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5etools-mirror-2.github.io/data/bestiary/fluff-bestiary-tob1-2023.json
TheGiddyLimit 99cb60d804 v1.206.0
2024-04-23 23:14:25 +01:00

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838 KiB
JSON

{
"monsterFluff": [
{
"name": "Abominable Beauty",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i An otherworldly humanoid of such indescribable beauty, it pains anyone's eyes to gaze upon her.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Beauty that Destroys",
"entries": [
"An abominable beauty is so perfect that her gaze blinds, her voice is so melodious that no ears can withstand it, and her touch is so tantalizing that it burns like fire. In adolescence, this fey creature adopts features that meet the superficial ideals of the nearest humanoid population: long\u2011legged elegance near elves, a stout figure with lustrous hair near dwarves, unscarred or emerald skin near goblins."
]
},
{
"type": "entries",
"name": "Jealous and Cruel",
"entries": [
"Abominable beauties are so consumed with being the most beautiful creature in the region that they invariably grow jealous and paranoid about potential rivals. Because such an abominable beauty cannot abide competition, she seeks to kill anyone whose beauty is compared to her own."
]
},
{
"type": "entries",
"name": "Male of the Species",
"entries": [
"Male abominable beauties are rare but even more jealous in their rages."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Abominable Beauty.webp"
}
}
]
},
{
"name": "Accursed Defiler",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A gaunt figure in a tattered black mantle shrouded in a cloud of whirling sand. Thin cracks run across its papyrus-dry skin and around its hollow, black eyes.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Cursed to Wander and Thirst",
"entries": [
"Accursed defilers are the remnants of an ancient tribe that desecrated a sacred oasis. For their crime, the wrathful spirits cursed the tribe to forever wander the wastes attempting to quench an insatiable thirst. Each defiler carries a parched sandstorm within its lungs and in the flowing sand in its veins. Wherever they roam, they leave only desiccated husks of their victims littering the sand."
]
},
{
"type": "entries",
"name": "Unceasing Hatred",
"entries": [
"The desperate or foolish sometimes try to speak with these ill-fated creatures in their archaic native tongue, to learn their secrets or to bargain for their services. But a defiler's heart is blackened with hate and despair, leaving room for naught but woe."
]
},
{
"type": "entries",
"name": "Servants to Great Evil",
"entries": [
"On rare occasions, accursed defilers serve evil high priests, fext, or soulsworn warlocks as bodyguards and zealous destroyers, eager to spread the withering desert's hand to new lands."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Accursed Defiler.webp"
}
}
]
},
{
"name": "Adult Cave Dragon",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Covered in black spikes, the dragon's eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water.}",
"Apex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Born to Darkness",
"entries": [
"Eyeless, these dragons have long, thin spikes that help them navigate tunnels or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages, which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight. Cave dragon hide is more like eel skin than reptilian scales, and it grows mottled with brown and black as it ages."
]
},
{
"type": "entries",
"name": "Ravenous Marauders",
"entries": [
"Cave dragons are always hungry and ready to eat everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. Alliances they make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically fail. Cave dragons do form alliances with peoples of the underworld, joining them in battle against enemies, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed."
]
},
{
"type": "entries",
"name": "A Hard Life",
"entries": [
"Limited food underground makes truly ancient cave dragons almost unheard of. The eldest tend to die of starvation after stripping their territory bare of prey. Their nigh-endless hunger leaves the ancients the most likely of cave dragons to form alliances, especially with allies that promise\u2014and deliver\u2014food. On occasion, cave dragons climb to the surface to feed, but their earthbound, plodding pace leaves them outcompeted by other predators or unable to keep up with swift or flying prey. They prefer tight tunnels where they can ambush and outmaneuver prey."
]
},
{
"type": "entries",
"name": "Edible Hoards and Vertical Lairs",
"entries": [
"Due to the scarcity of food in their subterranean world, a cave dragon's hoard may consist largely of food sources: bat colonies, enormous beetles, carcasses in states of decay, a cavern infested with shriekers, and whatever else the dragon doesn't immediately devour. Cave dragons are fond of bones and items with strong taste or smell. Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, arranged like artful ossuaries. Large vertical chimneys serve as nesting sites for eggs and are popular resting places when a cave dragon sleeps within its lair. Chimneys just wide enough to hold young cave dragons make preferred ambush sites, as the dragons' tough spikes help hold them in position until prey passes beneath. The oldest cave dragons also retreat to vertical chimneys near nesting sites or within their lairs to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations."
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "A Cave Dragon's Lair",
"entries": [
"Labyrinthine systems of tunnels, caverns, and chasms make up the world of cave dragons. They claim miles of cave networks as their own. Depending on the depth of their domain, some consider the surface world their territory as well, though they visit only to eliminate potential rivals."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Adult Cave Dragon.webp"
}
}
]
},
{
"name": "Adult Flame Dragon",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw}.",
"Flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. \"May you be the fire's plaything\" is a curse often used by the foolish.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Taunting Others",
"entries": [
"The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure\u2014direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler's ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started."
]
},
{
"type": "entries",
"name": "Malevolent Purpose",
"entries": [
"The results of a flame dragon's schemes are secondary to the enjoyment it derives from pursuing a nebulous and ever-changing goal. Some flame dragons spend centuries torturing a family line for nothing more than trespassing on the dragon's land. Others plot eternal curses after twisting poorly chosen words into dire insults. The vengeance itself is secondary to an excuse for hate, plot, and ruin. Flame dragons relish such opportunities for revenge. Each is a delightful hobby. Any disruption in their game kindles a terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn."
]
},
{
"type": "entries",
"name": "Fond of Souvenirs",
"entries": [
"Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius."
]
},
{
"type": "entries",
"name": "Vengeful Brethren",
"entries": [
"Nothing is safe from a flame dragon's scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon's undivided attention for generations. Wiser still, is to remove all trace of involvement in a flame dragon's death. All burning serpents see the murder of one of their kin as the gravest insult."
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "A Flame Dragon's Lair",
"entries": [
"Flame dragons dwell near ever-burning fires: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, it must serve as a showcase for all the dragon's trophies. Carefully arranged and organized prizes decorate the area, sometimes protected behind crystal walls. This display feeds the dragon's vanity and pride, and it serves as a lure for adventurers. Many of these lairs also feature a huge, reflective surface, as a flame dragon likes nothing more than itself."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Adult Flame Dragon.webp"
}
}
]
},
{
"name": "Adult Mithral Dragon",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Light glints off the dragon's glossy scales, shining silver-white. Its tiny wings folded flush against its body open like a fan and expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, sits at the end of a slender neck atop an impossibly thin frame}.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Rage in Youth",
"entries": [
"Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard, though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, mithral dragons are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life pursuing interesting goals."
]
},
{
"type": "entries",
"name": "Peacemakers",
"entries": [
"Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees). They enjoy bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to negate magic make them well suited to these vital roles."
]
},
{
"type": "inset",
"name": "Mithral Dragons in Midgard",
"entries": [
"Mithral dragons are rebellious dragons who once sought to make peace between chromatic and metallic dragons. Having failed in that, they declared themselves neutral and now seek opportunities to make peace elsewhere. They are the only dragons that advocate against the perpetual war of the Dragon Empire, and occasionally serve as mercenaries against the Mharoti."
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "A Mithral Dragon's Lair",
"entries": [
"Mithral dragons are attracted to lairs near humanoid civilization, where petitioners can reach them if their diplomatic services are needed. Unlike other dragons, mithral dragons forsake lairing upon remote natural caverns or cliffs, preferring to dwell in impressive structures of metal and stone\u2014with a particular fondness for towers. More than once, a mithral dragon has accepted the deed to a fortress, palace, or castle as payment for brokering peace between warring factions.",
"Curiously, mithral dragons don't hoard coins and precious metals as most dragons do. Other curiosities fill their lair, like fine paintings, marble statues, rare tomes, stained glass, and anything made of mithral\u2014rare treasures procured over a lifetime of interacting with mortal creatures."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Adult Mithral Dragon.webp"
}
}
]
},
{
"name": "Adult Sea Dragon",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This aquamarine dragon has a shark's head that tapers off into a sleek eel-like body. Its large fins double as wings.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Divine Dragons",
"entries": [
"Sea dragons are the children of the ocean and believe they are semi-divine beings, worthy of worship. Given their size and power, they might be right; certainly, they are often companions or steeds to gods of the sea. Despite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna."
]
},
{
"type": "entries",
"name": "Shipwreck Art",
"entries": [
"Sea dragons love collecting treasure. They especially prize the sunken, treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon's lair when they catch stray beams of light. Sea dragons take more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods."
]
},
{
"type": "entries",
"name": "Sunken Memorials",
"entries": [
"A sea dragon's lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed."
]
},
{
"type": "inset",
"name": "Priests of Seggotan",
"entries": [
"Every sea dragon is devoted to the dragon god of the sea. As a result, many sea dragons use the innate spellcasting variant. Sea dragons favor spells that manipulate water or the weather, emulate storms, deal lightning or cold damage, divine the future, or conjure sea creatures to fight alongside the dragon."
]
},
{
"type": "inset",
"name": "Sea Dragons in Midgard",
"entries": [
"Sea dragons are the offspring of Seggotan, the dragon god of time and the sea. A sea dragon shares its god's idea that everything in the sea is the property of Seggotan, and they expect lesser beings to respect that truth. The sea dragons are among the most powerful allies of the Mharoti Empire, securing seaways and acting as a communion point for the tidal priests. Thankfully for the Empire's enemies, the most ancient sea dragons are too consumed with contemplation of time and their inscrutable duties in the depths of the ocean to make war."
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "A Sea Dragon's Lair",
"entries": [
"Sea dragons dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral. Whatever the place, it's dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish.",
"The sky surrounding a sea dragon's lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Adult Sea Dragon.webp"
}
}
]
},
{
"name": "Adult Void Dragon",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon's body.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Children of the Stars",
"entries": [
"Void dragons drift through the empty spaces beyond the boundaries of the mortal world and wander between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves."
]
},
{
"type": "entries",
"name": "Witnesses to the Void",
"entries": [
"Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the Void itself. They carry a piece of that nothing with them, and it flows out of them to break the minds of lesser beings when the dragons fly into a rage."
]
},
{
"type": "entries",
"name": "Voracious Scholars",
"entries": [
"Despite their removed existence and strange quirks, Void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures."
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "A Void Dragon's Lair",
"entries": [
"Void dragons make their lairs deep in the freezing, airless space between the stars. When a Void dragon claims a home elsewhere, it prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. When encountered in its lair, an adult Void dragon has a challenge rating of 17 (18,000 XP), and an ancient Void dragon has a challenge rating of 25 (75,000 XP)."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Adult Void Dragon.webp"
}
}
]
},
{
"name": "Adult Wind Dragon",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Howling wind encircles the dragon, filling and pushing its wings without the need for them to beat.}",
"Wind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe\u2011inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Braggarts and Bullies",
"entries": [
"Wind dragons number among the greatest bullies and worst tyrants of mortal creatures. The sometimes-foolhardy creatures take offense at any perceived challenge and pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance\u2014they perceive mortals in that territory as possessions. Vassals receive only dubious protection in exchange for their loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it's unlikely to go to any length to prevent the loss of that life in the first place."
]
},
{
"type": "entries",
"name": "Lords of the Far Horizons",
"entries": [
"Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust and roam far from their thrones. They return eventually, ready to subjugate new generations and press a tyrannical claw on the neck of anyone who questions their right to rule."
]
},
{
"type": "entries",
"name": "Perpetual Infighting",
"entries": [
"These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus, their numbers never grow large, and the weakest among them are frequently culled."
]
},
{
"type": "entries",
"name": "Portable Hoards",
"entries": [
"Wind dragons' hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a small number of notable trophies or unique historic items\u2014often quite portable."
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "A Wind Dragon's Lair",
"entries": [
"Wind dragons make their lairs where they can overlook and dominate their claims, but the location must be remote enough that inhabitants can't pester them with requests for protection or justice. As they have little to fear from the elements, a shallow cave high on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs. They perch in the howling wind and catch updrafts and downdrafts sweeping through canyons and tearing across crags."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Adult Wind Dragon.webp"
}
}
]
},
{
"name": "Al-Aeshma Genie",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The lower half of this genie is composed of scorching winds and desert sand.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Sand Djinnis",
"entries": [
"The al-aeshma are former djinn and share the same powers, albeit in a twisted style. Their skin is black as pitch, and their whirlwind form includes much dust and sand. When they are injured, the desert sand flows to seal their wounds and reattach severed limbs."
]
},
{
"type": "entries",
"name": "Obligation of Wishes",
"entries": [
"Granting three wishes to a mortal is a sacred obligation among the genies, referred to as being wishbound. The Lords of Air mandate this as celestial law, and many believe that a djinni cannot refuse to grant a wish. Certainly, the consequences of disobedience are dire. Djinn who decline to grant a wish, are stripped of their wish power and handed to efreeti for 1,001 years of torture and debasement. Those who survive are banished to wander the Material Plane."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Al-Aeshma Genie.webp"
}
}
]
},
{
"name": "Ala",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Alas are born from galls that grow on treant trunks. Within this parasitic pocket, an ala sickens the treant and consumes its life force. When the treant dies, the ala is born in a black whirlwind}.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Daughters of the Whirlwind",
"entries": [
"Alas have windblown hair and wear smoky black rags, but their true form is that of a whirlwind, which can always be seen by šestaci, those men and women with six digits on each hand. In flight or in battle, an ala takes on a form with the upper body of a hag and a whirling vortex of air in place of hips and legs. When an ala enters a house in human form, the whole building groans in protest, as if it had been struck by a powerful storm wind. Alas live in the hollows of trees that were struck by lightning. They are most active when thunder rocks the forest, and when they travel, hail or thunderstorms spawn around them."
]
},
{
"type": "entries",
"name": "Enormous Appetites",
"entries": [
"The huge-mouthed alas have voracious appetites. In the wild, they devour wolves, bears, and badgers. They prefer to hunt in settled areas, however, because they favor the taste of innocents above all else. Unsavory humanoids may beg an ala's favor (or divert its wrath) with gifts of bound captives."
