving throw against a spell or magical ability that cannot affect cleric spells prepared: creatures that are immune to being charmed or frightened or Cantrips (at will): light, sacred flame, thaumaturgy that inflicts psychic damage, the effect is reflected back on the 1st level (4 slots): bane, inflict wounds, shield of faith source, affecting the original caster as if the elder deep one 2nd level (3 slots): aid, blindness/deafness, hold person cast the spell or used that magical ability.

Actions Actions

Multiattack. The deep one makes two melee attacks. Multiattack. The elder deep one can use its Awful Presence. ItClaws. Melee Weapon Attack. +4 to hit, 5 ft. reach. Hit: 7 (2d4 + 2) then makes three attacks: one with its bite and two with its claws. slashing damage. Bite.Melee Weapon Attack.+13 to hit, 5 ft. reach. Hit: 16 (2d8 +Deep One Elder 7) piercing damage.

Gargantuan monstrosity (mythos), chaotic evil Claw.Melee Weapon Attack.+13 to hit, 20 ft. reach. Hit: 14 (2d6 + 7) slashing damage. If the elder deep one scores a criticalArmor Class19 (natural armor) hit, it rolls damage dice three times, instead of twice, and the target must succeed on a DC 21 Constitution savingHit Points232 (15d20+70) throw. On a failed saving throw, the target is stunned until the end of their next turn.Speed30 ft., swim 40 ft.STR DEX CON INT WIS CHA Awful Presence. Each creature of the elder deep one’s choice that is within 120 feet of the elder deep one and aware of it25 (+7) 12 (+1) 21 (+5) 16 (+3) 18 (+4) 16 (+3) must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature is incapacitated as longSaving Throws Con +11, Wis +10, Cha +9 as it is frightened in this way. A creature can repeat the saving throw at the end of each of its turns, ending theSkills Religion +8 effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune toDamage Resistanceacid, cold, lightning; bludgeoning and the elder deep one’s Awful Presence for the next 24 hours. slashing from nonmagical attacks

Sensespassive Perception 14

LanguagesCommon, Deep Speech

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Legendary Actions Hold Breath. The deep one hybrid can hold its breath for 15 minutes.An elder deep one can take 3 legendary actions, choosing fromthe options below. Only one legendary action option can be Sea Longing. Every 24 hours a deep one hybrid spends moreused at a time and only at the end of another creature’s turn. than 10 miles from the sea, it must succeed on a DC 15The elder deep one regains spent legendary actions at the start Wisdom saving throw. On a failure, the deep one hybridof its turn. has disadvantage on ability checks, attack rolls, and saving throw. If the deep one hybrid is already suffering thisClaw Attack. The elder deep one makes a claw attack. penalty, it takes 1d6 psychic damage on a failure. The deep

Madness (Costs 2 Actions). All creatures other than deep ones one hybrid no longer suffers this disadvantage once it haswithin a 30-foot radius must makes a DC 18 Wisdom saving spent 24 hours within 10 miles of the sea. throw. On a failed saving throw, a creature is affected as the spell confusion until the end of its next turn. Creatures with Actions total cover are not affected. Scimitar. Melee Weapon Attack. +3 to hit, 5 ft. reach. Hit: 4 (1d6 +Move.The elder deep one moves or swims up to half its speed 1) slashing damage.

without provoking opportunity attacks.

Deep One Hybrid Cultist

Medium humanoid (human, mythos), chaotic evil

Armor Class 12 (natural armor)

Hit Points 13 (2d8+4)

Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA

11 (+0) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (+0)

Skills Deception +2, Religion +2

Senses darkvision 60 ft., passive Perception 11

Languages Deep Speech, CommonChallenge 1/8 (25 XP)

Dark Devotion. A deep one hybrid cultist has advantage on saving throws against being charmed or frightened.

Final Change. A deep one hybrid ages faster than a human. A mere 1d12 months after a deep one hybrid reaches venerable age at 60 years old, it dies a painful, agonizing death, only to have its body transform into that of a mature deep one. This transformation functions as the reincarnate spell.

221 1

DENIZEN OF LENG Dimensional Regeneration. A denizen of Leng regains 5 hit points at the start of its turn. If it takes force or radiantThese eerie denizens travel the universe from their strange damage, this trait doesn’t function at the start of thehomeland of Leng, walking uncontested only when they dis- denizen’s next turn. The denizen dies only if it starts itsguise themselves as humans by wearing loose-fitting robes turn with 0 hit points and does not regenerate. If killed, aand wrappings about the head and face. Under these dis- denizen’s body dissolves into nothingness in 1d4 rounds,guises, they have horned brows, clawed fingers, mouths full leaving behind its gear. It is rumored that slain denizensof tentacles, and crooked goatish legs with cloven hooves. A simply reform new bodies in Leng, conjured out of thedenizen of Leng weighs 200 pounds and stands roughly 5-1/2 mutable essence of the dimension of dreams, rather thanfeet tall. being permanently slain.

Dimensional Raiders. Many scholars have argued over Actionswhere the otherworldly realm of Leng lies— some believe itcan be found among the Outer Planes, while others are con- Multiattack. A denizen of Leng makes two claw attacks.vinced it can only be reached via a dimension of dreams. Thedenizens of Leng can travel to other planes freely, and often Claws. Melee Weapon Attack. +9 to hit, 5 ft. reach. Hit: 14 (2d8 +do so in strange, black ships, constantly seeking new breeds 5) slashing damage, and 14 (4d6) psychic damage.of slaves or trading rubies for unusual services or magicaltreasures. At other times, their visits are much more violent, Confusion (Recharge 6). Each creature in a 10-foot-radiusfocusing on abducting victims for use as slaves or worse. sphere is affected by a confusion spell (save DC 16).On Leng, these denizens have long fought a war against thatrealm’s monstrous spiders, a war that sometimes spills overinto other worlds.

Denizen of Leng

Large monstrosity (mythos), neutral evil

Armor Class 18

Hit Points 190 (20d10+80)

Speed 30 ft., fly 20 ft.

STR DEX CON INT WIS CHA

24 (+7) 16 (+3) 18 (+4) 18 (+4) 14 (+2) 16 (+3)

Damage Resistance necrotic

Condition Immunities exhaustion, frightened, poisoned

Senses darkvision 60 ft., passive Perception 12

Languages Common, Infernal

Challenge 11 (7,200 XP)

Alien Anatomy. When an attacker scores a critical hit against a denizen of Leng, it has a 50% chance to treat it as a normal hit instead. It also takes only half damage from a rogue’s sneak attack. A denizen of Leng also gains advantage on saving throws against polymorph spells or any other effect that would change its shape.

Deflect Spells. A denizen of Leng is immune to spells which specifically affect undead.

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EEKHAYAB EekhayabEekhayabs are inhuman servants of the Great Old Onesand the Outer Gods whom they serve. They are a race of Medium aberration (mythos), chaotic evil

interstellar predators, vaguely humanoid in shape but prone Armor Class16 (natural armor)to frequent mutation and aberrant physiology, both internally Hit Points 102 (12d8 + 48)and externally. Their motion is hideous to behold, with the Speed 20 ft., fly 60 ft.

rhythmic flapping of its wings clashing with the spasmodic STR DEX CON INT WIS CHAthrashing of disjointed limbs ending in cruel claws and itsscabrous tail dripping dark venom. Its skin seems to split in a 17 (+3) 16 (+2) 18 (+4) 10 (+0) 17 (+3) 15 (+2)

welter of weeping sores and creases, as though its inward parts Saving ThrowsDEX +7, WIS +6, CHA +5

were ready to burst. Damage Resistances acid, cold; bludgeoning, piercing, and

Eekhayabs are always winged, with a generally humanoid slashing from nonmagical attackshead and torso and at least four limbs. In some eekhayabs theseare more akin to legs than arms and in some the opposite, and Damage Immunitiespoison

vestigial or accessory limbs are not at all unusual, but in all Sensesdarkvision 60 ft., passive Perception 12cases their appendages are tipped with cruel claws. Though Languages Deep Speech

eekhayabs are most comfortable in the air, they typically have Challenge 8 (3,900 XP)webbed digits to aid in swimming. Most eekhayabs have tailsas well, sometimes long and sinuous and in others bulbous Breathless. The eekhayab does not need to breathe and canand insectoid, like the abdomen of a wasp. Those who have survive in the void of space.

beheld the eekhayab in person rarely describe them the same Exuviate. When an eekhayab is killed, it triggers itsway, in part due to the grotesque variation these creatures unspeakable molt action.

