Small Beast, unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 18 (+4) | 16 (+3) | 6 (-2) | 16 (+3) | 6 (-2) |
Multiattack. Venari makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Leap. Venari jumps up to 15 feet towards a hostile creature it can see. This movement does not provoke opportunity attacks.
Medium aberration, chaotic evil
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 16 (+3) | 12 (+1) | 10 (-1) | 14 (+2) | 8 (-1) |
Altered State. Deep-Folk don’t need to breathe, drink, eat, or sleep.
Net Expert. The Deep-Folk trapper can make one net attack per turn as a bonus action. Being within 5 feet of a hostile creature or attacking at long range doesn’t impose disadvantage on the Deep-Folk trapper’s ranged attack rolls made using a net. Additionally, the Deep-Folk trapper ignores the limitation of only being able to make one attack in a turn if the attack is made with a net.
Poisoned Weapons (3/Day). When the Deep-Folk trapper hits a creature with a weapon attack that does piercing or slashing damage, it can force that creature to succeed on a DC 14 Constitution saving throw or take 9 (2d8) poison damage. If the saving throw fails by 5 or more, the target is also poisoned for 1 hour (included in the statblock).
Multiattack. The Deep-Folk trapper makes two javelin attacks.
Javelin (8/Day). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or take 9 (2d8) poison damage. If the saving throw fails by 5 or more, the target is also poisoned for 1 hour.
Throw Net (3/Day). Ranged Weapon Attack: +5 to hit, range 5/15 ft., one creature that is Large or smaller and doesn’t have a formless body. Hit: The creature is restrained. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
False Step. When a creature the Deep-Folk trapper can see misses it with a melee attack, it can move 5 feet in any lateral direction. This movement does not provoke opportunity attacks.
Medium aberration, chaotic evil
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 12 (+1) | 22 (+6) | 8 (-1) | 10 (+0) | 8 (-1) |
Altered State. Deep-Folk don’t need to breathe, drink, eat, or sleep.
Multiattack. The claw warden makes one claw snip and one claw strike attack.
Claw Snip. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Claw Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage and the target is pushed 10 feet away.
Bulwark. When a creature the claw warden can see makes an attack against an ally within 5 feet of it which doesn’t also include the claw warden, and the claw warden is not restrained, the claw warden can swap places with the ally and become the target of the attack instead.
Medium beast (Mactera), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 18 (+4) | 12 (+1) | 2 (-4) | 12 (+1) | 2 (-4) |
Multiattack. The Mactera tri-jaw makes three sting shot attacks.
Sting Shot. Ranged Weapon Attack: +6 to hit, range 60/180 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 2 (1d4) poison damage.
Large beast (Glyphid), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 10 (+0) | 16 (+3) | 2 (-4) | 10 (+0) | 8 (-1) |
Cavern Crawler. The irradiated Glyphid praetorian can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, moving through difficult terrain doesn’t cost it extra movement.
Resolute. The irradiated Glyphid praetorian has advantage on saving throws against being frightened.
Vibrant Demise. When the irradiated Glyphid praetorian dies, it creates a glowing pool of energy in a 10-foot radius centred on its body. Each creature standing in the glowing pool when it appears or which moves into the glowing pool must make a DC 13 Constitution saving throw, taking 13 (3d8) radiant damage on a failed save or half as much damage on a successful one. The glowing pool lasts for one minute before dissipating.
Multiattack. The irradiated Glyphid praetorian makes two bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Vibrant Emission (Recharge 5-6). The irradiated Glyphid praetorian creates a glowing pool of energy in a 10-foot cone. Each creature in the area must make a DC 13 Constitution saving throw, taking 13 (3d8) radiant damage on a failed save, or half as much damage on a successful one.
Large beast (Glyphid), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 10 (+0) | 16 (+3) | 2 (-4) | 10 (+0) | 8 (-1) |
Cavern Crawler. The frigid Glyphid praetorian can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, moving through difficult terrain doesn’t cost it extra movement.
Death Cloud. When the frigid Glyphid praetorian dies, it creates a cloud of supercooled vapour in a 10-foot radius centered on its body. Each creature standing in the cloud when it appears or which moves into the cloud must make a DC 13 Constitution saving throw, taking 9 (2d8) cold damage and having their speed reduced by 10 feet until the start of their next turn on a failed save, or half as much damage on a successful one. The cloud lasts for one minute before dissipating.
Resolute. The frigid Glyphid praetorian has advantage on saving throws against being frightened.
Multiattack. The frigid Glyphid praetorian makes two bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Ice Spray (Recharge 5-6). The frigid Glyphid praetorian spews a supercooled liquid in a 10-foot cone. Each creature in the area must make a DC 13 Constitution saving throw, taking 9 (2d8) cold damage and having their speed reduced by 10 feet until the start of their next turn on a failed save, or half as much damage on a successful one.
Large beast (Glyphid), unaligned
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 10 (+0) | 16 (+3) | 2 (-4) | 10 (+0) | 8 (-1) |
Cavern Crawler. The Glyphid praetorian can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Additionally, moving through difficult terrain doesn’t cost it extra movement.
Death Cloud. When the Glyphid praetorian dies, it creates a cloud of gas in a 10-foot radius centered on its body. Each creature standing in the gas when it appears or which moves into the gas must make a DC 13 Constitution saving throw, taking 13 (3d8) poison damage on a failed save or half as much damage on a successful one. The gas lasts for one minute or until it takes any fire damage, whereupon it will ignite, dealing 7 (2d6) fire damage to any creature inside the gas.
Resolute. The Glyphid praetorian has advantage on saving throws against being frightened.
Multiattack. The Glyphid praetorian makes two bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Acid Spray (Recharge 5-6). The Glyphid praetorian spews a corrosive liquid in a 10-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw, taking 13 (3d8) acid damage on a failed save, or half as much damage on a successful one.