]
},
{
"type": "entries",
"name": "Energized by Storms",
"entries": [
"In battle, an ala is constantly on the move, weaving between foes like the wind. It tears at its foes with claws and a poisonous bite, or throws wicked lightning bolts and hailstorms from afar. Woe betides the hero who confronts an ala while a storm rages overhead\u2014such storms energize the ala and make its lightning stronger. Because alas wield lightning with such mastery, some sages associate them with the god of lightning."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Ala.webp"
}
}
]
},
{
"name": "Alehouse Drake",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This plump little creature reclines with a dazed look in its eyes and the suggestion of a grin on its fanged jaws.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Scaled Barflies",
"entries": [
"Alehouse drakes squat in busy bars, rowdy taverns, and bustling inns. A bane or savior to every bartender and innkeeper, alehouse drakes enjoy pushing patrons' emotions, driving crowds to ecstatic cheers or bloody bar fights. They make their homes in cities and towns, though older drakes settle down in roadside coaching inns. In the former situations, they are often troublemakers or pranksters, but in the latter circumstances, they usually befriend the proprietor and help manage flared tempers and weepy drinkers in return for living space and a generous tab."
]
},
{
"type": "entries",
"name": "Relentless Gossips",
"entries": [
"Alehouse drakes gossip endlessly. Perched in hiding places throughout busy taverns, they overhear many stories, and trade in information, making them good sources for news about town. More devious and ill-mannered alehouse drakes resort to blackmail, but this usually occurs only to secure a comfortable spot in their chosen tavern."
]
},
{
"type": "entries",
"name": "Family Heirlooms",
"entries": [
"Alehouse drakes are one to two feet long and weigh about eighteen pounds with a plump belly. Their scales are deep amber with cream or white highlights, and they possess glittering, light-colored eyes. The oldest recorded alehouse drake lived just past 400 years. Because of their longevity, some drakes are beloved by innkeeping families and treated a bit like family heirlooms."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Alehouse Drake.webp"
}
}
]
},
{
"name": "Algorith",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Sometimes called folding angels, algoriths are lawful beings made from sheer force, pure math, and universal physical laws.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Creatures of Pure Reason",
"entries": [
"Algoriths are the border guards of the Conceptual Realms, warding subjective beings from the Realms of the Absolute. Eternal, remorseless, and unceasingly vigilant, they guard against the monstrosities that lurk in the multiverse's most obscure dimensions. They seek out and eliminate chaos even from the abodes of the gods."
]
},
{
"type": "entries",
"name": "Foes of Chaos",
"entries": [
"They visit mortal realms when chaos threatens to unravel a location or when the skeins of fate are tangled. On some occasions, an algorith will serve a god of Law or answer the summons of a skein witch. Algoriths fight with conjured blades of force. They can also summon universal energy that deconstructs randomness, weakening enemies or reducing them to finely ordered crystalline dust."
]
},
{
"type": "entries",
"name": "Social but Mysterious",
"entries": [
"In groups, algoriths move and fight in silent coordination. Only tiny variations in the formulas etched into their skins identify one algorith from another. Five is a number of extreme importance to all algoriths, but few are willing (or able) to explain why to anyone who isn't an algorith. Algoriths may have castes, ranks, or commanders, but no mortal has decoded the mathematical blazons adorning their flesh. The algoriths themselves refuse to discuss these formulas with those who do not comprehend them."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Algorith.webp"
}
}
]
},
{
"name": "Alseid",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Alseids are the graceful woodland cousins to centaurs, with the slender upper body of an elf and the lower body of a deer. Because they are rarely seen far from the wooded glades they call home, they are sometimes called \"grove nymphs,\" despite being more closely related to elves than nymphs.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Forest Guardians",
"entries": [
"Alseids see the forest as an individual and a friend. They are suspicious of outsiders who do not share this view. Lost travelers who demonstrate respect for the forest may spot a distant alseid's white tail; if they chase after it as it bounds away, the sympathetic alseid may lead it toward a road or trail that can carry them out of the forest. Disrespectful strangers may follow the same tail to their doom. Alseids have no compunction about slaughtering trespassers who burn or cut down their forest."
]
},
{
"type": "entries",
"name": "Antlers Show Status",
"entries": [
"Alseids have antlers growing from their foreheads. These antlers grow very slowly, branching every 10 years for the first century of life. Further points develop only with the blessing of the forest. No fourteen-point imperial alseids are known to exist, but many tribes are governed by princes with thirteen points. Because antlers signify status, alseids never use them in combat. Cutting an alseid's antlers entirely off or just removing points is a humiliating and grave punishment."
]
},
{
"type": "entries",
"name": "White-Tailed Wanderers",
"entries": [
"Alseids have a deep connection with forest magic of all kinds, and their leaders favor the druid and ranger classes."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Alseid.webp"
}
}
]
},
{
"name": "Amphiptere",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A flight of gold-crested, bat-winged serpents bursts from the foliage.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Tiny Wyverns",
"entries": [
"An amphiptere has batlike wings and a stinger similar to a wyvern's at the end of its tail. Their reptilian bodies are scaly, but their wings sprout greenish-yellow feathers."
]
},
{
"type": "entries",
"name": "Swooping and Swift",
"entries": [
"They are surprisingly maneuverable in spite of their size, able to change direction suddenly and make deadly hit-and-run strikes. They swoop in and out of combat, snapping at targets with their needlelike teeth and striking with their envenomed stingers. Once a foe is poisoned and injured, they hover closer in a tightly packed, flapping mass of fangs, battering wings, and jabbing stingers."
]
},
{
"type": "entries",
"name": "Strength in Flocks",
"entries": [
"Despite their fighting ability, amphipteres are not particularly brave. Most often, they lurk in small flocks in dense foliage, where they can burst forth in a flurry of wings when prey comes within view. They display surprising cunning and tenacity in large groups; they may harass foes for minutes or hours before closing in for the kill."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Amphiptere.webp"
}
}
]
},
{
"name": "Ancient Cave Dragon",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Covered in black spikes, the dragon's eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water.}",
"Apex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Born to Darkness",
"entries": [
"Eyeless, these dragons have long, thin spikes that help them navigate tunnels or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages, which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight. Cave dragon hide is more like eel skin than reptilian scales, and it grows mottled with brown and black as it ages."
]
},
{
"type": "entries",
"name": "Ravenous Marauders",
"entries": [
"Cave dragons are always hungry and ready to eat everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. Alliances they make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically fail. Cave dragons do form alliances with peoples of the underworld, joining them in battle against enemies, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed."
]
},
{
"type": "entries",
"name": "A Hard Life",
"entries": [
"Limited food underground makes truly ancient cave dragons almost unheard of. The eldest tend to die of starvation after stripping their territory bare of prey. Their nigh-endless hunger leaves the ancients the most likely of cave dragons to form alliances, especially with allies that promise\u2014and deliver\u2014food. On occasion, cave dragons climb to the surface to feed, but their earthbound, plodding pace leaves them outcompeted by other predators or unable to keep up with swift or flying prey. They prefer tight tunnels where they can ambush and outmaneuver prey."
]
},
{
"type": "entries",
"name": "Edible Hoards and Vertical Lairs",
"entries": [
"Due to the scarcity of food in their subterranean world, a cave dragon's hoard may consist largely of food sources: bat colonies, enormous beetles, carcasses in states of decay, a cavern infested with shriekers, and whatever else the dragon doesn't immediately devour. Cave dragons are fond of bones and items with strong taste or smell. Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, arranged like artful ossuaries. Large vertical chimneys serve as nesting sites for eggs and are popular resting places when a cave dragon sleeps within its lair. Chimneys just wide enough to hold young cave dragons make preferred ambush sites, as the dragons' tough spikes help hold them in position until prey passes beneath. The oldest cave dragons also retreat to vertical chimneys near nesting sites or within their lairs to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations."
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "A Cave Dragon's Lair",
"entries": [
"Labyrinthine systems of tunnels, caverns, and chasms make up the world of cave dragons. They claim miles of cave networks as their own. Depending on the depth of their domain, some consider the surface world their territory as well, though they visit only to eliminate potential rivals."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Ancient Cave Dragon.webp"
}
}
]
},
{
"name": "Ancient Flame Dragon",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw}.Flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. \"May you be the fire's plaything\" is a curse often used by the foolish.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Taunting Others",
"entries": [
"The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure\u2014direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler's ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started."
]
},
{
"type": "entries",
"name": "Malevolent Purpose",
"entries": [
"The results of a flame dragon's schemes are secondary to the enjoyment it derives from pursuing a nebulous and ever-changing goal. Some flame dragons spend centuries torturing a family line for nothing more than trespassing on the dragon's land. Others plot eternal curses after twisting poorly chosen words into dire insults. The vengeance itself is secondary to an excuse for hate, plot, and ruin. Flame dragons relish such opportunities for revenge. Each is a delightful hobby. Any disruption in their game kindles a terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn."
]
},
{
"type": "entries",
"name": "Fond of Souvenirs",
"entries": [
"Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius."
]
},
{
"type": "entries",
"name": "Vengeful Brethren",
"entries": [
"Nothing is safe from a flame dragon's scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon's undivided attention for generations. Wiser still, is to remove all trace of involvement in a flame dragon's death. All burning serpents see the murder of one of their kin as the gravest insult."
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "A Flame Dragon's Lair",
"entries": [
"Flame dragons dwell near ever-burning fires: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, it must serve as a showcase for all the dragon's trophies. Carefully arranged and organized prizes decorate the area, sometimes protected behind crystal walls. This display feeds the dragon's vanity and pride, and it serves as a lure for adventurers. Many of these lairs also feature a huge, reflective surface, as a flame dragon likes nothing more than itself."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Ancient Flame Dragon.webp"
}
}
]
},
{
"name": "Ancient Mithral Dragon",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Light glints off the dragon's glossy scales, shining silver-white. Its tiny wings folded flush against its body open like a fan and expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, sits at the end of a slender neck atop an impossibly thin frame}.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Rage in Youth",
"entries": [
"Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard, though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, mithral dragons are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life pursuing interesting goals."
]
},
{
"type": "entries",
"name": "Peacemakers",
"entries": [
"Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees). They enjoy bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to negate magic make them well suited to these vital roles."
]
},
{
"type": "inset",
"name": "Mithral Dragons in Midgard",
"entries": [
"Mithral dragons are rebellious dragons who once sought to make peace between chromatic and metallic dragons. Having failed in that, they declared themselves neutral and now seek opportunities to make peace elsewhere. They are the only dragons that advocate against the perpetual war of the Dragon Empire, and occasionally serve as mercenaries against the Mharoti."
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "A Mithral Dragon's Lair",
"entries": [
"Mithral dragons are attracted to lairs near humanoid civilization, where petitioners can reach them if their diplomatic services are needed. Unlike other dragons, mithral dragons forsake lairing upon remote natural caverns or cliffs, preferring to dwell in impressive structures of metal and stone\u2014with a particular fondness for towers. More than once, a mithral dragon has accepted the deed to a fortress, palace, or castle as payment for brokering peace between warring factions.",
"Curiously, mithral dragons don't hoard coins and precious metals as most dragons do. Other curiosities fill their lair, like fine paintings, marble statues, rare tomes, stained glass, and anything made of mithral\u2014rare treasures procured over a lifetime of interacting with mortal creatures."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Ancient Mithral Dragon.webp"
}
}
]
},
{
"name": "Ancient Sea Dragon",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This aquamarine dragon has a shark's head that tapers off into a sleek eel-like body. Its large fins double as wings.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Divine Dragons",
"entries": [
"Sea dragons are the children of the ocean and believe they are semi-divine beings, worthy of worship. Given their size and power, they might be right; certainly, they are often companions or steeds to gods of the sea. Despite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna."
]
},
{
"type": "entries",
"name": "Shipwreck Art",
"entries": [
"Sea dragons love collecting treasure. They especially prize the sunken, treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon's lair when they catch stray beams of light. Sea dragons take more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods."
]
},
{
"type": "entries",
"name": "Sunken Memorials",
"entries": [
"A sea dragon's lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed."
]
},
{
"type": "inset",
"name": "Priests of Seggotan",
"entries": [
"Every sea dragon is devoted to the dragon god of the sea. As a result, many sea dragons use the innate spellcasting variant. Sea dragons favor spells that manipulate water or the weather, emulate storms, deal lightning or cold damage, divine the future, or conjure sea creatures to fight alongside the dragon."
]
},
{
"type": "inset",
"name": "Sea Dragons in Midgard",
"entries": [
"Sea dragons are the offspring of Seggotan, the dragon god of time and the sea. A sea dragon shares its god's idea that everything in the sea is the property of Seggotan, and they expect lesser beings to respect that truth. The sea dragons are among the most powerful allies of the Mharoti Empire, securing seaways and acting as a communion point for the tidal priests. Thankfully for the Empire's enemies, the most ancient sea dragons are too consumed with contemplation of time and their inscrutable duties in the depths of the ocean to make war."
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "A Sea Dragon's Lair",
"entries": [
"Sea dragons dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral. Whatever the place, it's dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish.",
"The sky surrounding a sea dragon's lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Ancient Sea Dragon.webp"
}
}
]
},
{
"name": "Ancient Titan",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Radiating a powerful presence, this towering humanoid has sharp-edged features that seem hewn from ancient stone.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Children of the Gods",
"entries": [
"Ancient titans are the surviving immortal children of an early primordial god. They fled to the wilds after a divine war, where they founded an empire that lasted thousands of years before plague brought about its collapse."
]
},
{
"type": "entries",
"name": "Sea God's Servants",
"entries": [
"A few ancient titans still dwell in the ocean realm, spared by the sea god in exchange for eternal servitude. Ancient titans have long, glossy hair, usually black, red, or silver, and they stand sixty feet tall and weigh over twenty tons."
]
},
{
"type": "entries",
"name": "Friends to Dragons",
"entries": [
"Ancient titans have a strong rapport with wind dragons and sea dragons, as well as gold, silver, and mithral dragons."
]
},
{
"type": "entries",
"name": "Primordial Power",
"entries": [
"The children of an ancient god, titans have a measure of the god's power. They know and command primordial words that can influence the world and creatures around them by tapping into the energy that created the world."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Ancient Titan.webp"
}
}
]
},
{
"name": "Ancient Void Dragon",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon's body.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Children of the Stars",
"entries": [
"Void dragons drift through the empty spaces beyond the boundaries of the mortal world and wander between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves."