exhibit, but also due to the fog of nightmares that inevitably Hybrid Mount. An eekhayab’s carrying capacity in flight isfollow in the wake of their advent. twice normal, and a Medium or smaller creature can rideMythos Minions. It is unknown whether eekhayabs originated on a flying eekhayab as a mount even though an eekhayabon one of the home planets or prison worlds wherein the Great is itself Medium-sized. It cannot carry a Medium-sizedOld Ones are bound, or perhaps were refugees from a planetlong since destroyed by the predations of world-devouring creature as a rider when not flying.

elder things, or perhaps have always been a star-spanning race Magic Resistance. The eekhayab has advantage on savingand never a terrestrial one. What is certain is that as a race they throws against spells and other magical effects.

are bound to the will of the Great Old Ones and their masters Mythos Minion. Eekhayab are called to serve many who follow(especially Hastur the Unspeakable), and often compelled to the cults of the mythos, having disadvantage on savinganswer the summons of earthly cultists calling upon theiralien patrons for aid. Eekhayabs are strong flyers and may throws to avoid spells cast by servants of any of the Greatcarry willing supplicants (as well as unwilling victims) far from Old Ones.

their terrestrial home into the reaches of space and the dark Starflight. Eekhayab can survive in the void of outer space. Itplaces between and beyond the stars, though their passengers flies through space at an incredible speed. Although exactare best advised to have their own means of survival amid the travel times vary, a trip within a single solar system shouldrigors of space. Eekhayabs are willing warriors as well when take 3d20 hours, while a journey beyond should take 3d20

called to serve, snatching up their victims and tearing them days (or more, at the GM’s discretion)—provided thelimb from limb or dropping them into gaping pits of toxic eekhayab knows the way to its destination.effluence that open in the eekhayab’s presence like rents in a ctionsAreality that rebels against their alien presence.

Star Scavenger. Eekhayabs are primarily carnivorous, Multiattack.The eekhayab makes two attacks: one with its beak

preferring fresh blood and flesh. They are cruel beasts and and one with its talons.

enjoy stinging their prey with their mind-rotting venom Beak.Melee Weapon Attack.+6 to hit, reach 5 ft., one target.and allowing their victim to descend into madness, givingthemselves over to the eekhayab for their feasting pleasure. Hit:10 (2d6 + 3) piercing damage plus 7 (2d6) poisonHowever, eekhayabs are also scavengers, taking whatever damage.nourishment they can find to fuel their long interplanetary Talons.Melee Weapon Attack.+6 to hit, reach 5 ft., one target.

and interstellar journeys. Hit:14 (2d10 + 3) slashing damage, and the target is

grappled (escape DC 14). Until this grapple ends, the target

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is restrained, and the eekhayab can’t use its talons on The reduction to the target’s hit point maximum another target. lasts until removed by the greater restoration spell or similar magic. The target is immune to this eekhayab’sToxic Cesspit (1/Day). An eekhayab can cause ordinary reality unspeakable molt for 24 hours after succeeding on the to deform and decay in its presence temporarily. It can saving throw. create a pit within 30 feet of it that is a 10-foot cube filled with acid to a depth of 5-feet. The fumes given off by the If a creature fails multiple saving throws against this toxic cesspit are so foul that any living, breathing creature ability, the nightmare effect recuring during an additional beginning its turn within the pit must succeed on a DC sleep cycle for each failed save. 13 Constitution saving throw or be poisoned for 1-minute spending its turn wretching and heaving. A poisoned Reaction creature can make another DC 13 Constitution saving throw to end the poison effect at the end of its turn. On Slough. Whenever a critical hit is made against an eekhayab, as success, the target creature is poisoned until the end of the a reaction, it may use its unspeakable molt action. eekhayab’s next turn. While a creature is poisoned in this way, it is stunned and takes 7 (2d6) poison damage at the beginning of its turn.

Unspeakable Molt. An eekhayab’s wings are continually shifting through phases of molt, decay, and regrowth, like those of a decomposing vulture suffused with tissue that is simultaneously insectoid and bat-like, with a corrupted humanoid core underneath. An eekhayab causes its external membranes to rupture and slough off in pestilential shreds, revealing disgustingly abnormal new tissues beneath.

When an eekhayab molts its speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it can make an additional beak attack, Dash, Disengage, Hide, or Use an Object action. This effect lasts for 1 minute.

Any creature within 30 feet that witnesses an eekhayab’s unspeakable molt must make a DC 17 Wisdom saving throw.

A failed saving throw makes the creature frightened. The affected creature may make another saving throw at the end of its turn to remove the frightened effect. On a second failed save the target is affected by nightmares the next time it sleeps. The target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target’s hit point maximum to 0, the target dies of fright.

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ELDER THING Limited Starflight. An elder thing can survive in the void of

Elder things are strange beings with star-shaped heads and outer space, and its wings allow it to use its fly speed innumerous writhing appendages arranged radially around that environment despite the lack of air. Unlike creaturesits barrel-shaped body. Known by various names on various with full starflight, an elder thing’s ability to fly in outerworlds, often translating to “elder things” or “old ones,” these space does not allow it to reach unusually high speeds—analien creatures are interested in creating lasting works of art, elder thing that wishes to travel from one planet to anotherarchitecture, and even life (such as the dreaded shoggoths). typically calculates the distance and then hibernates for the majority of the journey, relying on its momentum andThey possess a boundless capacity for war and egotism. inertia to carry it to its destination while it slumbers along Devices. Elder things may possess a variety of tools and the way.weapons, including technological or magical inventions or Special Equipment. The elder thing carries a sonic disruptor, amechanisms that blend both. technological weapon.

Elder Thing Actions

Medium monstrosity (mythos), lawful neutral Tentacles. Melee Weapon Attack. +4 to hit, reach 5 ft., one target, Hit: 16 (5d4 + 4) bludgeoning damage, and the targetArmor Class 15 (natural armor) is grappled (escape DC 14). Until this grapple ends, the

Hit Points 105 (14d8 + 42) creature is restrained, and the elder thing can’t use its

Speed 30 ft., fly 20 ft., swim 40 ft. tentacles on another target.

STR DEX CON INT WIS CHA Sonic Disruptor. Ranged Weapon Attack. +4 to hit, range15 (+2) 14 (+2) 16 (+3) 17 (+3) 15 (+2) 15 (+2) 50/200 ft., one target, Hit: 6 (1d8+2) thunderSaving Throws Con +5, Wis +4 damage. If this attack scores a critical hit, the target must succeed on a DC 13Damage Resistances fire Constitution saving throw. On a

Damage Immunities cold failed saving throw, the target isSenses darkvision 60 ft., passive Perception 12 stunned until the end of theLanguages Elder Thing elder thing’s next turn.

Challenge 3 (700 XP)

Does Not Breathe. Elder things can function in water as well as on land, survive the vastness of space, and do not need to breathe. They can still be affected by gasses and other attacks that do not require them to breathe.

Hibernation. An elder thing can enter a state of hibernation at will; doing so takes 1 minute. While in this state, it can take no actions and is effectively helpless, as if it were in a deep sleep. An elder thing can remain in hibernation for as long as it wishes—while in this state, it does not need to eat or drink, nor does it age. Time effectively stands still for a hibernating elder thing. If it is jostled or damaged while hibernating, an elder thing can attempt a DC 15 Wisdom save. If it succeeds, it awakens in 2d4 rounds. Otherwise, it takes 1d4 days to awaken from hibernation. An elder thing can set the length of its hibernation when it first enters this state, so that it can awaken after a set amount of time has passed. When awakening at a set time in this manner, an elder thing needs only 1d3 rounds to rouse itself, with no Wisdom saving throw necessary.

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EYE OF MU Swim-by.The eye of Mu doesn’t provoke opportunity attacks

These ancient creatures resemble 5-foot wide scaly orbs, when it swims out of an enemy’s reach.with iron-hard carapaces bedecked with spines and sensory Metamorphic Molt (Recharges after a Short or Long Rest).Iftendrils. Their bodies are dominated by a massive pale central an eye of Mu is reduced to 0 hit points, it doesn’t die oreye and gaping maw with a forest of curved fangs. Hundreds fallunconscious. Instead, it ejects its outer shell, regainsof small seaweed-like bristles hang from the bottom of its 133hit points, has -2 to its AC, and moves up to its speedbody, while two large crab-like pincers protrude from its body without provoking opportunity attacks. All ongoingand a pair of long, thin eyestalks sprout from the top of its orb, negative effects are also ended when this transformation takes place. The penalty to the eye of Mu’s AC is removedthese eyes glowing like lures. Ocean Masters. Eyes of Mu hunt the pelagic depths of ocean when it completes a long rest.trenches, using the mystical radiance of their eyestalks to Mirages of Mu. An eye of Mu can combine the power ofentrance their enemies and draw them into the deeps where its eye rays to create a 6th-level major image poweredthey may feast upon them at their leisure. They also haunt with psychic energy giving the image some depth andthe diluvian ruins of ancient empires, some inundated by “realness”. The illusion can be of anything within thepast cataclysms and others fully aquatic realms that may have spells limitations but whatever is created as 25% of thebeen wholly unknown to those on the surface. They often original items hit points and all of its other statistics. Fordominate pods of lesser eyes of the deep and other aquatic example, an eye of Mu creates a Mirages of Mu giant shark.species, manipulating them and using them as their agents in This creature has a shadowy cast to it and 25% of the real creatures hit points but is otherwise identical to theschemes for power. original. It takes the eye of Mu 1 minute to create an image.