]
},
{
"type": "entries",
"name": "Witnesses to the Void",
"entries": [
"Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the Void itself. They carry a piece of that nothing with them, and it flows out of them to break the minds of lesser beings when the dragons fly into a rage."
]
},
{
"type": "entries",
"name": "Voracious Scholars",
"entries": [
"Despite their removed existence and strange quirks, Void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures."
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "A Void Dragon's Lair",
"entries": [
"Void dragons make their lairs deep in the freezing, airless space between the stars. When a Void dragon claims a home elsewhere, it prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. When encountered in its lair, an adult Void dragon has a challenge rating of 17 (18,000 XP), and an ancient Void dragon has a challenge rating of 25 (75,000 XP)."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Ancient Void Dragon.webp"
}
}
]
},
{
"name": "Ancient Wind Dragon",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Howling wind encircles the dragon, filling and pushing its wings without the need for them to beat.}Wind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe\u2011inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Braggarts and Bullies",
"entries": [
"Wind dragons number among the greatest bullies and worst tyrants of mortal creatures. The sometimes-foolhardy creatures take offense at any perceived challenge and pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance\u2014they perceive mortals in that territory as possessions. Vassals receive only dubious protection in exchange for their loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it's unlikely to go to any length to prevent the loss of that life in the first place."
]
},
{
"type": "entries",
"name": "Lords of the Far Horizons",
"entries": [
"Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust and roam far from their thrones. They return eventually, ready to subjugate new generations and press a tyrannical claw on the neck of anyone who questions their right to rule."
]
},
{
"type": "entries",
"name": "Perpetual Infighting",
"entries": [
"These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus, their numbers never grow large, and the weakest among them are frequently culled."
]
},
{
"type": "entries",
"name": "Portable Hoards",
"entries": [
"Wind dragons' hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a small number of notable trophies or unique historic items\u2014often quite portable."
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "A Wind Dragon's Lair",
"entries": [
"Wind dragons make their lairs where they can overlook and dominate their claims, but the location must be remote enough that inhabitants can't pester them with requests for protection or justice. As they have little to fear from the elements, a shallow cave high on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs. They perch in the howling wind and catch updrafts and downdrafts sweeping through canyons and tearing across crags."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Ancient Wind Dragon.webp"
}
}
]
},
{
"name": "Angatra",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The withered creature wrapped in gore-stained rags pulls back a tattered hood to reveal glowing eyes hungry with bloodlust.}",
"In certain tribes, the breaking of local taboos invites terrible retribution from ancestral spirits, especially if the transgressor was a tribal leader or elder. The transgressor is cursed and cast out from the tribe, then it is hunted and executed.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Bound Remains Entombed",
"entries": [
"The body is wrapped head to toe in lamba cloth to soothe the spirit and to bind it within the mortal husk, then sealed in a tomb far from traditional burial grounds so none may disturb it and its unclean spirit does not taint the blessed dead."
]
},
{
"type": "entries",
"name": "Slow Ritual Cleansing",
"entries": [
"Each such body is visited every ten years as the tribe performs the famadihana ritual, replacing the lamba bindings and soothing the suffering of the ancestors. Over generations, this ritual expiates their guilt, until at last the once-accursed ancestor is admitted through the gates of the afterlife. If a spirit's descendants abandon their task, or if the sealed tomb is violated, the accursed soul becomes an angatra."
]
},
{
"type": "entries",
"name": "Angry Spirit",
"entries": [
"The creature's form becomes animated by a powerful and malicious ancestor spirit, undergoing a horrible metamorphosis within its decaying cocoon. Its fingernails grow into scabrous claws, its skin becomes hard and leathery, and its withered form is imbued with unnatural speed and agility. Within days, the angatra gathers strength and tears its bindings into rags. It seeks out its descendants to share the torment and wrath it endured while its spirit lingered."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Angatra.webp"
}
}
]
},
{
"name": "Angler Worm",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i As patient as a fisherman, the angler worm lights a beacon in the darkness and waits for its next meal.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Silk Snares",
"entries": [
"The angler worm burrows into the ceilings of caves and tunnels, where it creates snares from strong silk threads coated with sticky mucus. It then lures prey into its snares while remaining safely hidden, emerging only to feed. With dozens of snares, food always comes to the angler worm eventually."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Angler Worm.webp"
}
}
]
},
{
"name": "Annelidast",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The massive worm erupted from the earth, crushing all near it and scooping up the remains.}",
"An annelidast is a gigantic worm that slumbers for decades at a time in the bowels of the earth, where the rock itself radiates primordial magic. Over millennia, they have grown lead-plated carapaces to shield themselves from the magic.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Unique Predation",
"entries": [
"Each century, an annelidast wakes and travels to the surface to feed. The worm eats through baleen-like teeth that help it filter feed through the earth as it travels underground, but this method of eating requires it to pulverize larger surface prey before consumption."
]
},
{
"type": "entries",
"name": "Sleeping Plague",
"entries": [
"The annelidast's exterior is saturated with the primordial magic of its deep-earth home. When an annelidast nears waking, it burrows toward the surface in a dreamlike state, following vibrations in the earth made by living creatures. As it lies just beneath the surface rousing from its slumber, the primordial magic infusing it radiates outward and sickens creatures living there, making them easier prey when it fully wakes."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Annelidast.webp"
}
}
]
},
{
"name": "Anubian",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Swirling sand comes together to form a snarling, canine-faced humanoid whose eyes shine with an eerie, blue glow.}",
"Anubians are elementals summoned to guard tombs or protect treasures.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Piles of Dust",
"entries": [
"An anubian at rest resembles a pile of sand or dust, often strewn about an already dusty location. When active, it rises up to form a muscular humanoid with the head of a jackal. A destroyed anubian collapses into an inert pile of sand."
]
},
{
"type": "entries",
"name": "Death to the Unarmored",
"entries": [
"In combat, anubians prefer to fight unarmored foes rather than creatures wearing armor. They associate unarmored creatures with spellcasters, and their latent resentment over centuries of being summoned as servants drives them to attack such figures when they aren't shackled by magical bondage."
]
},
{
"type": "entries",
"name": "Sandstorm Tag Teams",
"entries": [
"Anubians fight effectively as teams, using their haboob attacks to corner and isolate the most vulnerable targets."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Anubian.webp"
}
}
]
},
{
"name": "Apau Perape Demon",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Sharp teeth fill this large, demonic ape's mouth. Its long, muscular arms stretch to the ground, ending in wickedly curved claws.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Servants of Fire",
"entries": [
"These black-furred gorilla demons serve only Mechuiti, the demon lord of fire and apes. Their final loyalty is unshakable, though sometimes they serve others for a time. They have no fear of fire, gleefully setting villages and crops aflame if their master is snubbed or insulted."
]
},
{
"type": "entries",
"name": "Fearless Attackers",
"entries": [
"The apau perape are fearless and savage, living for battle. Once in combat, their morale never breaks. Like their master, they have an insatiable hunger and leave no dead behind, consuming even the bones."
]
},
{
"type": "entries",
"name": "Eyes of Fire",
"entries": [
"When this demon is angered, its eyes glow a deep, disturbing red, unlike any natural ape."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Apau Perape Demon.webp"
}
}
]
},
{
"name": "Arboreal Grappler",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Long, simian arms snake through the trees like furred serpents, dangling from a shaggy, striped ape in the leafy canopy above and trying to snare those below.}",
"An arboreal grappler is a malformed creation of the gods, a primate whose limbs warped into long, muscular tentacles covered in shaggy, red fur.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Carry Prey to the Heights",
"entries": [
"Arboreal grapplers use their long limbs to snatch and drag prey behind them as they use their powerful forelimbs to ascend to the highest canopy. Victims are constricted until their struggles cease and then are devoured. The grapplers' flexible tentacles are ill-suited for terrestrial movement; they must drag themselves clumsily across open ground too wide to swing across."
]
},
{
"type": "entries",
"name": "Clans in the Canopy",
"entries": [
"Arboreal grappler tribes build family nests decorated with bones and prized relics of past hunts. These nests are built high in the jungle canopy, typically 80 feet or more above the ground. Clans of 40 or more spread across crude villages atop the trees; in such large settlements, a third of the population are juveniles. These nests are difficult to spot from the ground; a DC 20 Wisdom ({@skill Perception}) check is required. A creature observing an arboreal grappler as it climbs into or out of a nest has advantage on the check."
]
},
{
"type": "entries",
"name": "Carnivorous Elf Hunters",
"entries": [
"Grapplers are carnivorous and prefer humanoid flesh, elves in particular. Scholars suggest this arises from hatred as much as from hunger, citing records of various humanoids hunting arboreal grapplers millennia ago."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Arboreal Grappler.webp"
}
}
]
},
{
"name": "Arcane Guardian",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A luminous green mist swirls into the form of an ancient warrior. Dented armor and a ragged cloak enshroud the warrior's skeletal body, and its grinning skull leers out from an open helm.}",
"Some spectral guardians were not warriors in life, but powerful spellcasters.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Worn Finery",
"entries": [
"Composed of faintly glowing green vapor, the arcane guardian is a skeletal being encased in ancient armor or noble's finery. The cloth is worn and tattered, spiraling away into mist at the edges, and the creature glides with the faintest whisper of sound."
]
},
{
"type": "entries",
"name": "Eternal Disgrace",
"entries": [
"The arcane guardian is the spirit of an ancient warrior or noble, bound to serve in death as it failed to do in life. A broken oath, an act of cowardice, or a curse laid down by the gods for a terrible betrayal leaves an indelible mark on a soul. After the cursed creature's death, its spirit rises in a place closely related to its disgrace. Compelled by the crushing weight of its deeds, the arcane guardian knows no rest or peace."
]
}
]
}
]
}
]
},
{
"name": "Arch-Devil Ia'Affrat",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A dark, droning cloud containing thousands of gray, thumb-sized wasps, shifts and swarms around the black silhouette of a tall human with glowing red eyes. The wasps, too, glow with the heat of a low-burning coal and are wreathed in foul-smelling smoke.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Faithless Servant",
"entries": [
"Ia'Affrat the Insatiable is the inverted reflection of his unkempt, overly-unyielding creator, Arbeyach, Hell's Prince of Swarms. Ia'Affrat acts as Arbeyach's emissary to the courts of his rivals and to the mortal world as diplomat, spy, assassin, and scourge. Though he serves the rigid and resolute Prince of Hell, Ia'Affrat shows little loyalty to his maker. The eloquent and sophisticated creature has betrayed his master in thousands of small ways over the centuries, and eventually may betray him utterly. Until then, Ia'Affrat's shifting hive mind pursues an unquenchable lust for arcane mysteries, human interaction, and the material pursuit of unwholesome flavors and dark delights."
]
},
{
"type": "entries",
"name": "Joker and Devourer",
"entries": [
"Ia'Affrat delights in comedy, wine, song, dance, food, and inflicting torture and public humiliation on his foes\u2014he is a rapacious devourer, greedy for all transient pleasures."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Arch-Devil IaAffrat.webp"
}
}
]
},
{
"name": "Aridni",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The gray, moth-winged fey flies out from the trees in a hail of tiny arrows.}",
"Both more rugged and more ruthless than normal pixies, the aridni are an especially greedy breed of fey bandits and kidnappers.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Pale Archers",
"entries": [
"These ashen-faced fey with gray moth wings fire green-glowing arrows with a sneer and a curse. Aridni prefer ranged combat whenever possible, and they are quite difficult to lure into melee. They sometimes accept a personal challenge or respond to accusations of cowardice."
]
},
{
"type": "entries",
"name": "Caravan Raiders",
"entries": [
"Aridni have developed different magical abilities that aid them well when they raid caravans for captives, such as charming foes or putting them to sleep."
]
},
{
"type": "entries",
"name": "Wealth for Status",
"entries": [
"They delight in taking plunder from humans and dwarves as a sign of their power over mortals and of their contempt for those who lack fey blood."
]
},
{
"type": "inset",
"name": "Aridni in Midgard",
"entries": [
"When the elves abandoned the mortal world and returned to the elflands, not all of their fey servants went with them. Some stayed by choice; some were abandoned as tainted, feral broods; and some remained to become servants of local gods or human mages. Most of them are angry at humans for their corruption of, and rebellions against, the elven courts and empires in Midgard. They seek to regain some of their fallen fey wealth and glory from humans and dwarves by stealing from, corrupting, and killing their ancient enemies. Among these abandoned fey are the aridni (\"slaver pixies\"), evil pixies suborned by the Slavers of Reth-Saal."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Aridni.webp"
}
}
]
},
{
"name": "Arx",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This spike-covered insectoid stands at the ready with a wicked spear grasped by two limbs. It decompresses its wings impossibly to fashion a pair of walls behind it, held together and connected to the insectoid by a stretchy pink goo.}",
"Arxes are fiendish creatures who serve other fiends as mobile field defenses. They can detach their elytra, the hardened shells that cover their wings, to provide cover for commanders who wish to direct their armies from forward lines. They use their telepathy and excellent vision to feed accurate overviews of the battlefield to these leaders, who use this intel to direct troops and make attacks from behind the arx's wall.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Hirable Mercenaries",
"entries": [
"When they aren't fighting for legions of devils or demons, arxes willingly accept payment for their services. They are steadfast combatants who reliably follow orders, but they show no concern about individual allies over greater tactical advantages."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Arx.webp"
}
}
]
},
{
"name": "Asanbosam",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A hirsute hulk with bulging, bloodshot eyes perches high in a tree, ready to seize unwary passersby with its rusty, hook-like talons.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Iron Hooks and Fangs",
"entries": [
"Asanbosam resemble hairy ogres from the waist up, but with muscular, flexible legs much longer than those of an ogre. These odd appendages end in feet with hook-like talons, and both the creature's hooks and its fangs are composed of iron rather than bone or other organic material. These iron fangs and claws mark an asanbosam's age, not just by their size but also by their color. The youngest specimens have shiny gray hooks and fangs, while those of the older asanbosams are discolored and rusty."
]
},
{
"type": "entries",
"name": "Iron Eaters",
"entries": [
"The asanbosam diet includes iron in red meat, poultry, fish, and leaf vegetables, and\u2014in times of desperation\u2014grinding iron filings off their own hooks to slake their cravings. The asanbosams' taste for fresh blood and humanoid flesh led to the folklore that they are vampiric (not true)."
]
},
{
"type": "entries",
"name": "Tree Lairs",
"entries": [
"Asanbosams spend most of their lives in trees, where they build nestlike houses or platforms of rope and rough planks. They don't fear magic; most tribes count at least one spellcaster among its members."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Asanbosam.webp"
}
}
]
},
{
"name": "Ash Drake",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A lean and dull-scaled drake perches on a chimney as if it just crawled out, its tail still hanging into the flue as smoke billows out.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Chimney Nesting",
"entries": [
"Ash drakes clog chimney flues and delight in dusting crowds with thick, choking ash and soot, while the drakes laugh with sneering, wheezing tones. To placate the creatures, owners of smelters and smithies leave large piles of ash for the drakes to play in, with the hope they leave the shop and workers alone. Anyone hunting ash drakes finds them difficult to attack in their cramped lairs because the creatures blend in with the surroundings. Ash drakes often befriend kobolds, who have little trouble appeasing the drakes and appreciate the added security they bring."
]
},
{
"type": "entries",
"name": "Hunt Strays and Pets",
"entries": [
"Ash drakes eat rats and stray animals, although few can resist snatching an unattended pet. Contrary to popular opinion, this drake doesn't consume ash, but enjoys a pile of ash like a cat would catnip, rolling around in it and becoming wild-eyed. Anyone who disrupts such play becomes the target of the creature's intensely hot, sooty breath weapon."
]
},
{
"type": "entries",
"name": "Slender Dragons",
"entries": [
"While an ash drake is three feet long with a four-foot-long tail that seems to trail off into smoke, it weighs less than one might expect\u2014approximately ten pounds. Every third winter, when chimneys are active, a male drake leaves his lair to find a mate. The resulting eggs are left in a suitable chimney, and one of the parents protects the young until they leave the nest at two years of age."
]
},
{
"type": "entries",
"name": "Volcanic Haunts",
"entries": [
"Ash drakes outside a city live in or near volcanic plateaus and mutter about the lack of neighbors to bully. In the wild, an ash drake may partner with a red dragon or flame dragon, since the dragon provides its lesser cousin with plenty of ash."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Ash Drake.webp"
}
}
]
},
{
"name": "Ashwalker",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A winged shadow eclipsed the sun, and an inferno consumed the city. An ashen corpse rose from the dirt and walked the charred streets as if its world had not just been incinerated.}",
"Ashwalkers are the unfortunate result of humanoids who met their end from the breath of a dragon while in a place suffused with powerful magical energy. These undead creatures often emerge in hordes after a dragon's rage has leveled a city. Though burnt almost to ashes, many ashwalkers can rasp out a few words, typically words of hate for those who were spared the ashwalker's fate.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "The Last Breath",
"entries": [
"While the fire of a red dragon's breath is the most common source of ashwalkers, they can be created from any dragon's breath. The magical infusion of the dragon's breath that kills the individual leaves residual energy of a similar type in the remains. For example, an ashwalker killed by poison breath often exudes some of the noxious clouds as it walks the wastelands of its destroyed home."
]
},
{
"type": "entries",
"name": "Unlived Dreams",
"entries": [
"Ashwalkers have no purpose in undeath and rarely serve a master. Sometimes they carry on a sad mimicry of their former life, acting out the final hours before their demise, not fully aware of what happened. Some ashwalkers even return to the site of their homes and lay down in the dirt to sleep, although sleep never comes. Adventurers who seek the riches of lost civilizations leveled by dragon fire have reported seeing smoldering corpses milling about marketplaces or theatre spaces until a living soul snaps them from their reverie, often driving them into maddened rages."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Ashwalker.webp"
}
}
]
},
{
"name": "Automata Devil",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A nightmare wrapped in chains and held together by cutting cogs and whirring gears, this fiend howls like a hurricane in battle.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Guards and Overseers",
"entries": [
"Sometimes called castigas, automata devils are made to monitor others. They are often put in charge of prisoners or infernal factories."
]
},
{
"type": "entries",
"name": "Pierced by Chain and Wire",
"entries": [
"This slender creature's skin is pierced with barbs, sharp nails, and coils of wire, which have been threaded through its flesh. Chains are buried under blisters and scabs. This infernal horror's eyelids\u2014both front and back pairs\u2014are sewn back with wire, while six arms ending in large grasping hands erupt from its shoulders."
]
},
{
"type": "entries",
"name": "Coiled Metal Whips",
"entries": [
"The creature's head is a dark mass ending in two large mandibles. By its side, it carries a huge coiled whip that squirms like a snake and is said to scent lies and treachery. The creature's stomach opens up like a second mouth, lined with tooth-like spines."
]
},
{
"type": "inset",
"name": "Automata Devils in Midgard",
"entries": [
"One corner of the Eleven Hells is known simply as the Forge. Here, black chimneys rise a mile high from a dead land of choking air and red poison hills. The Machine, a greater devil who never sleeps and never lets his subjects know rest, rules this land. His overseers consist of thousands of imps who whip and punish the workers. The imps themselves are kept in check by hordes of chain devils, who in turn answer to the automata devils as overseers."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Automata Devil.webp"
}
}
]
},
{
"name": "Azza Gremlin",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i These tiny, hairless, rail-thin creatures crackle with static electricity. Arcs of lightning snap between their long ears.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Lightning Lovers",
"entries": [
"Azza gremlins live among storm clouds, lightning-based machinery, and other places with an abundance of lightning."
]
},
{
"type": "entries",
"name": "Magnetic Flight",
"entries": [
"Although wingless, their light bodies are perfectly attuned to electromagnetic fields, giving them buoyancy and flight. They love playing in thunderstorms and riding lightning bolts between the clouds or between clouds and the ground. They feed off lightning and love to see its effects on other creatures."
]
},
{
"type": "entries",
"name": "Work with Spellcasters",
"entries": [
"Although they aren't much more than hazardous pests by themselves, more malicious creatures and spellcasters that use lightning as a weapon work with azza gremlins to amplify their own destructiveness. Azza gremlins stand 12 to 18 inches tall and weigh approximately 8 pounds."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Azza Gremlin.webp"
}
}
]
},
{
"name": "Baba Yaga's Horsemen",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i These mounted knights wield great weapons as swift as dawn, as bright as the blazing sun, and as cold as the grave. The white horseman is a young rider full of promise, the red rider a man in his prime, and the black rider a scarred and bearded fellow, his eyes dark and his mouth set in a grim frown. They ride with purpose on powerful steeds}.",
"Baba Yaga's three horsemen are legends in their own right. Bright Day, Red Sun, and Black Night (also known as the White, Red, and Black horsemen) are her faithful emissaries, scouts, and warriors abroad. The three horsemen change over time, but they are typically male, human warriors. Their appearance is distinctive: each horseman dresses in colors and lacquered armor and trappings to suit their name, with their magical horses colored to match. Their roles appear to coincide with their appointed offices, although their precise relationship to Baba Yaga is the source of much speculation.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Varied Origin",
"entries": [
"They may be serving Grandmother Winter for a time in exchange for a favor or bargain, or they may be cursed to replace a previous horseman they slew. In either case, Baba Yaga is the source of their power. The horsemen are innately connected to the domain of time; each represents part of the day, as measured by the sun. Bright Day is bound to and governs dawn to mid-day, Red Sun from mid\u2011day to sundown, and Black Night rules until daybreak. While Baba Yaga herself is wily and capricious, her three horsemen are bound to cosmological forces that are uniform and constant, which is reflected in their alignment and demeanor."
]
},
{
"type": "entries",
"name": "One Rises, Two Set",
"entries": [
"The horsemen never co-exist with one another except within the confines of their mistresses' Dancing Hut and the fenced yard around it. Each one must yield his presence on the Material Plane to his successor in rotation (this varies on other planes, depending on intervals of day and night). Forcing two horsemen to co-exist on the Material Plane places a perilous strain on reality. Bringing all three together could trigger a primal magical event or chronal catastrophe."
]
},
{
"type": "inset",
"name": "Encounters with Baba Yaga's Horsemen",
"entries": [
"The horsemen make good foes for the long term; their power is great enough that they can ignore considerable danger when serving their mistress. Here are some possible encounters involving them:",
{
"type": "list",
"items": [
"Red Sun burns down a village while the PCs are sleeping at the inn. If questioned or challenged, he says nothing, but provides a scroll from Baba Yaga ordering the village's destruction. Red Sun rides off into the dawn. Black Night bears a similar scroll, asking an elvish character to provide Baba Yaga with a pint of blood; if the request is granted, Black Night leaves without incident, but if he is denied, a young human boy is found outside the party's sleeping chambers, drained of all blood.",
"At noon, Bright Day leads a parade of strange creatures, everything from shadow fey duelists and enchantresses to a glowing will-o'-wisp and a bright malakbel demon, burning so bright it sets fire to crops and thatched huts near it. The fey mention Bright Day is going to pay Baba Yaga's respects to the River King. If the party chooses to join the procession, they can't leave it until sunset\u2014and may find their company is not entirely welcome."
]
}
]
},
{
"type": "inset",
"name": "The Three Horsemen",
"entries": [
"All three horsemen use the statistics presented here, but each has a few unique characteristics from his brethren, as defined below.",
{
"type": "entries",
"name": "Bright Day",
"entries": [
"This horseman has darkvision out to a range of 60 feet and resistance to cold damage and fire damage."
]
},
{
"type": "entries",
"name": "Red Sun",
"entries": [
"This horseman is immune to being blinded, charmed, and frightened and has immunity to fire damage."
]
},
{
"type": "entries",
"name": "Black Night",
"entries": [
"This horseman has darkvision out to a range of 60 feet and magical darkness doesn't impede his darkvision. In addition, he has immunity to cold damage."
]
}
]
},
{
"type": "inset",
"name": "The Horsemen in Midgard",
"entries": [
"The great witch Baba Yaga is a power to be reckoned with in Midgard, always plotting with her daughters, the vila, and seeking to gobble up the vile gnomes whose souls she claims are rightfully hers. Baba Yaga rules over great ley line magic and commands the elements and enchantments with ease, but she cannot be everywhere at once. Three of her most faithful servants are the White Horseman, the Red Horseman and the Black Horseman\u2014embodied forms of the times of day and a symbol of Baba Yaga's mastery of time itself. She uses nicknames for them, calling them \"My Bright Dawn, my Red Sun, and my Dark Midnight\" because they are bound by time (and some believe, because they control dawn, noon, and sunset). She has many servants, but the horsemen, her dancing hut, and the sorcerer Koshchei the Deathless are the greatest."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Baba Yagas Horsemen.webp"
}
}
]
},
{
"name": "Bagiennik",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i With webbed claws, bulbous eyes, and two nostril-slits that ooze an oily black substance, the creature is not quite hideous\u2014but it might be, if most of it wasn't concealed by a thick coating of muck and mud.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Bathing Uglies",
"entries": [
"When a bagiennik is alone, it spends its time bathing in local springs, rivers, and marshes. The creature sifts through the muck and silt, extracting substances that enhance its oily secretions. If anything disturbs the creature during its languorous bathing sessions, it angrily retaliates. Once a bagiennik has bathed for four hours, it seeks a target for mischief or charity."
]
},
{
"type": "entries",
"name": "Unpredictable Moods",
"entries": [
"One never knows what to expect with a bagiennik. The same creature might aid an injured traveler one day, smear that person with corrosive, acidic oil the next day, and then extend tender care to the burned victim of its own psychotic behavior. If the creature feels beneficent, it heals injured animals or even diseased or injured villagers. If a bagiennik visits a settlement, the ill and infirm approach it cautiously while everyone else hides to avoid provoking its wrath. When a bagiennik leaves its bath in an angry mood, it raves and seeks out animals or humanoids to coat with its acidic oil. If a victim falls, the foul\u2011tempered bagiennik often applies healing oil to stabilize them, grumbling all the while."
]
},
{
"type": "entries",
"name": "Acid Oils",
"entries": [
"Collecting a dead bagiennik's black oils must be done within an hour of the creature's death. A successful DC 15 Wisdom ({@skill Medicine}) check yields one vial of acid, or two vials if the result was 20 or higher. A bagiennik can use these chemicals either to heal or to harm, but no alchemist or healer has figured out how to reproduce the healing effects. Other than their acidic effect, the secretions lose all potency within moments of being removed from a bagiennik."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Bagiennik.webp"
}
}
]
},
{
"name": "Bandit Lord",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"Not just the leader of a simple gang, the bandit lord has gathered a small army of outlaws and brigands together through force of personality, wit, and strength of arms. To keep those followers in line, the bandit leader must rely on loyal captains whom the bandit lord rewards for their successes and brutally punishes for their failures.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Ambitious Leaders",
"entries": [
"Unlike those captains, who crave coin and maybe fame, the bandit lord is building an empire. The bandit lord is always on the lookout for ways to expand at the expense of various rivals and plans contingencies for every occasion, realizing that nothing lasts forever. The bandit lord is ruthless when that's beneficial and magnanimous when it costs nothing."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Bandit Lord.webp"
}
}
]
},
{
"name": "Bastet Temple Cat",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A slim feline far larger than any house cat slips from the shadows. Its coat glistens like ink as it chirps, and its tail flicks teasingly as its golden eyes observe the doings in its temple.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Bred for Magic",
"entries": [
"Temple cats of Bastet are thought by some to be celestials, but they are a terrestrial breed, created by the priesthood through generations of enchantment."
]
},
{
"type": "entries",
"name": "Lazy Temple Pets",
"entries": [
"By day, temple cats laze about their shrines and porticos, searching out attention from the faithful and occasionally granting boons when it suits then."
]
},
{
"type": "entries",
"name": "Fierce Shrine Guardians",
"entries": [
"By night, they serve as guardians in their temples, inciting would-be thieves to come close before viciously mauling them. More than one would-be rogue has met his or her fate at the claws and teeth of these slim, black-furred beasts. Bastet temple cats are fierce enemies of temple dogs."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Bastet Temple Cat.webp"
}
}
]
},
{
"name": "Bear King",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Dressed in hunting leathers with a thick bearskin cloak around his shoulders, the bearded king sits upon a throne carved from a whole tree trunk. A crown of holly leaves wreathes his head, and a blackened maul rests near his hand. An ornate clay pot filled with honey hangs at his hip}.",
"Mesikammen the Bear King, called \"Old Honey Paws,\" rules the northern Kingdom of the Bear. Its forests are thick with bears, and bearfolk and werebears are common among its people.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Abuzz with Bees",
"entries": [
"The country's chief product and export, thanks to the Bear King's insatiable appetite for sweets, is honey. The Bear King's hive-keepers harvest rich, blossom-sweet honey from the hives of giant bees they tend. The land's brewers use the honey to create the finest mead, and the most potent brews are infused with fey glamour."