Eye of Mu The illusions it creates are unremarkable at first glance, but upon closer inspection (such as when making a Will

Large aberration, lawful evil save to disbelieve) horribly twisted and alien. Creatures

Armor Class18(natural armor) failing their save (DC 18 Wisdom saving throw) whenHit Points266(19d10 + 76) attempting to disbelieve become shaken have disadvantageSpeed 5 ft., swim 20 ft. on further attempts to disbelieve the illusion as long as they can see the illusion. A creature rolling a natural 1 onSTR DEX CON INT WIS CHA a Wisdom save to disbelieve an eye of Mu’s illusions is

20(+5) 14(+2) 18(+4) 17(+3) 15(+2) 17(+3) affected as dream the next time it sleeps.

Saving ThrowsInt +8, Wis +7, Cha +8 Actions

SkillsPerception +12 Multiattack. The eye of Mu uses stun cone, pincers then shoots an eye ray. It may also bite a grappled target.Damage Resistancesbludgeoning, piercing, and slashing from nonmagical attacks Bite.Melee Weapon Attack:+10 to hit, reach 5 ft., one target.Hit:14 (4d6) piercing damage.Damage Immunities cold Pincer.Melee Weapon Attack:+10 to hit, reach 10 ft., oneCondition Immunities prone target.Hit:16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it isgrappled (escape DC 15). TheSensesdarkvision120 ft., tremorsense60 ft., passive eye of Mu has two pincers, each of which can grapple only Perception 22 one target.

Languages Aklo, Aquan, Common Stun Cone. An eye of the deep’s central eye can, once perChallenge13 (10,000 XP) round, produce a 90-foot cone that stuns all creatures for 1 minute on a failed DC 18 Constitution saving throw.Diluvian Diver. An eye of Mu never takes damage from water Creatures may repeat the saving throw at the start of their pressure. turn to end this condition.

Hyper-Awareness. An eye of Mu’s eyestalks allow it to see in all directions at once. It cannot be surprised.

Legendary Resistance (3/Day).If the eye of Mu fails a saving Eye Rays.The eye of Mu shoots one of the following magical throw, it can choose to succeed instead. eye rays, choosing one to three targets it can see within 120 feet of it:

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1. Left Eye – Draining ray.The targeted creature takes 7 Legendary Actions (2d6) necrotic damage and must succeed on a DC 18 Constitution saving throw or behave disadvantage on The eye of Mu can take 3 legendary actions, using the Eye Ray ability checks, attack rolls, and saving throws based on option below. It can take only one legendary action at a time Strength for 1 minute. During this time, it also deals and only at the end of another creature’s turn. The eye of Mu one-half damage with all attacks that use Strength. The regains spent legendary actions at the start of its turn. target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If Eye Ray.The eye of Mu uses one random eye ray. the save fails, the target remains enfeebled and takes an additional 7 (2d6) necrotic damage. When the eye of Mu uses its metamorphic molt, it can use the following legendary actions for 1 hour.2. Right Eye – Lingering paralysis ray.The targeted creature must succeed on a DC 18 Wisdom saving throw or Numbing Pincers.The eye of Mu makes two attacks with its beparalyzedfor 1 minute. The target can repeat the saving pincers. If both attacks hit the same creature, it takes an throw at the end of each of its turns. A creature successfully extra 7 (2d6) poison damage and must succeed on a DC 18 saving against its eye ray is slowed (as the slow spell) for Constitution saving throw or becomeparalyzeduntil the 1 minute, and can repeat the saving throw as above each start of the eye of Mu’s next turn. round to end the slow effect. Toxic Tendrils.The eye of Mu’s tendrils surrounds it in a3. Both Eyes - Mirages of Mu. See the related trait. beautiful display of deep-sea beauty. All creatures within 10 feet of the eye of Mu must make DC 18 Constitution saving throw or become poisoned andparalyzeduntil the start of the eye of Mu’s next turn.

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FACELESS STALKER Blood Frenzy. Anytime the faceless stalker does necrotic damage to a living creature, it becomes invigorated. ItThese hairless, leathery bipeds with faces dominated by receives the benefits of a haste spell until the end of its nextunsettling whorls and slits rather than actual features were turn. It does not suffer the exhausting aftereffects of a hastecreated by aboleth fleshwarpers ages ago as living weapons. spell so long as it continues to do necrotic damage to aScorned by their former masters when the scheme for which living creature.they were designed unraveled, the faceless stalkers fled intoswamps, marshes, or any other dark, wet places they could Faceless. In its natural form, a faceless stalker has nofind—the closest they could come to the aquatic cities they discernible facial features. It has advantage on any saving throws made to resist attacks or effects that target theonce considered home. senses. This includes gaze attacks, odor-based attacks, Shapeshifting Spies. Originally designed to serve as spies thunder attacks and similar attacks. This bonus does notthat could walk uncontested among the air-breathing races, apply to illusions.faceless stalkers adopt new forms by reshaping their skin andcontorting their rubbery bodies. This painful process takes Legendary Resistance (1/Day).If the faceless stalker fails aapproximately 10 uninterrupted minutes—a faceless stalker saving throw, it can choose to succeed instead.

typically seeks a private place to do it, avoiding even others Magic Weapons.A faceless stalker’s weapon attacks areof its own kind. The sensation of returning to its true form magical.is quite exhilarating and results in a momentary burst of

euphoria.

Blook Soaker. Faceless stalkers cannot digest solid foodeven when in the form of a creature with a mouth. Instead,they subsist on liquids, including blood. In their naturalforms, they have three hollow tongues which they use topenetrate and lap blood from their victims. Since theyhave no particular skill at grappling foes, most facelessstalkers wait until a victim is helpless or asleep beforeattempting to drink its blood—although the best is whena victim is helpless but conscious during the process, sothat the faceless stalker can “play with its food” by havinggrisly and cruel conversations with it.

Faceless Stalker

Medium aberration (shapechanger), chaotic evilArmor Class15(natural armor)Hit Points121(11d8 + 33)Speed30 ft.STR DEX CON INT WIS CHA16(+3) 16(+3) 16(+3) 11(+0) 10(+0) 12(+1)Saving ThrowsDex +6, Wis +3SkillsPerception +3, Stealth +6Damage ResistancesPiercing, and Slashing from

nonmagical attacksSensesdarkvision60 ft., passive Perception 13Languages Aquan, Common; tonguesChallenge5 (1,800 XP)

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Actions

Multiattack.The faceless stalker makes two attacks, only one of which can be a blood drain slam attack.

Masterwork Longsword.Melee Weapon Attack:+6 to hit, reach 5 ft., one creature.Hit:7 (1d8 + 3) slashing damage.

Blood Drain Slam.Melee Weapon Attack:+6 to hit, reach 5 ft., one creature.Hit:6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target›s hit point maximum is reduced by an amount equal to the necrotic damage taken as the tiny suction pads that cover the creatures arms draw blood from its target, and the faceless stalker regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Shapechanger.The faceless stalker can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn›t transformed. It reverts to its true form if it dies.

Legendary Actions

The faceless stalker can take 1 legendary action, choosingfrom the options below. Only one legendary option can beused at a time and only at the end of another creature’s turn.The faceless stalker regains spent legendary actions at thestart of its turn.

Attack.The faceless stalker makes one attack of its choice.

Maddening Duplication. A faceless stalker can focus its will on a Small or Medium humanoid within 30 feet and rearrange its rubbery facial features to perfectly mimic the humanoid’s face. The duplication effect is over in the blink of an eye and is only noticed by the humanoid whose face the faceless stalker duplicated. If the humanoid can see the faceless stalker’s brief yet disturbing transformation, the target must succeed on a DC 15 Wisdom saving throw or become confused for 1 minute (as the spell).

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FIRE VAMPIRE Dexterity throw or ignite. Until a creature takes an action to douse the fire, the target takes 7 (2d6) fire damage at theFire vampires, also called flamewraiths, are the fading start of each of its turns.remnants of fire elemental creatures whose life force has beendrained, either by contact with the undead or at the planar Flame Blast. Ranged Weapon Attack. +5 to hit, range 60/240vergence between the Elemental Plane of Fire and the Negative ft., one target. Hit: 10 (2d6+3) fire damage. If the target is aEnergy Plane. Composed of nearly transparent ghostly flames creature or a flammable object, it must succeed on a DC 12shot through with strange colors, they give off a withering Dexterity throw or ignite. Until a creature takes an actionheat. They are birthed into the cosmos amid the fading flames to douse the fire, the target takes 7 (2d6) fire damage at theof dying stars, cast out into the void by collapsing neutron start of each of its turns.

stars or in the explosive aftershocks of nova and supernova Inferno (Recharge 5–6). The fire vampire’s ghost flames blazeexplosions. Some fire vampires linger roaring halos around outward in a 10-foot-radius radius centered on the firethe stellar surface in the wake of their creation, but others soar vampire. Creatures in this area must succeed on a DCthrough the heavens seeking only to slay and burn out their 12 Dexterity saving throw, taking 14 (4d6) fire damage onhate and fury of the living before they themselves dissipate a failed save, or half as much on a successful one. Afterinto cosmic nothingness. using this action, the fire vampire’s ghost flames ability is

Fire Vampire suppressed until it recharges this action.

Medium undead, neutral evil

Armor Class 13

Hit Points 52 (7d8 + 21)

Speed 0 ft., fly 30 ft.

STR DEX CON INT WIS CHA

6 (-2) 16 (+3) 16 (+3) 10 (+0) 13 (+1) 15 (+2)

Damage Vulnerabilities radiant

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities fire, poison

Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses darkvision 60 ft., passive Perception 11

Languages Ignan

Challenge 3 (700 XP)

Ghost Flames. At the start of each of the fire vampire’s turns, each creature within 5 feet of it takes 3 (1d6) fire damage, and flammable objects in the area that aren’t being worn or carried ignite. If the fire vampire takes any amount of cold damage, this ability is suppressed for 1 round.

Incorporeal Movement. The fire vampire can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Flame Lash. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) fire damage. If the target is a creature or a flammable object, it must succeed on a DC 12

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FISHER FROM OUTSIDE hits each. The fisher cannot use its raucous call ability or

Fishers from outside are thought to be related to the elephantine make bite attacks against other targets while it has a victimshantaks, though they are, in fact, two distinct species. They grappled in its mouth.

resemble deformed fishing-birds with a single taloned leg, No Breath. The fisher does not need to breathe.Aa serrated beak, and single blazing red eye swoops from the ctionsdarkness. Their hide is scaled rather than feathered, and scaly, Multiattack. The fisher from outside makes one talon attacktranslucent wings hold the creature aloft in great sweeping and one bite attack.gusts, and its cry is liked the grinding, ragged edges of Hell. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:With only one leg and over-sized talon and one eye, fishers 16 (3d6 + 5) piercing damage.from outside are clumsy and ungainly on the ground, but theyare graceful and swift fliers. They dwell primarily in caverns Talon. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.on the moon, where they serve the strange masters of that Hit: 16 (3d6 + 5) slashing damage, and the target must makerealm in exchange for blood sacrifices. They are capable of a DC 14 Strength saving throw. On a failed save, the targetgoing long periods of time without feeding and can subsist on is grappled (escape DC 14). Until the grapple ends, theeating the rubble of their strange caverns if necessary, though target is restrained and suffers disadvantage on Strengththey always prefer fresh prey when they can get it. Unlike their checks and Strength saves. The fisher from outside cannotshantak cousins, fishers from outside are incapable of unaided attack with its talon while grappling a creature with it.

starflight and must rely on external or magical means to travel Raucous Call. The fisher from outside emits a raucous, grating call. All living creatures, other than a fisher frombetween planets or across the voids space. outside or a shantak, within 30 feet of the fisher that Fishers from Outside first appeared in the Lin Carter short can hear it must make a DC 12 Wisdom saving throw orstory, “The Fishers from Outside.” become paralyzed. A paralyzed creature can attempt a new

Fisher from outside saving throw at the beginning of each of its turns, ending the effect on itself with a success. Once a creature savesLarge monstrosity, chaotic evil against the raucous call, it becomes immune to this effect

Armor Class 14 (natural armor) for 24 hours.

Hit Points 76 (8d10 + 32)

Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA

22 (+6) 11 (+0) 16 (+3) 8 (-1) 12 (+1) 10 (+0)

Skills Athletics +9, Stealth +4

Senses darkvision 60 ft., passive Perception 11

Languages Aklo (cannot speak)

Challenge 5 (1,800 XP)

Constrict. As a bonus action, the fisher from outside transfers a victim it has grappled with its talon into its mouth. This frees up its talon to attack other targets. The creature remains grappled (escape DC 14). When the fisher makes a bite attack against this grappled target, it automatically

331 1

FLYING POLYP Damage Resistancespsychic; bludgeoning, piercing, and

A flying polyp is a nauseating mass of flesh, eyes, tentacles, and slashing from nonmagical attacksmouths surrounded by a vortex of sucking wind. A typical flying Damage Immunitiesacid, cold, thunder

polyp measures 30 feet in length but is unusually light for its Damage Vulnerabilitieslightningsize, weighing no more than 2,000 pounds. These creatures seemto have no maximum lifespan, but their violent, warlike nature Condition Immunitiescharmed, frightened, paralyzed,ensures that death eventually occurs—even if it takes eons for the petrified, poisoned, restrainedpolyp to encounter something capable of defeating it. Sensesdarkvision60 ft., passive Perception 16

Unstable Substance. A flying polyp is a physical being, but LanguagesAkloone composed of material strangely unlike the flesh that garbs Challenge16 (15,000 XP)

most living creatures. While the stuff that makes up the exterior Innate Spellcasting.The flying polyp’s innate spellcasting

of a flying polyp’s body might seem similar to ordinary flesh, it ability is Charisma (spell save DC 16, +8 to hit with spell

often behaves in ways that should be impossible. The material attacks). It can innately cast the following spells, requiring

seems to fade in and out of visibility, almost at random, at no material components:

points becoming transparent enough that the nauseating At will:eldritch blast(3 beams, +3 bonus to each damageinner workings of the thing’s body are laid bare. Although the roll),gust of wind, wind walkpolyp feels moist and damp to the touch, what might serve asblood in other creatures behaves more like strange vortices 3/day:wind wallof wind within a flying polyp’s body. When wounded, its 1/day:control weather (also see the Tornado action)

damaged flesh does not bleed so much as whistle and gust. Legendary Resistance (3/Day).If the flying polyp fails a saving

Eldritch Architects. Although flying polyps display some of throw, it can choose to succeed instead.the features of other sentient races, particularly in their habit Magic Weapons.A flying polyp’s weapon attacks are magical.

of building cities (although these towering settlements usually Aerial Evasion.While airborne, if the flying polyp is subjectedincorporate architectural features that most other races find to an effect that allows it to make a Dexterity saving throwawkward and unsettling), in other areas they seem strangely to take only half damage, the flying polyp instead takes noprimitive or uninterested. They are as aberrant in mind damage if it succeeds on the saving throw, and only halfand philosophy as they are in physical form. For example, damage if it fails.they seem to have neither a name for their own race, nor alanguage to call their own. Their cities, while bewildering Gusting Wound. When a creature within 5 feet of the flying polypin their vast scale, seem to serve little purpose other than to damages it with a piercing or slashing attack, the attackingunnerve, for flying polyps do not engage in trade or politics creature is struck by an explosive gust of air issuing from theor other social constructs. They are relentless in the pursuit flying polyp’s wound. The attacking creatures takes 14 (4d6)of war and genocide, however, using their powers to drag points of bludgeoning damage and is knocked prone.armies across continents (and in some cases even to other Numbing Winds. Any creature that takes damage from a

planets) and annihilate all who oppose them. Even if defeated flying polyp’s wind blast or gusting wound attack hasand sealed away, they seethe in immortal hatred awaiting disadvantage on attack rolls and -10 feet to movement until the end of the target’s next turn.release to seek revenge. Otherworldly Reflexes. Whenever a flying polyp must makeFlying Polyp a Dexterity saving throw, it rolls three dice and keeps the

Huge aberration (mythos), chaotic evil highest roll.

Armor Class19(deflecting winds) Partial Invisibility. A flying polyp’s body constantly flickers and

Hit Points288(16d12 + 96) shifts, passing from visibility to invisibility in a seemingly

Speed 30 ft., fly 60 ft. random pattern and often not wholly at once, leaving theSTR DEX CON INT WIS CHA creature’s body in what appear to be multiple sections. This17(+3) 12(+1) 23(+6) 18(+4) 12(+1) 16(+3) ability, combined with the flying polyp’s amorphous, elastic form, makes it difficult to target the creature, imposing a -1d4

Saving ThrowsDex +11, Wis +6, Cha +8 on attack rolls against it. By concentrating (as concentrating

SkillsPerception +6 on a spell), a flying polyp can become fully invisible.