]
},
{
"type": "entries",
"name": "Boisterous Revels",
"entries": [
"The Bear King and his court of bear jarls, witches, and oracles spend most of their time hunting in the hills, feasting, brawling, and drinking mead. Old Honey Paws maintains his rulership over this court by besting all rivals in a yearly series of challenges. The challenges are open to anyone, but the Bear King has defeated all comers since he rose to the throne."
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "Fey Lords and Ladies",
"entries": [
"Fey are capricious, mischievous, and often dangerous beings. However, despite their chaotic reputations, they do follow a certain set of rules. These rules\u2014widely misunderstood by outsiders\u2014are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Heads of State",
"entries": [
"The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble's domain, in his or her eyes, a fey ruler's word is law. Outsiders might not understand the edicts and interdicts of a fey noble, but that's no protection against the harsh penalties that await any who break them, knowingly or otherwise."
]
},
{
"type": "entries",
"name": "Vacant Thrones",
"entries": [
"When a lord or lady of the fey dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the stations of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court's vacant throne."
]
}
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "Bear King's Lair",
"entries": [
"The Bear King's fortress thrusts up from the foothills of a mountain range like a petrified wave. The lair is riddled with caves and tunnels and contains the court of the Bear King."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Bear King.webp"
}
}
]
},
{
"name": "Bearfolk",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Although it has the head of a shaggy bear, this humanoid creature wears armor and carries a battleaxe in one massive, clawed hand and a warhammer in the other. It's a solid slab of muscle that towers over most humans.}",
"The hulking bearfolk are intimidating creatures. Brutish and powerful, they combine features of humanoid beings and bears. Their heads are ursine with heavy jaws and sharp teeth. Dark fur covers their muscular bodies. Adult bearfolk stand at least 7 feet tall and weigh more than 600 pounds.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Sworn to the Bear King",
"entries": [
"Bearfolk are almost universally the subjects of the Bear King. The bearfolk protect the cities of their northern kingdom and roam the wooded roads of the wilderness. The greatest number of bearfolk are concentrated around the court of the Bear King himself, with ancient bear jarls governing their unruly kin. Only a handful of renegades, exiles, and other rogue bearfolk live permanently outside this society."
]
},
{
"type": "entries",
"name": "Passionate and Volatile",
"entries": [
"Boisterous and jovial, the bearfolk are a people of extremes. They celebrate with great passion and are quick to explosive anger. Settling differences with wrestling matches that leave permanent scars is common, as is seeing two bloodied bearfolk sharing a cask of mead and a raucous song after such a scuffle."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Bearfolk.webp"
}
}
]
},
{
"name": "Beggar Ghoul",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This emaciated, gray husk of a creature wears rags and picks hungrily at a sliver of bone. It moves in a crouch so low that it's almost crawling, but its eyes glow like flickering coals and it exudes a desperate ferocity with each rot-fouled breath.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Lesser Ghouls",
"entries": [
"Most citizens of the ghoul empire are not darakhul but lesser strains of ghouls and ghasts. Beggar ghouls are by far the weakest of these. Though they make up the majority of any military action involving the legions, they are employed as fodder, and the most wretched of them are barely suitable even for that. They eke out miserable livings by scrounging for food near the surface or by begging in the ghoul cities."
]
},
{
"type": "entries",
"name": "Withered and Deprived",
"entries": [
"Thin and emaciated even for undead, beggar ghouls are shriveled versions of their standard cousins\u2014little more than flesh-covered skeletons. While some beggar ghouls spend their entire existence in undeath as this weak strain, at least a few were once stronger ghouls who withered when they were trapped far from sources of flesh. Others were exiled from the empire without the resources to fend for themselves."
]
},
{
"type": "inset",
"name": "Ghouls in Midgard",
"entries": [
"The ghoul empire maintains complex social structures and forges serious alliances, particularly among the undead princes of Morgau and Doresh. Unofficial embassies exist in Zobeck, the Ironcrag Cantons, Krakova, and Magdar. Other hidden outposts may lurk below the Seven Cities, Illyria, or beyond.",
"Their patience and willingness to convert enemies into followers makes lasting victories against the darakhul difficult. Three full legions of ghouls serve Emperor Nicoforus directly, and a dozen more legions of varying quality press the fight to other races of the Underworld."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Beggar Ghoul.webp"
}
}
]
},
{
"name": "Beheaded Vengeful Spirit",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The ghostly humanoid floats through the air, its head hovering several inches above its severed neck.}",
"A vengeful spirit is created when a strong-willed humanoid with magical talent is killed by relatively mundane means wielded by angry or fearful people. The victim's angry spirit returns, looking for retribution against those involved in its death\u2014whether that death was wrongful murder or justified execution. These spirits inflict punishment on the living with the rage that animates them, and they mete out their revenge in poetic fashion.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Varied Vengeance",
"entries": [
"A vengeful spirit is defined by its means of death. Regardless of the cause of death, each vengeful spirit seeks to have its killer or killers die in like fashion."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Beheaded Vengeful Spirit.webp"
}
}
]
},
{
"name": "Behtu",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i With the face of a mandrill and the tusks of a great boar, these ferocious half-ape, half-human pygmies have demon blood flowing in their veins. Only the desperate or the suicidal travel to their volcanic temple-islands.}",
"Once a peaceful people, the behtu have since been corrupted by Mechuiti, the demon lord of apes, cannibalism, and torture. By feeding his blood to the behtu, he filled them with the cruelty and power of a demon, transforming them into the creatures they are today. The behtu carry his worship from island to island, subjugating, devouring, or converting all they meet.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Temple Builders",
"entries": [
"The behtus raise shrines to Mechuiti wherever they go. Some are kept and prosper, while others fall into decay and return to the jungle."
]
},
{
"type": "entries",
"name": "Ichor Drinkers",
"entries": [
"In his volcanic temples, Mechuiti's idols weep his ichorous demon blood. Behtus use the ichor to create infusions that give them inhuman strength and speed, and their leaders use it to perform a ritual that transforms simians and humans bathed in the ichor into more behtu. Behtus also etch demonic tattoos using the ichor, granting them infernal powers and protection."
]
},
{
"type": "entries",
"name": "Scaly Mounts",
"entries": [
"Behtus breed demonic iguanas as war mounts (use the statistics of a giant lizard). The most powerful behtu sorcerers and druids have been known to ride large crimson drakes and small flame dragons as personal mounts."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Behtu.webp"
}
}
]
},
{
"name": "Beli",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i With their pale skin and translucent wings, these winter fairies blend perfectly into their snowy environment. Only their beady black eyes stand out against the snow and ice.}",
"These malevolent ice-sprites are a plague upon the people of snowy climates, ambushing unwary prey with icy arrows and freezing powers.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Servants of the North Wind",
"entries": [
"Known as{@i patzinaki}in some dialects of Dwarvish, the beli are the servants of winter gods and venerate the north wind as Boreas and other gods of darker aspects. They are frequent allies with the fraughashar."
]
},
{
"type": "entries",
"name": "Feast Crashers",
"entries": [
"Beli especially delight in disrupting feasts and making off with the holiday cakes\u2014the least deadly of their malicious pranks."
]
},
{
"type": "entries",
"name": "Fear of Druids",
"entries": [
"They have an irrational fear of northern druids and their snow bear companions."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Beli.webp"
}
}
]
},
{
"name": "Bereginyas",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i These small, winged faeries appear to be made of gray mist, and they can conceal themselves completely in the fogbanks and clouds enshrouding their mountainous lairs.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Mist Dancers",
"entries": [
"These evil, cunning faeries (whose name means \"mist dancers\" in Old Elvish) overcome their victims by seeping into the creature's lungs to choke it on the bereginyas's foul essence."
]
},
{
"type": "entries",
"name": "Mountain Spirits",
"entries": [
"They are most commonly found in the highest mountain ranges, often above the tree line, but they can be encountered in any foggy or misty mountainous region. Shepherds and goatherds often leave bits of milk or cheese to placate them, particularly during the spring lambing season."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Bereginyas.webp"
}
}
]
},
{
"name": "Berstuc Demon",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Although slightly stooped, this male figure is muscular and broad\u2011shouldered. The creature's head is lost in a riot of moss, while a thick mustache and beard reach almost to its waist.}",
"The hulking, moss-haired berstuc looks sculpted out of a primordial forest\u2014it stands over 12 feet tall and weighs 800 pounds. Despite its great stature, it seems strangely gentle, with a serene, almost soothing presence. Nothing could be further from the truth; the berstuc is a murderous demon that stalks woodlands and jungles of the Material Plane.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Poisoned Fruit",
"entries": [
"Berstuc prowl forests in search of travelers to torment. A berstuc demon poses as a benevolent, or at least indifferent, wood spirit to gain the trust of mortals. It allows itself to be persuaded to help lost travelers (reluctantly) or to lead them to their destinations. Once it draws its unwitting prey deep into the woods, it strikes."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Berstuc Demon.webp"
}
}
]
},
{
"name": "Black Knight Commander",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"The black knight commander strikes an imposing figure upon its chosen mount; one that inspires bloodlust in its allies and fear in its foes. Devoted to its own twisted code, the black knight commander has a sense of honor but spares no compassion for those who stand in its way. Whether the knight fights for a dark lord or a demonic god, all its foes will be trampled into the dust and their families slaughtered so there can be no revenge. The only victory is a total victory."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Black Knight Commander.webp"
}
}
]
},
{
"name": "Blemmyes",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This headless giant has a large mouth in its chest with eyes bulging out on either side of it.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Always Hungry",
"entries": [
"Blemmyes are brutes that savor humanoid flesh, and they see all humanoids as potential meals. Some even have the patience to tend groups of humans, goblins, or halflings like unruly herds, farming them for food and fattening them up for maximum succulence."
]
},
{
"type": "entries",
"name": "Cannibals",
"entries": [
"So great is their hideous hunger that blemmyes are not above eating their own kind; they cull and consume the weakest specimens of their people when other food is scarce. The most terrible habit of these monsters is that they seldom wait for their food to die, or even for a battle to conclude, before launching into a grisly feast."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Blemmyes.webp"
}
}
]
},
{
"name": "Blood Hag",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This bent-backed crone has long, leathery arms and cruel, flesh-shearing talons. Her face is a misshapen mass of leathery flesh with a bulbous nose, like a gnarled knot on an old oak tree, and her hair falls in ringlets of wriggling worms.}",
"Blood hags have long skulked on the fringes of society. The hags prey on mankind, stealing seed to propagate, blood to satisfy their insatiable thirst, and faces as trophies of these short-lived and bloody trysts.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Worm Hair",
"entries": [
"A blood hag's hair is a morass of wriggling worms, ever-thirsty for fresh blood."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Blood Hag.webp"
}
}
]
},
{
"name": "Boloti",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This small, leering water spirit resembles a cross between a gray frog and a damp scarecrow, with small tendrils sprouting from all its extremities. It has water wings seemingly made out of jellyfish flesh.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Swamp Robbers",
"entries": [
"Known as uriska in Draconic, the bolotis are small, swamp-dwelling water spirits which delight in drowning unsuspecting victims in shallow pools and springs, then robbing the corpses of whatever shiny objects they find. Bolotis use their magical vortex abilities to immobilize their victims and drag them to a watery death. They delight in storing up larders of victims under winter ice or under logs."
]
},
{
"type": "entries",
"name": "Fond of Allies",
"entries": [
"Bolotis sometimes team up with miremals and will-o'-wisps to create cunning ambushes. They are happy with a single kill at a time."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Boloti.webp"
}
}
]
},
{
"name": "Bone Collective",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Thousands of tiny bones coalesce into a humanoid form, then disperse in a clattering swarm the next moment. The bones rustle as the creature moves, a sound like sand sliding down a dune.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Spies and Sneaks",
"entries": [
"Bone collectives are not primarily fighters, preferring to spy and skulk. However, when cornered, they fight fearlessly, seeking to strip the flesh from their foes. They wear robes or cloaks to pass as humanoid, as they know that most creatures find them disturbing."
]
},
{
"type": "entries",
"name": "Commanders and Servants of Undeath",
"entries": [
"Bone collectives' long finger bones and hooked claws help them ascend and control zombie mounts, and their magic allows them to control small groups of undead. This undead affinity occasionally leads them to serve as spies or spymasters for necromancers, darakhul, vampires, or liches."
]
},
{
"type": "entries",
"name": "Feed on Society",
"entries": [
"Bone collectives join societies around them, whether human, goblin, or ghoul. They prey on the living and the dead, to replenish lost bones. They produce a reddish venom that drains the luster of life from victims. Those who survive can describe the horrifying red smile of the collective's venom\u2011coated fangs."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Bone Collective.webp"
}
}
]
},
{
"name": "Bone Crab",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The cracked skull scurries forward on bone-white legs, crab claws raised.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Skull Shells",
"entries": [
"Much like an enormous hermit crab, bone crabs inhabit the remains of large fish, humanoids, and other creatures. A bone crab's spiny, ivory-white legs blend in perfectly with bones and pale driftwood. When lacking bones, these crabs gnaw cavities into chunks of driftwood or coral to make a shelter, cementing bits of shell and debris to their portable homes. They drag aquatic prey above the high tide line and leave it to fester in the hot sun. The crabs can pick corpses clean in a few hours, and their hunting grounds are littered with cracked and sun-bleached bones\u2014the perfect hiding place for these littoral predators."
]
},
{
"type": "entries",
"name": "Scavengers of Memory",
"entries": [
"Bone crabs are voracious scavengers. They live in seaside crags and coves, where they use their specialized chelae to crack open skulls and feast on the brains. Some crabs retain fragments of memory from those they devour, and these crabs recognize friends or attack the foes of those whose skulls they wear."
]
},
{
"type": "entries",
"name": "Pack Hunters",
"entries": [
"Bone crabs hunt in packs, preying on seabirds and creatures stranded in tidal pools. Centuries of feeding on brains has left the crabs with a rudimentary intelligence and a psychic connection with fellow packmates. They use this to alert each other to danger, potential prey, or a threat to their territory. Although bone crabs cannot be domesticated, they can be convinced to nest in particular areas, attacking intruders while ignoring the area's regulars."