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Actions if concentrating on a spell). The sucking wind manifests as a 100-foot-radius sphere, with the flying polyp at theMultiattack.The flying polyp makes four tentacle attacks. center. Each round the polyp maintains concentration, the sucking wind’s radius increases by 100 feet, to a maximumSlam.Melee Weapon Attack:+8 to hit, reach 15 ft., one radius of a mile. A flying polyp can detect creatures within target.Hit:7 (1d8 + 3) bludgeoning damage, and the target this area via tremorsense. As a free action, it can increase must succeed on a DC 19 Constitution saving throw or the effects of the sucking wind on up to five different bepoisoneduntil the end of its next turn. The target is creatures within the area at one time. Each targeted also grappled (Escape DC 19). creature must succeed at a DC 16 Strength save each round it remains in the area of the sucking wind or it isWind Blast (Recharge 5-6).A mythic flying polyp can create slowed until it leaves the area losing 10 feet of movement. a powerful blast of wind at a range of up to 240 feet. This A creature already under the effects of any slowing effect blast of wind creates a sudden explosion of flesh-scouring (such as from this sucking wind or a slow spell) that fails wind in a 30-foot-radius sphere. All creatures within this this save is restrained and held in place for 1 round — it area take 59 (17d6) points of bludgeoning damage, with is not helpless but cannot move via any means. Freedom of a successful DC 16 Dexterity saving throw halving the movement protects against the effects of the sucking wind, damage. These winds automatically extinguish torches and control winds negates its effects in the area of effect and small fires and can check or blow away creatures as if of the control winds spell. Natural windstorms or other they were tornado-strength winds. Additionally, when a powerful winds have no effect on a sucking wind. A flying corporeal creature reduced to less than 0 hit points from a polyp can maintain concentration on the effect for up to an flying polyp’s wind blast attack, the flying polyp can expend hour (as if concentrating on a spell). 1 use of its legendary actions as a reaction to reduce the creature’s body to a fine red mist if the target fails a DC 16 Constitution saving throw.

Tornado. When a flying polyp uses its control weather spell it may also summon a chaotic evil air elemental as a bonus action which remains for 7 minutes and obeys the flying polyp.

Reactions

Breath-Stealer.When a creature within 20 feet of the flying polyp fails a saving throw, the flying polyp gains 10 temporary hit points.

Legendary Actions

The flying polyp can take 3 legendary actions,choosing from the options below. Only onelegendary action option can be used at a time andonly at the end of another creature’s turn. The flyingpolyp regains spent legendary actions at the start ofits turn.

Spell.The flying polyp casts one spell.

Slamming.The flying polyp makes one slam attack.

Sucking Wind. This attack allows the flying polyp to send an eerie wind out to slow and eventually stop a creature’s escape. The wind itself isn’t particularly strong, but it creates a peculiar sucking sensation as if it were attempting to pull creatures back toward the flying polyp. The flying polyp must concentrate each round to maintain the effect (as

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GIBBERING MOUTHER Beckoning Babble. Any creature within 60 feet of the delirious

This horrid mass of eyes, mouths, and formless flesh stares in chorus but more than 20 feet away must make a DC 15all directions, its countless maws yammering ceaselessly as it Wisdom saving throw or be compelled to move towardsforms into faces, vestigial limbs, and atrophic appendages that the mouther.melt back into the protoplasm of the creature’s mass as quickly Delirious Chorus. The save DC to resist the beckoning babbleas they are created. Disgusting, loathsome, and hungry—these or gibbering of any gibbering mouther within 30 feet ofare the only words that properly describe this horrifying the delirious chorus is increased by 1, and creatures withincousin of the gibbering mouther. A foul beast that lurks in 10 feet of the delirious chorus have disadvantage on suchunderground caves, sewers, and nightmares, mouthers have saving throws.

no societal, ecological or religious significance other than Gibbering.The delirious chorus babbles incoherently while ittheir ability to drive those that listen to them mad. They do can see any creature and isn’tincapacitated. Each creaturetend to aggregate in groups more often than their solitary that starts its turn within 20 feet of the mouther and cankin, and the echoing interplay of each creature’s deranged hear the gibbering must succeed on a DC 15 Wisdombabbling is what gives these creatures their name. saving throw. On a failure, the creature can’t take reactions

until the start of its next turn and rolls a d8 to determine

Delirious Chorus what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonusMedium aberration (mythic), neutral action and uses all its movement to move in a randomly

Armor Class14 (babbling cloak) determined

Hit Points108(9d8 + 36) direction.

Speed10 ft., swim 10 ft.

STR DEX CON INT WIS CHA

12(+1) 10(+0) 18(+4) 3(-4) 10(+0) 6(-2)

Damage Resistances psychic; bludgeoning, piercing, andslashing from nonmagical attacks

Condition Immunitiesprone

Sensesdarkvision60 ft., passive Perception 10

Language Aklo

Challenge7 (2,900 XP)

Aberrant Rebirth (Recharges after a Short or Long Rest).When the delirious chorus is reduced to 0 hit points, it doesn’t die or fallunconscious. Instead, the damage splits the creature open vomiting out 1 gibbering mouther per character that is in the encounter at the time it was split open. The delirious chorus heals 108 hit points, resets its legendary resistance and gains an additional legendary action.

Aberrant Ground.The ground in a 10-foot radius around the delirious chorus is dough-like difficult terrain. Each creature that starts its turn in that area must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Amorphous.The delirious chorus can move through a space as narrow as 1 inch wide without squeezing.

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On a 7 or 8, the creature makes a melee attack against a Attack.The delirious chorus makes one bite attack.

randomly determined creature within its reach or does Spit (Costs 2 Actions). The delirious chorus uses blindingnothing if it can’t make such an attack. spittle. The ability automatically recharges if it is not ready.

Legendary Resistance (2/Day).If the delirious chorus fails a If the delirious chorus has used its Aberrant Rebirth saving throw, it can choose to succeed instead. ability, it gains 1 additional legendary action each round

Magic Weapons.A delirious chorus’s weapon attacks are for 1 hour, and during this time it can use the options

magical. below as legendary actions.

Actions Rampage (Costs 2 Actions).The delirious chorus uses

Multiattack.The delirious chorus makes two bite attacks and, Multiattack. Aberrant Growth (Costs 3 Actions).Each creature within 10if it can, uses its Blinding Spittle. feet of the delirious chorus must make a DC 15 DexterityBite.Melee Weapon Attack:+4 to hit, reach 5 ft., one saving throw, taking 13 (3d8) piercing damage on a failed creature.Hit:18 (5d6 + 1) piercing and 7 (2d6) necrotic save as the ground beneath them spawns hundreds of damage. If the target is Medium or smaller, it must succeed vicious teeth, or half as much damage on a successful one. on a DC 14 Strength saving throw or be knockedprone. If Until the start of its next turn, the delirious chorus and its the target is killed by this damage, it is absorbed into the spawn gain a +2 bonus to AC. mouther. The mouther heals as many hit points as it did in

necrotic damage.

Blinding Spittle (Recharge 4–6).The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 14 Dexterity saving throw or beblindeduntil the end of the mouther›s next turn. On a natural 1 the target is permanently blinded.

Legendary Actions

The delirious chorus can take 2 legendary action, choosingfrom the options below. Only one legendary option can beused at a time and only at the end of another creature’s turn.The delirious chorus regains spent legendary actions at thestart of its turn.