]
},
{
"type": "entries",
"name": "White Ghost Shivers",
"entries": [
"Because they eat carrion, bone crabs carry a dangerous disease known as white ghost shivers. This disease wracks victims with fever and delirium. Sailors and others who eat a bone crab's unwholesome, diseased flesh rarely survive it."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Bone Crab.webp"
}
}
]
},
{
"name": "Bone Swarm",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Dank winds sweep up skeletons, both humanoid and animal. They blow forward, reaching out for living creatures like a clawed hand of bone. A scattering of bones rolls across the ground, then rises into the air, billowing like a sheet}.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Swarms of Fallen",
"entries": [
"On rare occasions, the pugnacious spirits of fallen undead join together, bonded by a common craving: to feel alive again. They gather up their bones from life, as well as any other bones they come across, and form bone swarms."
]
},
{
"type": "entries",
"name": "Nomadic Undead",
"entries": [
"These swarms ravage the countryside wresting life from living creatures, grabbing livestock, humanoids, and even dragons, digging in their claws in an attempt to cling to life. Bone swarms with one or more sets of jaws wail constantly in their sorrow, interrupting their cries with snippets of rational, but scattered speech declaiming their woes and despair."
]
},
{
"type": "entries",
"name": "Cliff and Pit Dwellers",
"entries": [
"Bone swarms gather near cliffs, crevasses, and pits in the hope of forcing a victim or an entire herd of animals to fall to its death, creating more shattered bones to add to their mass."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Bone Swarm.webp"
}
}
]
},
{
"name": "Bonepowder Ghoul",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Distilled to nothing but dry, whispering sand and a full set of teeth, this ghoulish creature still hungers for flesh and blood.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Starved Into Dust",
"entries": [
"The bonepowder ghoul is a small and unassuming pile of dust and bone fragments. Ghouls can achieve this powdery form through long starvation, a process that invariably takes decades. Rarely purposefully created, a bonepowder ghoul typically rises from the remnants of a ghoul trapped away from food, becoming animate hunger and hatred."
]
},
{
"type": "entries",
"name": "Whispering Voices",
"entries": [
"Though bonepowder ghouls speak, their voices are faint. When they drain life force from living creatures, their dusty forms gain some substance, strengthening their voices enough to cast spells and command allies."
]
},
{
"type": "inset",
"name": "Darakhul Fever",
"entries": [
"Spread mainly through bite wounds, this disease makes itself known within 24 hours by swiftly debilitating the infected. An infected creature must make a DC 17 Constitution saving throw after every long rest. On a failed save, the victim takes 14 ({@dice 4d6}) necrotic damage, and its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the victim finishes a long rest after the disease is cured. The victim recovers from the disease by making two consecutive successful saving throws. Greater restoration cures the disease, while lesser restoration gives the victim advantage on the next saving throw. Primarily spread among Humanoids, the disease can affect ogres, and therefore other Giants may be susceptible. If a creature dies while infected with darakhul fever, roll a {@dice d20}, add the character's Constitution modifier, and find the result on the Adjustment Table below to determine what Undead form the victim's body rises in.",
{
"type": "table",
"colLabels": [
"Roll",
"Result"
],
"colStyles": [
"col-2 text-center",
"col-10"
],
"rows": [
[
"1-9",
"None; victim is simply dead"
],
[
"10-16",
"Ghoul"
],
[
"17-20",
"Ghast"
],
[
"21+",
"Darakhul"
]
]
}
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Bonepowder Ghoul.webp"
}
}
]
},
{
"name": "Bouda",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A hulking, hyena-faced humanoid with a heavily scarred, oversized muzzle steps forward, clouds of gnats and fleas roiling around it.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Glowing Eyes and Teeth",
"entries": [
"Bouda are peopleeaters and despoilers of purity and family. Resembling oversized gnolls, the web of scars along their muzzles provides evidence of their gluttonous eating habits. Forever leering, their teeth glow as yellow as their eyes."
]
},
{
"type": "entries",
"name": "Fly-Bedecked Shapechangers",
"entries": [
"Bouda lurk on society's fringes, shapechanging to blend in with mortals. They seek out happy families, consuming the most vulnerable members in the night and leaving gruesome trophies behind. They may mark a victim nights before attacking to terrify the helpless family."
]
},
{
"type": "entries",
"name": "Gluttons",
"entries": [
"Bouda have a weakness: they are incorrigible gluttons. When presented with a fresh corpse, even in combat, they attempt to gorge on it or at least defile it for later consumption. Bouda are vindictive, seeking revenge on anything that drives them from a kill."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Bouda.webp"
}
}
]
},
{
"name": "Broodiken",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Tiny and built like a caricature of a person, this creature's enlarged head is filled with pointed teeth.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Bodily Children",
"entries": [
"Broodikens are crude servants created by humanoid spellcasters willing to grow the creatures within their own bodies. Broodikens resemble their creators in the most obvious ways, with the same number of limbs and basic features, but all broodikens stand one foot tall with overly large heads and heavily fanged mouths. Those born to humanoids with wings or horns have ineffective, decorative versions that do not help the creature fly or fight."
]
},
{
"type": "entries",
"name": "Emotional Echoes",
"entries": [
"Broodikens have little personality of their own and respond to their creators' emotions, growling when their creators feel anger and babbling happily when their creators feel joy. When their creators are more than 100 feet away, they cry loudly with a sound that resembles children of the creator's own species. If discovered crying by anyone other than their creator, they attack. When their creators focus their anger on specific individuals, the broodikens attack as a group, using stealth to get close and overwhelm single opponents."
]
},
{
"type": "entries",
"name": "Born With Daggers",
"entries": [
"Broodikens are created by eating the heart of a dead broodiken. Once this \"seed\" is consumed, {@dice 2d4} broodikens grow inside of the \"mother\" or creator. Nurturing the growing brood requires consuming specific muds, ashes, and plants, which cost 50 gp per day for each incubating broodiken. The incubation period requires one month and takes a toll on the creator's health. During this time, the creator becomes fatigued after four hours without eight hours' rest. If the creator is not a spellcaster, a spellcaster must supervise the incubation and birth. Most spellcasters birth the broodiken using a dagger before the broodiken tears its way out. A \"mother\" can control only one brood of broodiken at a time. Incubating a second brood makes the first brood furiously jealous, and they turn on their own creator."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Broodiken.webp"
}
}
]
},
{
"name": "Bucca",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i These tiny, obsidian-skinned, bat-winged fey have a hungry look. Leering with razor-sharp fangs bared, they licking their leathery faces with their forked, purple tongues.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Hidden in Crevices",
"entries": [
"Buccas are tiny, underground faeries who are also known as \"snatchers,\" because they love to steal from miners and hoard precious minerals and gems in tiny, trap\u2011filled crevices. Their small size makes them easy to overlook."
]
},
{
"type": "entries",
"name": "Treasure Finders",
"entries": [
"Buccas are often enslaved by derro as treasure seekers and can be summoned by some derro shamans. Buccas are the bane of the dwarves of many mountains and hilly cantons, serving as spies and scouts for evil humanoids."
]
},
{
"type": "entries",
"name": "Bat Friends",
"entries": [
"Buccas often train bats as mounts, messengers, and guard animals. On occasion, they sell trained bats to goblins and kobolds."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Bucca.webp"
}
}
]
},
{
"name": "Bukavac",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Unleashing a bone-shattering roar, this toad-like monster bears two gnarled horns and wicked claws. It charges from its watery lair on six legs, eager for the kill.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Pond Lurkers",
"entries": [
"The placid surfaces of forest lakes and ponds hide many lethal threats, among them the bukavac. While not amphibious, the creature can hold its breath for minutes at a time as it lurks under the surface in wait for prey. A bukavac is 11 feet long, including its foot-long horns, stands four feet tall, and weighs 4,000 lb. The creature has a natural lifespan of 40 years, but its noise and proclivity to ambush intelligent prey attracts the attention of hunting parties, which considerably shortens the life expectancy of most bukavac."
]
},
{
"type": "entries",
"name": "Enormous Roar",
"entries": [
"A ravenous bukavac lives to hunt and devour prey, preferring intelligent prey to animals, and usually ambushes its victims. Due to its size, the beast must find deep ponds or lakes to hide in, but it can flatten itself comfortably to rest in two feet of water. It leads with its wicked horns before grabbing hold of its target or another nearby foe and hanging on as it claws its victim to death. The creature relishes the feel of its victim's struggles to escape its embrace and reserves its roar, which sounds like a cross between a toad's croak and lion's roar emanating from a creature the size of a dragon, for organized foes or against overwhelming numbers. If a bukavac's devastating sonic attack routs its foes, it picks off remaining stragglers; otherwise, it retreats to its underwater hiding spot."
]
},
{
"type": "entries",
"name": "Clamorous Mating",
"entries": [
"Solitary hunters by nature, bukavacs pair up briefly in the spring. Male bukavacs travel to a female's lair and demonstrate their prowess by unleashing their most powerful bellows. Villages ten miles away from the lair often hear these howls for a week and pray that the creatures don't attack. Later, the female finds a secluded, shallow lake in which to bury eggs. A bukavac reaches maturity in five years, during which time it and its siblings hunt together. After the bukavacs mature, each finds its own lair."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Bukavac.webp"
}
}
]
},
{
"name": "Buraq",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i An aura of holiness surrounds this handsome human-headed equine with short but strong feathered wings.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Only the Worthy",
"entries": [
"A buraq possesses astounding speed, determination, and resilience, among a host of noble qualities. Only pure-hearted humanoids can obtain a service from such a righteous and honorable creature."
]
},
{
"type": "entries",
"name": "Angel Marked",
"entries": [
"Every buraq wears a gilded band around its head or neck. These are said to be angelic seals or wardings, each different. The hide of every buraq is white, though their beards, lashes, manes, and tails vary from silver and dusty tan to deep brown or glossy black."
]
},
{
"type": "entries",
"name": "Heavenly Steeds",
"entries": [
"A buraq is smaller than a mule but bigger than a donkey, though their carrying capacity belies their size and apparent strength. Nevertheless, a buraq is the ultimate courier and a heavenly steed. Paladins and good-aligned clerics are the most likely candidates to ride a buraq, but other virtuous characters have had this privilege."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Buraq.webp"
}
}
]
},
{
"name": "Burrowling",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i These light brown, furred creatures inquisitively survey their surroundings, each comforted by the presence of the others.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Friendly Farmers",
"entries": [
"Burrowlings work together at every task: digging tunnels, foraging, and rearing their young. They are omnivorous, eating roots, berries, insects, and reptiles\u2014and they consider snakes a particular delicacy. The most advanced burrowling towns set up rudimentary farms, where they grow the fruits and vegetables they usually find in the wild."
]
},
{
"type": "entries",
"name": "Safe Warrens",
"entries": [
"Some towns have domesticated prairie dogs, which burrowlings train to stand watch alongside their masters. Pairs of adults stand watch around the town perimeter and sound a warning when they spot a foe. An alerted town retreats to the safety of its warrens, while the strongest creatures add more tunnels if necessary, and close access from the surface until the threat has passed. In combat, burrowlings stand together in defense of the helpless young and fight with crude slings or their sharp teeth and claws."
]
},
{
"type": "entries",
"name": "Die of Loneliness",
"entries": [
"If separated from its coterie, a burrowling becomes despondent, crying for others of its kind. A lone burrowling usually dies of loneliness within a week, unless it can find its way back to its town or discover another burrowling town. Rarely, a solitary creature makes its way to a non-burrowling settlement where it attempts to assist its new community. This frustrates the creature and those it interacts with as it tries to anticipate what its companions want. It may join an adventuring party in the hope of returning to a settlement. After spending at least six months with a party, the burrowling can use its Burrow Awareness with its new allies. Burrowlings live up to 15 years and can have a litter of pups up to twice a year. A burrowling pup reaches adulthood in a year."
]
},
{
"type": "inset",
"name": "Burrowlings in Midgard",
"entries": [
"Burrowling towns are found in the Western Wastes, where their greatest enemies are dust goblins. They seem to thrive in the badlands and magically scant territories of former human settlements."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Burrowling.webp"
}
}
]
},
{
"name": "Cactid",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Rootlike tendrils explode from the sand at the base of this tall cactus bristling with needles. Its tendrils reach out, seeking prey.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Needled Sentients",
"entries": [
"Cactids are semi-sentient cacti that grow in a myriad of shapes and sizes, from ground-hugging barrels and spheroid clumps that pin their victims to the ground to towering saguaros with clublike arms that yank victims off their feet. Most cactids are green or brown with distinct ribs; all are lined with countless needles."
]
},
{
"type": "entries",
"name": "Drain Fluids",
"entries": [
"In addition to gathering water, a cactid's tendril-roots can snag nearby creatures and pull them into a deadly embrace. Once a creature is pinned, the cactid's spines siphon off the victim's bodily fluids, until little but a dried husk remains. Many cactids are adorned with bright flowers or succulent fruit to lure prey into reach. Some scatter shiny objects within reach to attract sentient creatures. For those traveling the desert, however, a cactid's greatest treasure is the water stored within its flesh. A slain cactid's body yields up to four gallons of water."
]
},
{
"type": "entries",
"name": "Slow Packs",
"entries": [
"Cactids were created by a nomadic sect of druids, but their original purpose is lost. They have limited mobility, and they often congregate in stands or travel together in a pack to better hunting grounds."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Cactid.webp"
}
}
]
},
{
"name": "Cambium",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Unfolding impossibly from beneath voluminous robes, this creature's pockmarked, spindly arms end in clusters of narrow spikes. Its long, hollow, needle-like fingers and its many-jointed arms move with surprising speed and strength for such an emaciated creature.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Hunched and Robed",
"entries": [
"The cambium skulks through mortal society, hunched and contorted, concealing its nine-foot height and its supernumerary arms."
]
},
{
"type": "entries",
"name": "Devours Bodily Humors",
"entries": [
"The source of a cambium's interest lies in every mortal body: the four humors. It drains these from victims in precise amounts, sometimes to fix its own imbalances, sometimes to concoct serums to sell in hellish markets. Its victims are left in a desperate state, eager for a corrective fix and willing to obey the cambium's every whim as servants and toadies."