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GREAT OLD ONE, CTHULHU Immortality. Cthulhu does not age, nor does he need to eat

Known to some as the Dreamer in the Deep, Great Cthulhu is or breathe. Only violence can bring about the death of a Greatthe mightiest of the Great Old Ones. Cthulhu is represented Old One, and even then, only temporarily.

often in artwork—particularly in sculpture, painting, and

Cpoetry, for his influence is particularly strong among such thulhu

sensitive and creative minds. In these eldritch works of art, Gargantuan aberration (mythic, mythos), chaotic evilhe is depicted or described as having a vaguely humanoidframe, but with immense draconic wings and an octopus- Armor Class21 (natural armor)

shaped head. His actual form is somewhat fluid—the Great Hit Points702 (36d20+324)

Old One can shift and reshape his exact countenance as he Speed40 ft., fly 60 ft., swim 40 ft.wills, allowing him to occupy a smaller space than one mightexpect for a creature that stands over 100 feet tall. STR DEX CON INT WIS CHA

It is fortunate indeed that Cthulhu is currently imprisoned 30 (+10) 13 (+1) 29 (+9) 22 (+6) 25 (+7) 30 (+10)on a distant planet within the sunken city of R’lyeh. There, Saving ThrowsStr +19, Con +18, Int +15, Wis +16, Cha +19

the Great Old One slumbers away the eons in a state neither Skills Arcana +15, Perception +16

quite dead nor living, held in stasis by ancient magic and the Damage Immunitiescold, poison, psychicpotency of the Elder Sign, yet at times the city rises from thesea and the doors to his tomb open, granting Cthulhu limited Condition Immunitiescharmed, frightened, paralyzed,mobility before he must return to his tomb. petrified, poisoned

Cthulhu’s Cult. Although Cthulhu is imprisoned on a far- Sensesblindsight 60 ft., darkvision 60 ft., truesight 60 ft.,flung world, his dreams span the gulfs of existence and are passive Perception 26

capable of touching upon the sleeping minds of sensitive or LanguagesDeep Speech, telepathy 300 ft.artistic souls, inspiring them with insane visions and driving Challenge30 (155,000 XP)

the creation of all manner of eldritch artistry. In such ways, Innate Spellcasting. Cthulhu’s spell casting ability is Charismahis cult spreads like a night-borne virus of the dreaming (spell save DC 27). He can innately cast the following spells,mind across all worlds on which sapient life dwells. Cthulhu requiring no material components:is worshiped by various aquatic races and folk who dwell alongcoasts, but also among certain decadent or fringe societies of At will: dream, sending, suggestionartists, poets, and philosophers. When they form, his cultsare secretive and careful to hide their allegiance to the Great 3/day: confusion (as a 9th level spell), control weather,Old One, meeting only in desolate and otherwise abandoned feeblemind, weird

1/day: dispel magic, gate, symbol

locales hidden from society’s notice. Central among his cult’s Magic Resistance. Cthulhu has advantage on saving throws

beliefs is the prophecy that one day, the stars will be right and against spells and other magical effects.

Great Cthulhu shall rise from his corpse-city to usher in the Overwhelming Mind. Cthulhu’s mind is overwhelming inend times, wiping clean all worlds to make them ready for its power and alien structure. He is immune to any effecthis kind. The cultists believe they might be spared this fate that would sense his emotions or read his thoughts, andthrough proper obeisance and fealty, when in truth Cthulhu is divination spells. This even foils wish spells and spells orunlikely to notice the difference between those who worship effects of similar power used to affect his mind or gainhim and anyone else. information. The first time a creature other than a fiend

Cthulhu’s cult is associated with cataclysms, dreams, and the or aberration makes mental contact with Cthulhu, it must

stars, and his sacred symbol is a complex rune surrounding succeed at a DC 27 Wisdom saving throw or contract

an open eye. Cthulhu’s temples are monolithic structures indefinite madnessSRD. On a successful save, the creature

of a stark and cyclopean architectural style, but most of his cannot take reactions and can make either an action or

faithful lack the resources to build such temples and instead a bonus action (not both) for 1 round; creatures that are

make do with what they can, hiding away personal shrines in immune to being stunned are unaffected. This effect can

underground chambers or in shacks or glades in the remote occur whether Cthulhu initiates mental contact (such

wilderness. as via a dream, or once per round merely by telepathic

communication) or another creature attempts to do so

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(such as via detect thoughts or dominate monster). Once a Claw.Melee Weapon Attack.+19 to hit, reach 40 ft., targets all creature is exposed to Cthulhu’s overwhelming mind, it is creatures in a 10-foot square. Hit: 19 (4d6 + 10) slashing immune to this effect for 24 hours. damage. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damageResurrection. If Cthulhu is killed, his body immediately fades from the claw. away into a noxious cloud of otherworldly vapor that fills an area out to his reach. This cloud blocks vision as fog Tentacle.Melee Weapon Attack.+19 to hit, reach 40 ft., one cloud but can’t be dispersed by any amount of wind. Any target. Hit: 21 (2d10 + 10) bludgeoning damage. If the creature in this area must succeed at a DC 26 Constitution target is a creature, it is grappled (escape DC 29). Until this save or be poisoned for as long as it remains in the cloud grapple ends, the target is restrained. Cthulhu has four and for an additional 1d10 rounds after it leaves the area. tentacles with which to grapple targets; while a tentacle Cthulhu returns to life after 2d6 rounds, manifesting from is being used to grapple, it cannot be used to attack a the cloud and restored to life via true resurrection, but for different target. 2d6 rounds cannot take reactions and can take either an action or a bonus action on his turn but not both. If slain Unspeakable Presence. Each non-aberration, non-fiend within again while he is suffering from this effect, Cthulhu reverts 300 feet of Cthulhu and aware of him must succeed on to vapor form again and his essence fades away after 2d6 a DC 27 Wisdom saving throw or become frightened for rounds, returning to his tomb in R’lyeh until he is released 1 minute. A creature that becomes frightened drops to 0 again. hit points and begins dying. A creature that is immune to being frightened and fails the saving throw becomesStarflight. Cthulhu can survive in the void of outer space, and incapacitated for 1 minute; at the end of each of the target’s flies through outer space at incredible speeds. Although turns it may make a new saving throw, becoming no longer the exact travel time will vary from one trip to the next, incapacitated on a success. If a creature’s saving throw is a trip within a solar system normally takes Cthulhu 2d6 successful or the effect ends for it, the creature is immune hours, and a trip beyond normally takes 2d6 days (or more, to Cthulu’s Unspeakable Presence for the next 24 hours. at the GM’s discretion). ReactionsActions Non-Euclidean. Cthulhu does not exist wholly in theMultiattack. Cthulhu can use his Unspeakable Presence. He physical world, and space and time strain against his then makes six attacks: two with its claws and four with its presence. He may add a +9 bonus to AC when an attack tentacles. It can shove a creature in place of a claw attack. would hit or +9 to his Dexterity saving throw when he would fail. This can cause an attack to miss or Cthulhu to succeed at a saving throw.

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Legendary Actions Chill. Unnatural chill permeates a 20-foot radius centereed on a point Cthulhu can see within 120 feet. Creatures inCthulhu can take 3 legendary actions, choosing from the the area must succeed on a DC 15 Constitution savingoptions below. Only one legendary action option can be used at throw or take 14 (4d6) cold damage.a time and only at the end of another creature’s turn. Cthulhuregains spent legendary actions at the start of his turn. Madness. Shadows of the mind afflict a 20-foot radius centereed on a point Cthulhu can see within 120 feet.Detect. Cthulhu makes a Wisdom (Perception) check. Creatures in the area must succeed on a DC 15 Wisdom

Claw Attack. Cthulhu makes a claw attack. saving throw or suffer a short-term madness.

Trample (Costs 2 Actions). Cthulhu moves or swims his Non-Euclidean Shifts. Cthulhu chooses two creatures within movement rate without provoking opportunity attacks. 120 feet that he can see. The targets must succeed on a He may move through the spaces of other creatures of DC 15 Intelligence saving throw. On a failure, the creature less than Gargantuan size, ending in an unoccupied moves up to 10 feet in a direction of Cthulhu’s choice, space. Each creature whose space he passed through must without provoking opportunity attacks or causing the succeed on a DC 27 Dexterity saving throw or take 19 (2d8 + target to leave a solid surface or a body of water. If both 10) bludgeoning damage and be knocked prone. targets fail, Cthulhu can instead switch their positions.

CTHULHU’S LAIR

Cthulhu’s lair is typically a grand temple, fallen into obscurity Regional Effects

from aeons of neglect. He may also be found keeping court in • Creatures that sleep within 1 mile of the lair can sense

deep undersea caves. Cthulhu’s dread presence permeates the Cthulhu’s dreams. Dreamers may be inspired, frightened,

lair, making it sick with the taint of madness and causing its or bewildered.

cyclopean proportions to distort in the mind. • Cthulhu’s huge temples seem to defy ordinary geometry.

Passages and rooms may overlap or differ in length,

LAIR ACTIONS seemingly in contradiction of physical possiblity.

On initiative count 20 (losing all initiative ties), Cthulhu • Intelligent creatures within 1 mile of the lair maycan use one of his lair action options. He can’t do so while gradually develop various forms of madness. Theincapacitated or otherwise unable to take actions. If surprised, more sensitive or powerful the intellect, the worse thehe can’t use one until after his first turn in the combat. madness.

These effects end within 1d10 hours of Cthulhu’s final defeat, as he slips into a death that is not death.

3388

GREAT OLD ONE, HASTUR material components. He can only grant the wishes of other

Hastur, the Great Old One, is an enigmatic figure of creatures, and only once to any given creature. The results offrightening power. His physical manifestation is the King in the wish, however it is worded, should inevitably serve theYellow, a tall, thin, humanoid form draped in a tattered yellow purposes of Hastur in some fashion.

robe, its features draped and hidden.HCult of Hastur. Followers of Hastur are often aristocrats asturfrom the upper crust of society. They are jaded and world-weary, their quest for fulfillment leading them down bizarre Medium aberration (mythic, mythos), chaotic eviland deviant paths. Their places of worship are often hidden Armor Class 24 (natural armor)rooms in lavish settings—theaters, bathhouses, mansions— Hit Points 435 (30d8 + 300)

where their perverse pursuits can be conducted in private. Speed 60 ft., fly 60 ft. (hover)

These decadent and often nihilistic cultists delight in the STR DEX CON INT WIS CHAcorruption of the innocent, attempting to place them underthe sway of the Yellow Sign, to enslave them to the King in 24(+7) 24(+7) 30(+10) 30(+10) 28(+9) 30(+10)Yellow and perhaps even draw his physical manifestation totheir world. Skills Acrobatics +16, Deception +19, Perception +18, Sleight of Hand +16

Immortal. Death has no true hold on the Great Old Ones. If Damage Resistances acid, fire, lightningHastur is slain, his tattered robes fall to the ground, whatever Damage Immunities cold, thunder; bludgeoning, piercing,form they may have garbed simply vanishes. Any humanoid and slashing from nonmagical weapons

creature that touches them must succeed at at a DC 23 Condition Immunities charmed, diseased, frightened,

Wisdom saving throw or be unable to resist the urge paralyzed, petrified, prone

to don the yellow robes as its next action. Once it has Senses truesight 120 ft., passive Perception 28donned the robes, the creature immediately dies and Languages all, telepathy 100 ft.its body is destroyed. In its place, Hastur lives again, Challenge 30 (155,000 XP)as if brought back via true resurrection. I f

the robes are not donned within 24 hours, they Innate Spellcasting. Hastur’s spellcasting ability

crumble away, leaving a faint, but indelible, is Charisma (spell save DC 27). He can

yellow stain behind. In this instance, Hastur innately cast the following spells, requiring no

cannot manifest a physical form again until the material components:

conditions are right, or some brazen person or At will: dispel magic, dream, sendingpersons manage to call him forth again. 3/day: mass suggestion, project image, Reveal Visage. As a bonus action, Hastur teleportmay reveal the true form that lies beneath hisrobes to one adjacent creature. The creature 1/day: feeblemind, symbol (one of eachmust succeed at a DC 23 Wisdom saving type)throw or be paralyzed for 1d4 rounds andsuffer disadvantage on all Wisdom-based Legendary Resistance (3/Day). If Hasturrolls. A lesser or greater restoration will fails a saving throw, he can choose to succeed instead.

remove the latter effect, and a calm emotions Magic Resistance. Hastur has advantage on

spell suppresses this disadvantage for saving throws against spells and other

its duration. magical effects.

Dark Wishes. As Unspeakable Presence.an optional ability, A creature thatthe GM may allow comes within 100Hastur to innately feet of Hasturcast wish once per and is aware ofday, requiring no him must make

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a Wisdom saving throw (DC 23). If it fails, the creature Legendary Actions suffers from short-term madnessSRD. A creature already suffering madness instead is affected as if by confusion until Hastur can take 3 legendary actions, choosing from the it is more than 100 feet from Hastur. If the creature fails options below. Only one legendary action can be used at a its saving throw by 5 or more, it suffers from long-term time, and only at the end of another creature’s turn. Hastur madness instead. regains spent legendary actions at the start of his turn.

The Yellow Sign. Once per day, as a bonus action, Hastur can Spellcasting (2 actions). Hastur innately casts dispel magic. touch any solid surface and inscribe the Yellow Sign upon it. The Yellow Sign remains for 1 year but is only active Tattered Lash. Hastur makes one attack with a tattered lash. when light from the sun of Hastur’s distant home world shines in the night sky as a star. Any creature that looks Teleport. Hastur magically teleports, along with any upon the Yellow sign must succeed at a DC 23 Wisdom equipment he is wearing or carrying, up to 120 feet to an saving throw or fall under the control of Hastur (as unoccupied space he can see. dominate monster). Regardless of the results of the saving throw, that particular Yellow Sign has no further effect on the creature for the next 24 hours.

Actions

Multiattack. Hastur makes 4 attacks with his tattered lash.

Tattered Lash. Melee Weapon Attack. +16 to hit, 40 ft. reach,one target. Hit: 16 (4d8+7) slashing damage and 5d6 necroticdamage, plus the wound made by the tattered lash continuesto bleed, and the target takes an additional 5d6 necroticdamage at the beginning of its turn. The target can then makea DC 23 Constitution saving throw, ending all the effects ofsuch wounds on itself on a success. Alternately, the target, ora creature within 5 ft. of it, can use an action to make a DC23 Wisdom (Medicine) check, ending the effects of thewounds on a success.

4400

GUG Cave Ambushers. Gugs may cling for long hours to caveGugs are inhuman monstrosities that dwell in the deep places walls or just within dark side-caverns, lying in wait for prey toof the world. Whether they were banished to the dark lands stumble too close. Their senses are keen, however, and theirby ancient gods or the light-loving races they terrorized, or joy in the bloody hunt is considerable and gugs who catchperhaps were brought to the deep realms by dark powers from the scent of blood may stalk their prey for long days, evensome even more inhuman nightmare realm, is unknown, venturing at times beyond their caves to dare the bright landsbut gugs are loathed by other races for their carnal rites of of the surface in search of tasty meat to drag back for theirslaughter. Gugs are 16 feet tall and weigh nearly 2,000 pounds. horrific sacrifices.

Flexible. Gugs are huge, but they move with an eerie, Hunter-Scavengers. Gugs are savage fighters when driven byunnatural gait as though their limbs contained far too many a strong leader, but on their own may flee if brought to fewerjoints. They can contort and distend their limbs for greater than half their hit points, carrying off fresh meat for laterreach or to wriggle easily through impossibly small passages. feasting if they are able. They can subsist on fungi, slimes, and molds as well as carrion and even undead flesh—particularly that of ghouls.

Gug

Huge monstrosity (mythos), chaotic evil

Armor Class 17 (natural armor)

Hit Points 173 (17d12 + 68)

Speed 40 ft., climb 20 ft. STR DEX CON INT WIS CHA

21 (+5) 12 (+1) 18 (+4) 11 (+0) 15 (+2) 11 (+0)

Saving Throws Wis +5

Skills Perception +8, Survival +5

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., blindsight 30 ft.; passive Perception 18

Languages Deep Speech Challenge 8 (3,900 XP)

Slither. When crawling, a gug does not have to spend extra movement to move through difficult terrain. They can squeeze through a space that is large enough for a Medium creature.

Actions

Multiattack. The gug makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack. +8 to hit, reach 5 ft., one target, Hit: 9 (1d8+5) piercing damage.

Claws. Melee Weapon Attack. +8 to hit, reach 15 ft., one target, Hit: 19 (4d6+5) slashing damage.

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Gug Savant Warp Spell (2/Day). A gug savant’s deep connection with the Dreamlands allows it to subtly twist the fabric of realityHuge monstrosity (mythos, mythic), chaotic evil and form a buffer against magical attacks. If the gug savant fails a saving throw, it can choose to succeed instead.Armor Class17(masterwork scale mail)

Hit Points340(20d12 + 100) Additionally, when a gug savant uses this ability it may useSpeed 40 ft., climb 20 ft. a legendary action to reflect the spell back on the caster.STR DEX CON INT WIS CHA Actions

29(+9) 14(+2) 20(+5) 16(+3) 18(+4) 18(+4) Multiattack.The gug savant makes two eviscerating clawsSaving ThrowsStr +14, Con +10, Wis +9, Cha +9 attacks.SkillsArcana +8, Athletics +14, History +8, Perception +9Damage Resistancesbludgeoning, piercing, and slashing Eviscerating Claws.Melee Weapon Attack:+14 to hit, reach 10 ft., one target.Hit:30 (6d6 + 9) slashing damage. If this from nonmagical attacks attack hits the same target it also takes an additional 10Damage Immunitiespoison necrotic damage.Condition Immunities poisoned Rock.Ranged Weapon Attack:+14 to hit, range 60/240 ft., one target.Hit:35 (4d12 + 9) bludgeoning damage.