]
},
{
"type": "entries",
"name": "Abandons Victims",
"entries": [
"After a sufficient crop has been harvested, the cambium abandons these addicts to die slowly from violent withdrawals, and allows the local population to lie fallow for a decade or so."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Cambium.webp"
}
}
]
},
{
"name": "Carrion Beetle",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The beetles wore golden bridles and carried huge leather sacks of stone and guano. They marched without stopping; dozens, even hundreds, bringing fresh earth to the white-fungus trees of the great forests. Their claws skittered with a sound like horseshoes slipping on stone, but their multiple legs ensured they never fell. The air around them singed the nostrils with the taint of acid}.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Beasts of Burden and War",
"entries": [
"Carrion beetles are powerful beasts of burden with strong jaws and the ability to both climb and burrow. With a wide back, serrated, spiky forelegs, and a narrow head, the carrion beetle is too large to ride on comfortably, but it makes an excellent platform for ballistae and howdahs. Its thick exoskeleton varies from drab brown, tan, and black to shimmering blue green, purple-green, and a highly prized yellow\u2011orange. The largest carrion beetles make a distinctive wheezing sound when their spiracles are stressed; this noise creates a hum when multiple beetles run or charge on the field of battle."
]
},
{
"type": "entries",
"name": "Devour Fungi and Carrion",
"entries": [
"Carrion beetles rarely gather in groups larger than a breeding pair and a small cluster of offspring in the wild. Domesticated varieties travel in herds of 20\u201340 to feed on fungal forests, scavenge battlefields, devour cave lichen, and scour sewage pits. When breeding season hits, carrion beetles feast on the bodies of large animals. They are often found in symbiotic relationships with deathcap myconids, darakhul, and related species. Many species in the deep underworld consider carrion beetles food and use their exoskeletons to fashion shields and armor (though their chitin is too brittle for weaponry). Purple worms are their major predators. The worms swallow entire caravans when they find the beetles within."
]
},
{
"type": "entries",
"name": "Domesticated by Ghouls",
"entries": [
"Domesticated by the darakhul, the carrion beetles live a more complex life. They begin as simple pack animals, with the strongest being trained as war beetles. War beetles often carry ballistae and harpoons fitted with lines for use against flying foes. In late life, the beetles are used as excavators, scouring out tunnels with their acid. After death, their exoskeletons are used both as animated scouting vehicles (ghouls hide within the shell to approach hostile territory) and as armored undead platforms packed with archers and spellcasters."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Carrion Beetle.webp"
}
}
]
},
{
"name": "Caustic Charger",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This massive hexapod trundles along, the dangling tentacles festooning its squat body barely clearing the ground. A bony brow ridge set over beady eyes dominates its head.}",
"Caustic chargers are large, squat creatures that dwell in inhospitable locations, making such lands even more dangerous.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Unusual Feeder",
"entries": [
"A caustic charger's odd, toothless snout makes it difficult to hunt and devour prey, but the creature has adapted by secreting a paralytic acid from its tentacles. To make the best use of its stubby tentacles, it charges its prey, striking with its powerful brow ridge to knock over the victim. Then, the charger stands over and dissolves the creature with its tentacles, slurping up the liquefied remains with its snout."
]
},
{
"type": "entries",
"name": "Solitary Hunters",
"entries": [
"Caustic chargers are belligerent horrors that attack anything that opposes them, including others of their own kind. Once a year, two chargers become tolerant enough of each other to produce young, resulting in a score of gray eggs with hard shells."
]
},
{
"type": "entries",
"name": "Ornery Steeds",
"entries": [
"While not very smart and exceedingly violent, caustic chargers can be persuaded to partner with smaller creatures that might not provide much nourishment but can offer a bounty of prey. Dust goblins are the most common creatures that partner with caustic chargers, with varying degrees of success."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Caustic Charger.webp"
}
}
]
},
{
"name": "Cave Dragon Wyrmling",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Covered in black spikes, the dragon's eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water.}",
"Apex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Born to Darkness",
"entries": [
"Eyeless, these dragons have long, thin spikes that help them navigate tunnels or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages, which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight. Cave dragon hide is more like eel skin than reptilian scales, and it grows mottled with brown and black as it ages."
]
},
{
"type": "entries",
"name": "Ravenous Marauders",
"entries": [
"Cave dragons are always hungry and ready to eat everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. Alliances they make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically fail. Cave dragons do form alliances with peoples of the underworld, joining them in battle against enemies, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed."
]
},
{
"type": "entries",
"name": "A Hard Life",
"entries": [
"Limited food underground makes truly ancient cave dragons almost unheard of. The eldest tend to die of starvation after stripping their territory bare of prey. Their nigh-endless hunger leaves the ancients the most likely of cave dragons to form alliances, especially with allies that promise\u2014and deliver\u2014food. On occasion, cave dragons climb to the surface to feed, but their earthbound, plodding pace leaves them outcompeted by other predators or unable to keep up with swift or flying prey. They prefer tight tunnels where they can ambush and outmaneuver prey."
]
},
{
"type": "entries",
"name": "Edible Hoards and Vertical Lairs",
"entries": [
"Due to the scarcity of food in their subterranean world, a cave dragon's hoard may consist largely of food sources: bat colonies, enormous beetles, carcasses in states of decay, a cavern infested with shriekers, and whatever else the dragon doesn't immediately devour. Cave dragons are fond of bones and items with strong taste or smell. Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, arranged like artful ossuaries. Large vertical chimneys serve as nesting sites for eggs and are popular resting places when a cave dragon sleeps within its lair. Chimneys just wide enough to hold young cave dragons make preferred ambush sites, as the dragons' tough spikes help hold them in position until prey passes beneath. The oldest cave dragons also retreat to vertical chimneys near nesting sites or within their lairs to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations."
]
}
]
}
]
}
]
},
{
"name": "Cavelight Moss",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i These patches of tangled, lacy moss cling to the ceiling, slowly pulsing with an eerie glow. Their stems gently writhe among the soft, feathery mass, dusting the ground below with a twinkling of phosphorescent spores.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Plant Carnivore",
"entries": [
"Cavelight moss glows with a pale, yellow light, but when agitated, its light changes to an icy blue. Cavelight moss is frequently mistaken for a benign organism, but it hunts living flesh and renders its meals immobile before starting the long process of digestion. A cavelight moss is a collective of smaller life forms patched together and sharing sensations. Barely cognitive, a cavelight moss spends its time positioning itself above well\u2011traveled sections of cavern, feeding on rats, bats, and crawling insects. When it senses larger prey, it slowly and quietly moves toward the creature."
]
},
{
"type": "entries",
"name": "Long-Lived Spores",
"entries": [
"A cavelight moss can survive for 200 years, shedding luminous spores and consuming vermin. Its spores germinate in the carcasses of its victims, and in lean times, these spores can grow slowly on guano or other areas rich in moisture and organic nutrients."
]
},
{
"type": "entries",
"name": "Rare Colonies",
"entries": [
"If a cave system has no true protectors and food is plentiful, these creatures congregate\u2014most commonly, in bat colonies of millions of individuals. When they gather this way, cavelight mosses function as a large colony, covering strategic locations where prey roams. When a source of food moves on, the entire colony slowly disperses as well."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Cavelight Moss.webp"
}
}
]
},
{
"name": "Chained Angel",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The angel's dark halo, flayed skin, and soulless, rage-filled eyes hint at the horrors it endured to end up shackled at the feet of the demon.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Broken and Chained",
"entries": [
"These angels have been captured by fiends, tortured, and turned to serve darkness. They invariably wear chains, shackles, barbed flesh hooks, or manacles to show their captive state. A pack of chained angels is considered a status symbol among the servants of evil. A chained angel fights for the forces of evil as long as it remains chained, which amuses demons and devils greatly."
]
},
{
"type": "entries",
"name": "Chance at Redemption",
"entries": [
"While their souls are tainted with the blood of innocents, in their hearts chained angels still hope to be redeemed, or at least to gain the solace of extinction. Any creature that kills a chained angel receives a gift of gratitude for the release of death. If it cannot be redeemed, a chained angel is a storm of destruction."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Chained Angel.webp"
}
}
]
},
{
"name": "Chelicerae",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The massive spider stands perched on tall, stilted legs, and the disheveled body of a robed arcanist swings from its clenched mandibles.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Feed on Spellcasters",
"entries": [
"These massive arachnids are largely confined to great forests and occasional wastelands, although rumors persist of sightings in the dark alleys of magocratic cities, causing trepidation among the spellcasters there. Few creatures pose such a threat to spellcasters as chelicerae."
]
},
{
"type": "entries",
"name": "Carry Their Prey",
"entries": [
"Walking on high, stilted legs, these creatures resemble gigantic harvesters. More often than not, they are found with the grisly bodies of humanoids dangling from their clenched mandibles."
]
},
{
"type": "entries",
"name": "Cocoon Arcanists",
"entries": [
"Chelicerae stalk isolated victims, striking with a poisonous bite then pinning the victim within powerful jaws. There, the victim's helpless body can hang for days on end as the chelicerae pursues obscure and eldritch tasks. At best, victims wake up weeks later with no memory of the events, far from home, and drained of vitality and spells. Others are stored immobilized in thick cocoons in a high treetop until their body and mind recover. A few unlucky victims are slain and rise a week later as walking dead that obey and protect the chelicerae."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Chelicerae.webp"
}
}
]
},
{
"name": "Chernomoi",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i These batwinged fey sport horns, scales, and other minor draconic features.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Dragon Sprites",
"entries": [
"Chernomoi (which means \"lair sprite\" in Draconic) often reside discreetly in a dragon lair or dragonborn household, cleaning and tidying up at night and only occasionally keeping a small trinket or shiny gemstone as compensation. They appear as tiny, winged humanoids, dressed in metallic armor made of small coins and semi-precious stones."
]
},
{
"type": "entries",
"name": "Lair Alarms",
"entries": [
"Chernomoi are terrified of wyverns and never lair anywhere near them. Otherwise, they are very protective of their draconic masters and raise an alarm if an intruder is undetected. They fight with their tiny blades if cornered, though they always flee from danger as a first option\u2014usually straight to a dragon, dragonborn, or drake ally."
]
},
{
"type": "inset",
"name": "Chernomoi in Midgard",
"entries": [
"Dragons of the Mharoti Empire consider chernomoi cute guardian pets and treat them roughly the way humans treat a parrot or other pet bird. In some cases, chernomoi serve elder dragons as familiars and messengers, dressed in dazzling armor made of gemstones. Chernomoi familiars and messengers are as much valued companions as they are a visible sign of their master's wealth and power."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Chernomoi.webp"
}
}
]
},
{
"name": "Child of the Briar",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Its eyes gleam like polished walnuts, and its sly smile seems oddly placed on the tiny body, covered in spikes and thorns. The creature's waist is no thicker than a clenched fist, and its sinuous arms are no wider than a finger but twice the length of its body.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Born of Magic",
"entries": [
"Children of the briar are a frequent nuisance to fey and mortal alike. They grow in deep briar patches in forest clearings or along sunny hillsides and riverbanks. More rarely, they spawn when a sorcerer or magical creature's blood is spilled on the forest floor, or when summoned into being by obscure druidic items of power."
]
},
{
"type": "entries",
"name": "Thorn Fortresses",
"entries": [
"Despite their size, children of the briar gather in great numbers, cultivating ancient forest thickets into veritable fortresses. Wise men flee when they hear the clicking language in the underbrush, for children of the briar have the capricious wickedness of spiteful children and a taste for blood."
]
},
{
"type": "entries",
"name": "Spies and Scouts",
"entries": [
"From their lairs, children of the briar creep far and wide to spy on the forest's inhabitants, sometimes using spiders, monstrous centipedes, and giant dragonflies as mounts. They converse with travelers bearing interesting news, but their words are thorned with gleeful malice, jealous bile, and lies. They are not above murder. They trade news and gossip for trinkets, favors, and drops of spilled blood."
]
},
{
"type": "entries",
"name": "Fey Blessed",
"entries": [
"The fey have long used children of the briar as spies and informants. The power of the fey courses through their veins, allowing them to work simple magical tricks and slip between the mortal and fey realms with relative ease."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Child of the Briar.webp"
}
}
]
},
{
"name": "Chort Devil",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Small horns crown this pig-faced devil's head. It stands on shaggy goat legs and holds a flaming polearm in its clawed hands. It bears a wicked gleam in its black eyes}.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Bad Bargains",
"entries": [
"Quick and canny, a chort devil delights in enticing mortals to make terrible bargains. A chort wants its victim to know it is dealing with a devil. The relative straightforwardness of this approach enables the creature to better deceive victims. After all, the chort affirms, if the victims weren't so desperate, they wouldn't be bargaining with a devil. If necessary, an implied threat of immolation gives it greater bargaining power, but the devil is careful not to torture or otherwise harm its patsy, as that voids any potential contract."
]
},
{
"type": "entries",
"name": "Recitation of Contracts",
"entries": [
"Occasionally, some poor fool believes he can trick a chort and escape a legal bargain. The devil appears and recites the entirety of the contract its victim signed, replete with embarrassing details about a dispatched rival, the ensnarement of a lover, and other disclosures. A chort ensures all those entangled in its victim's affairs are present to hear the recitation, and it disappears once all the victim's dark secrets have been revealed."
]
},
{
"type": "entries",
"name": "Smear Tactics",
"entries": [
"An opponent of the chort often finds itself the victim of its own hubris, as the devil digs up or creates vile tales about the opponent. For example, it may steal a paladin's sword and use it to murder an especially pious person, leaving the sword in the victim. Thus, a chort dispatches a foe resistant to its manipulations, brings suspicion to a potential foe, and taints a weapon\u2014at least in reputation\u2014which might be used against it."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Chort Devil.webp"
}
}
]
},
{
"name": "Chronalmental",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A chronalmental is difficult to pin down, and it may appear as a large man-shaped absence in the air that reveals first a field of stars, then a contorted rainbow of colored bands, then a brilliant white light, strobing in and out of existence.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Fluid as Time",
"entries": [
"Shifting between the past, present, and future, chronalmentals are formed from temporal energy. They flow like sand in an hourglass and exist between the ticks of a clock. The first chronalmentals were forged from extra time left over from the beginning of the universe. Many served as shock troopers in unfathomable wars between angels and fiends or gods and ancient titans. Most were lost between seconds or abandoned to drift in the Astral Plane or in the void between the stars."