Sensespassive Perception 19 Unholy Blight (Recharge 5–6).The gug savant hurls a magical

Languages Undercommon negative energy bolt at a point it can see within 500 feet

Challenge13 (10,000 XP) of it. Each creature within 10 feet of that point must make

Innate Spellcasting.The gug savant’s innate spellcasting a DC 17 Dexterity saving throw, taking 54 (12d8) necrotic ability is Charisma (spell save DC 17). It can innately cast damage on a failed save, or half as much damage on a the following spells, requiring no material components: successful one. Good aligned creatures have disadvantage on the Dexterity saving throw.At will:invisibility,levitate, Reactions3/day each: spike stones (as entangle, but, in addition, any restrained target also takes 1d8 piercing damage) Entangling Evisceration. When a gug savant does necrotic

Dread Toll.When the gug savant is reduced to 0 hit points, damage to a living creature, the target is restrained as the sound of an ominous gong tolls as the gug savant splits intestines and other internal organs spill out and dangle in half and bursts in a torrent of gore. All creatures within about the victim’s legs and feet. The restrained condition 10 feet take 21 (6d6) necrotic damage and 21 (6d6) psychic lasts for one minute or until the victim receives any damage, and all creatures in this area are affected by the amount of magical healing (whichever comes first). gug savant’s entangling evisceration. Additionally, each round the victim remains restrained the victim must succeed on a DC 17 Constitution save or takeEarth Glide (1/Day).For 1 minute each day, the gug savant can another 10 points of necrotic damage.

burrow through nonmagical, unworked earth and stone.

L AWhile doing so, the gug savant doesn’t disturb the material egendary ctions

it moves through. The gug savant can take 1 legendary action to make a rock

Magic Weapons.A gug savant’s weapon attacks are magical. or eviscerating claw attack, and only at the end of another creature’s turn. The gug savant regains the use of thisSlither. When crawling, a gug savant does not have to legendary action at the start of its turn. spend extra movement to move through difficult terrain.

They can squeeze through a space that is large enough for

a Medium creature.

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HOUND OF TINDALOS Unless surprised, a creature can avert its eyes to avoid the

Hounds of Tindalos are otherworldly predators from beyond saving throw at the start of its turn. If the creature does so,the bounds of known reality, usually appearing only when it can’t see the hound of Tindalos until the start of its nextsummoned by reckless spellcasters. Little is known about their turn, when it can avert its eyes again. A hound of Tindalosnature outside of blood-spattered notes and deranged writings is immune to its own gaze.Aof the nearly insane survivors of their attacks. Although ctionspossessed of great cunning and cruel intellect, the hounds Multiattack. The hound of Tindalos makes two attacks: oneshow no evidence of understanding or communicating with with its bite and one with its claws.mortals. They enter the physical world on their own in pursuitof those who have trodden too much the netherways beyond Bite. Melee Weapon Attack. +5 to hit, reach 5 ft., one target, Hit:time and reality—time travelers (be it physical travel or 12 (3d6 + 2) piercing damage.

simply divinatory glimpses forward or backward in time) and Claws. Melee Weapon Attack. +5 to hit, reach 5 ft., one target.creatures that teleport without regard to how this movement Hit: 11 (2d8 + 2) slashing damage.

impacts subtle magical currents in the multiverse particularly Angled Entry. The hound of Tindalos may use teleport (self

draw their interest. only) at will and plane shift (self only) 3/day. The hound

of Tindalos’ destination point must be adjacent to a

Hound of Tindalos fixed angle or corner in the physical environment, such as a wall, floor, or ceiling. It cannot useMedium fiend (mythos), neutral evil these abilities to enter curved

Armor Class 15 (natural armor) architecture or open outdoor

Hit Points 98 (12d8 + 44) environments.

Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA

15 (+2) 18 (+4) 15 (+2) 15 (+2) 17 (+3) 15 (+2)

Skills Stealth +6

Damage Resistances psychic; bludgeoning, piercing, andslashing attacks from nonmagical weapons

Damage Immunities poison

Condition Immunities charmed, poisoned

Senses blindsight 60 ft., darkvision 120 ft., passive Perception 13

Languages Deep Speech

Challenge 6 (2,300 XP)

Otherworldly Mind. Any creature attempting to read the thoughts of a hound of Tindalos or communicate with it telepathically takes 22 (5d8) points of psychic damage and must succeed on a DC 15 Wisdom saving throw or become stunned for 1 minute.

Ripping Gaze. The sight of a hound of Tindalos evokes torn realities of the void where the creature comes from and mirrors this effect in the viewer’s flesh. When a creature that can see the hound of Tindalos’ eyes starts its turn within 30 feet of the hound, the creature must succeed at a DC 15 Constitution saving throw. If the saving throw fails, the creature takes 22 (5d8) points of slashing damage as its skin twists and tears.

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LENG SPIDER 1/day each:charm monster (as charm person except it effects

Leng spiders are intelligent,carnivorous spiders with hideously any creature type), insanity (as confusion but the durationbloated bodies, though they can move with terrifyingly fluid is 1 day) mirage arcane, seeming

grace. An adult has a legspan of 20–30 feet or occasionally Legendary Resistance (3/Day).If a Leng spider fails a saving

more, but smaller (younger) specimens are common. An adult throw, it can choose to succeed instead.

weighs 1-3 tons. Since they never stop growing, a few are far Magic Weapons.A Leng spider’s weapon attacks are magical.larger. They vary in color from deep purple to lambent orange. Spider Climb.The Leng spider can climb difficult surfaces, Trapster. Leng spiders are sly and design traps for their prey. including upside down on ceilings, without needing toThese can be elaborate and often involve treasure as bait. They make an ability check.are clever enough to let some adventurers live after findingthe treasure, to entice further visitors to their mountain lairs. Transdimensional Perception. A Leng spider can perceive theThey delight in preying on humanoid egos and spring traps Ethereal Plane, the Plane of Shadow, and the Dimensionwhen a would-be treasure-seeker is most confident. Leng of Dreams (unless Leng is also currently inside the Dreamspiders thrive on being underestimated. Dimension) from Leng and the Material Plane. By expending one use of its legendary actions it can phase its melee and Dream Stalkers. These murderous beasts are not terrestrial bite attacks across the dimensional barriers to attack theat all but hail the mysterious plateau of Leng beyond the inhabitants of those planes. By expending two uses of itsDimension of Dreams. Both in their home realms and in their legendary actions, a Leng spider can ensnare a target withnests and networks in the mortal world, Leng spiders have a its web strand and pull the target to the same plane unless itcomplex society and are readily able to wage war on those who succeeds on a DC 20 Intelligence saving throw.infringe on their territory. Unless in their homes, they rarelyfight to the death and will retreat if severely wounded to plot Web Sense.While in contact with a web, the Leng spidertheir revenge. knows the exact location of any other creature in contact with the same web.Leng Spider Web Walker.The Leng spider ignores movement restrictions

Huge fiend (mythic), chaotic evil caused by webbing.

Armor Class20(natural armor) Web Weaponry. A Leng spider is talented at using its websh*t Points384(24d12 + 96) to construct weapons and tools. This technique of weaponSpeed40 ft. creation allows the spider to effectively create a flail orSTR DEX CON INT WIS CHA bolas by attaching a heavy object such as a rock or chunk of metal to a cord of webbing. The spider attaches one end

16(+3) 24(+7) 18(+4) 22(+6) 20(+5) 22(+6) of this webbing to a leg and can then wield the weightedSaving ThrowsDex +13, Int +12, Wis +11, Cha +12 cord like a flail or bolas (treat as a net). It can only wieldSkillsDeception +18, Insight +11, Perception +11, Stealth+19 one such weapon at a time — it must use its other legs toDamage Resistancesnecrotic, psychic walk. If a Leng spider drops or loses a web weapon, it takesDamage Immunitiespoison 1 minute to create a replacement weapon, provided it hasCondition Immunitiescharmed, frightened, poisoned access to heavyweight objects of the correct size (such asSensesdarkvision120 ft., passive Perception 21; detect magic loose rocks or skulls).

Actions

Languages Aklo; tongues Multiattack.The Leng spider makes three web-flail attacks.

Challenge17 (18,000 XP) Bite.Melee Weapon Attack:+13 to hit, reach 5 ft., one

Innate Spellcasting.A leng spider’s innate spellcasting ability creature.Hit:7 (1d8 + 3) piercing damage, and the targetis Intelligence (spell save DC 20). It can innately cast the must make a DC 20 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as muchfollowing spells, requiring no material components: damage on a successful one. If the poison damage At will:dispel magic,fabricate(web constructs only),freedom reduces the target to 0 hit points, the target is stable of movement butpoisonedfor 1 hour, even after regaining hit points, and isparalyzedwhilepoisonedin this way. 3/day each:wind walk,invisibility,major image

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Legendary Games - mythos games (2024)

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