]
},
{
"type": "entries",
"name": "Stewards of Calamity",
"entries": [
"Locations of historical significance\u2014both past and future\u2014attract chronalmentals. They have a fondness for battlefields and other sites of strife. Because they are drawn to noteworthy places, chronalmentals have a reputation as harbingers of calamity, and their presence may incite panic among scholars, priests, and sages."
]
},
{
"type": "entries",
"name": "Environmental Chaos",
"entries": [
"Whatever the terrain, the environment behaves strangely around the chronalmental. Collapsed walls might suddenly rise, seedlings become massive trees, and fallen soldiers relive their dying moments. These changes occur randomly, a side effect of a chronalmental's presence. Things return to normal when they depart."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Chronalmental.webp"
}
}
]
},
{
"name": "Cikavak",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A dark gray comb flops atop the head of this remarkably ugly bird, and shapeless wattles dangle from its throat.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Dagger Beaks",
"entries": [
"Cikavaks use their elongated, dull-gray beaks to draw up nectar and other fluids\u2014or to stab with the force of a dagger. Although it requires great effort to call up these homely birds, the magic is surprisingly common, known among peasants and townsfolk as well as mages. Once summoned, they remain faithful to their masters until death. While cikavaks don't speak, they comprehend the Common tongue and can speak with animals to help their master. They often magically silence the cries of more melodious birds."
]
},
{
"type": "entries",
"name": "Potion Pouches",
"entries": [
"Cikavaks possess another odd ability: when fully distended, their ventral pouches hold up to half a gallon of almost any liquid. These resilient pouches take little or no damage from their contents, holding potions without ingesting them or even carrying acid without injury. Thieves make use of this ability, directing the birds to siphon up liquids, stealing honey from neighbors' beehives, as well as milk, beer, and wine. The most audacious thieves send their birds into magicians' towers, alchemists' shops, or the local apothecary to seize mercury, phlogiston, and more exotic substances. The cikavaks carry these stolen fluids back to their owners in their pouches. While normally strong flyers, when laden with liquids, their flight is clumsy at best."
]
},
{
"type": "entries",
"name": "Folk Conjuration",
"entries": [
"To call a cikavak with folk magic rituals, a character must gather an egg from a black hen as well as 30 gp worth of herbs and colored chalks. Cast at sunset, the folk ritual requires half an hour and a successful DC 15 Intelligence ({@skill Arcana}) check. The material components can be used multiple times, until the ritual succeeds. The hen's egg must then be carried and kept warm for 40 days. During this time, the ritual's caster must not bathe or be subject to any spell effects. The ritual's feeble magic is immediately dispelled if the ritual's caster uses any other sort of magic item or casts a spell while incubating the egg."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Cikavak.webp"
}
}
]
},
{
"name": "Citrullus",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The humble melon plant slowly rises up, its striped melon splitting to reveal a maw of teeth and a gullet full of seed-filled, oozing fruit flesh.}",
"The citrullus is a carnivorous plant that has adapted to mimic the guise of ordinary melons. When attacking, the creature's toothy mouth reveals its horrible, juicy gullet. During the first stage of its life, the citrullus grows from sunlight, water, and the nutrients from decaying animals and plants. Once it reaches a few feet in size, these elements are no longer enough to sustain its hunger for growth, and it turns to living prey.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Pest Control",
"entries": [
"The first citrullus was created by a wizard with a keen interest in magical gardening. This wizard discovered that as her garden grew lush with enchanted fruits and vegetables, local wildlife began eating the magical plants before she could harvest them. Over time, she created a fruit that would defend itself and the other plants against these pets. Her creation was such a success, that she eventually fell prey to its ravenous hunger. As the citrullus's flowers bloomed and withered, it spread its seeds far and wide. Some daring farmers still use this tactic today\u2014but with far more caution."
]
},
{
"type": "entries",
"name": "Juicy Demise",
"entries": [
"Unlike many sentient plants, which use vines to trap prey, the citrullus has a sticker solution. It can spew an adhesive, seed-filled fluid at creatures it considers to be an easy meal. Once a creature is trapped, the seeds sprout small creepers that drag the creature back to the maw of the citrullus. Many people believe that eating the seeds of the citrullus causes the plant to grow in the stomach of the consumer, but this rumor has been debunked by alchemists who use the seeds to craft antacid cocktails for upset stomachs and potions of acid resistance."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Citrullus.webp"
}
}
]
},
{
"name": "City Watch Captain",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"With its talents, the city watch captain could easily have been on the other side of the law, but the captain likes the respect the position commands within the city, especially when leading a patrol of guards. While a trained investigator, the city watch captain is not afraid to draw its blade to end a threat to its city. The captain maintains a no-nonsense stance when on duty and adheres to the laws of whichever city it protects. Some city watch captains let their power and authority go to their heads, while others wear the office like a badge of pride, laying down their lives in defense of the city and its citizens."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/City Watch Captain.webp"
}
}
]
},
{
"name": "Clockwork Abomination",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The pile of debris and scrap on the ground suddenly rises, revealing a large insectoid form with smoke rising between the plates of its hide. Its many orange-yellow eyes shine like dim lanterns and reveal no hint of expression or intent.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Bound Devils",
"entries": [
"Clockwork abominations result from ill-considered attempts to bind lesser devils into clockwork or steam-driven constructs. The disciplines of devil-binding and engineering seemingly do not mix well, and the results are typically disastrous. Every now and then, however, something goes right, and a clockwork abomination is created."
]
},
{
"type": "entries",
"name": "Junk Collectors",
"entries": [
"Clockwork abominations are canny enough to collect bits of old wagons, tools, or machinery as camouflage. Motionless among such debris and with a deceptively long reach due to pistons in their limbs, they can surprise foes with a sudden attack."
]
},
{
"type": "entries",
"name": "Sadistic Machines",
"entries": [
"Malevolent in the extreme, these fiendish automatons are frustrated by the limits of their forms, and they delight in inflicting suffering on others. Constantly seeking to break free of their creators' control, the most they can be entrusted to do is serve as a guardian or to attack something."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Clockwork Abomination.webp"
}
}
]
},
{
"name": "Clockwork Beetle",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Gleaming metal and whirring gears make up the form of this elaborate mechanical insect the size of a housecat.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Bejeweled Familiars",
"entries": [
"Forged by talented jewelers and sold to gear-mages and aristocrats, clockwork beetles are highly prized as familiars. Although normally created in the form of metal beetles, their appearance can vary greatly. Some resemble incandescent ladybugs while others have razor-sharp horns reminiscent of deadly stag beetles. Some are fashioned as darkling beetles with prehensile antennae, and even weevil-like designs have been spotted. In the southern deserts, scarab beetle patterns are particularly prized."
]
},
{
"type": "entries",
"name": "Hidden Timers",
"entries": [
"The most talented gear-mages occasionally design a clockwork beetle with a hidden countdown clock that silently ticks down over years or even decades. When the counter expires, it triggers a mechanical metamorphosis, causing the beetle to rapidly transform into a completely different clockwork creature\u2014a wondrous surprise known only to the original designer."
]
},
{
"type": "entries",
"name": "Freed But Foolish",
"entries": [
"Clockwork beetle swarms form when several of the creatures break free of their creators and bond together in a noisy mass of clattering, mechanical parts. Severed from the bonds of their creators, the swarm lacks the telepathy of singular clockwork beetles and has a reduced mental capacity."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Clockwork Beetle.webp"
}
}
]
},
{
"name": "Clockwork Beetle Swarm",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Gleaming metal and whirring gears make up the form of this elaborate mechanical insect the size of a housecat.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Bejeweled Familiars",
"entries": [
"Forged by talented jewelers and sold to gear-mages and aristocrats, clockwork beetles are highly prized as familiars. Although normally created in the form of metal beetles, their appearance can vary greatly. Some resemble incandescent ladybugs while others have razor-sharp horns reminiscent of deadly stag beetles. Some are fashioned as darkling beetles with prehensile antennae, and even weevil-like designs have been spotted. In the southern deserts, scarab beetle patterns are particularly prized."
]
},
{
"type": "entries",
"name": "Hidden Timers",
"entries": [
"The most talented gear-mages occasionally design a clockwork beetle with a hidden countdown clock that silently ticks down over years or even decades. When the counter expires, it triggers a mechanical metamorphosis, causing the beetle to rapidly transform into a completely different clockwork creature\u2014a wondrous surprise known only to the original designer."
]
},
{
"type": "entries",
"name": "Freed But Foolish",
"entries": [
"Clockwork beetle swarms form when several of the creatures break free of their creators and bond together in a noisy mass of clattering, mechanical parts. Severed from the bonds of their creators, the swarm lacks the telepathy of singular clockwork beetles and has a reduced mental capacity."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Clockwork Beetle Swarm.webp"
}
}
]
},
{
"name": "Clockwork Hound",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This black, mechanical hunting dog keeps its nose to the ground sniffing and whuffling. Gleaming teeth fill its metal mouth.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Ticking Bloodhounds",
"entries": [
"Partners to clockwork huntsmen, these black hounds follow the trails of criminals, escaped slaves, and other unfortunates. Their infused spirits are those of hunting hounds, and their animating magic allows them to follow a scent with preternatural speed and accuracy."
]
},
{
"type": "entries",
"name": "Toy Variants",
"entries": [
"Some claim the infusion of animal spirits into clockwork hounds was one of the great arcane discoveries that made the creation of the gearforged possible; others say that it only made clockwork mages rich. Certainly, the earliest hounds were built for work and war, but recent varieties also include some that are deceptively big-eyed and painted as children's toys or to match a young aristocrat's favorite outfit."
]
},
{
"type": "entries",
"name": "Serve the Rulers",
"entries": [
"Despite this brief flirtation with fashion, most clockwork hounds continue to serve town watches, royal huntsmen, road wardens, moneylenders, and criminal gangs as loyal trackers and guards."
]
},
{
"type": "inset",
"name": "Clockworks in Midgard",
"entries": [
"Clockwork magic in Midgard is common in the Free City of Zobeck and other advanced towns and cities. Devices made with such magic are commonly as much status symbol as functional tool. The Gear Goddess Rava smiles on all such creations, and destroying them is an affront to her sense of balance and industry\u2014smashing a clockwork is said to be quite unlucky. Gear mages practice a school of clockwork magic that creates and sustains many such devices."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Clockwork Hound.webp"
}
}
]
},
{
"name": "Clockwork Huntsman",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The mechanical soldier is clad in flat-black armor, and beneath its breastplate, gears tick and whir.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Slave Hunters",
"entries": [
"These metal huntsmen were once the province of corrupt aristocrats, running down escaped slaves and tracking prey in hunting expeditions. Their masters may vary, but the clockwork huntsmen still perform when called upon. In some places, they operate only on the command of the secret police, hunting down persons of interest wanted for questioning. Huntsmen may operate alone, but usually they seek their quarry in a group of two or three. Because they are unsleeping and tireless, few can hide from them long without magical assistance."
]
},
{
"type": "entries",
"name": "Despised Machines",
"entries": [
"Clockwork huntsmen stand nearly six feet tall and weigh 400 pounds. They are painted matte black with mithral trim and occasionally outfitted with armor or a black steel blade for added intimidation. Common folk detest them; all but their keepers and commanders shun them."
]
},
{
"type": "entries",
"name": "Obedient to Orders",
"entries": [
"Bound with specific instructions, clockwork huntsmen patrol, stand sentry, or remain unmoving as ordered, always paying attention, alert to their surroundings. Clockwork huntsmen are unrelenting and single-minded in their missions, focusing on particular targets\u2014priests, spellcasters, or heavily armored intruders, as directed. Oblivious to injury, clockwork huntsmen attack until destroyed or ordered to stand down."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Clockwork Huntsman.webp"
}
}
]
},
{
"name": "Clockwork Myrmidon",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This hulking brass and iron creature resembles a giant suit of plate armor. A constant growl issues from its midsection. Its squat head wears an angry expression, and it moves with powerful, determined grace}.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Elite Machines",
"entries": [
"Clockwork myrmidons are heavily armored at their joints and at most vital parts. They are much too valuable to undertake patrols or menial labor, and are unleashed only for dangerous situations that clockwork watchmen cannot handle."
]
},
{
"type": "entries",
"name": "Single Targets",
"entries": [
"A clockwork myrmidon defends itself but does not initiate combat unless so directed by its master. When it does enter battle, a clockwork myrmidon is unrelenting and single-minded. It attacks one particular target until that foe surrenders, escapes, or is defeated. Unless given other instructions, a clockwork myrmidon attacks whatever enemy is closest to it. A clockwork myrmidon attacks until destroyed or ordered to stand down."
]
},
{
"type": "entries",
"name": "Alchemical Tricks",
"entries": [
"A clockwork myrmidon is always outfitted with alchemical fire, acids, grease, and other special devices. An alchemist is required to keep one running well."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Clockwork Myrmidon.webp"
}
}
]
},
{
"name": "Clockwork Watchman",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This mechanical being's body is composed of brass and iron, bedecked in a loose uniform of the city watch. Its movements are slow but steady.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Lightly Armored Servants",
"entries": [
"Clockwork watchmen are more solidly built versions of common clockwork scullions (servant creations in wealthy households that are incapable of combat). Proper clockwork watchmen are built with iron parts instead of tin and given keener senses. Many have small bits of armor covering their joints and vital parts."
]
},
{
"type": "entries",
"name": "Constant Rounds",
"entries": [
"They endlessly patrol the city day and night, pausing only to receive maintenance and new boots."
]
},
{
"type": "entries",
"name": "Shouts & Stutters",
"entries": [
"Their speech is slow and halting, but their distinctive shouts and whistles bring human guards at a run."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Clockwork Watchman.webp"
}
}
]
},
{
"name": "Clockwork Weaving Spider",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This mechanical spider has long, spindly legs, including one equipped with a sharp blade that's disproportionately large for the creature's body.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Cloth Makers",
"entries": [
"These tiny, useful devices are a boon to weavers as they help produce clothing. They also sometimes serve as spies and defenders, for nothing is so invisible as a simple machine making cloth, day in and day out. As their name implies, these devices resemble large spiders but with ten limbs instead of eight. Two of their legs are equipped with loops or crooks useful in guiding thread on a loom, six are for moving and climbing, one is for stitching and extremely fast needlework, and one has a razor-sharp blade used to trim thread or cloth (or for attacking foes)."
]
},
{
"type": "entries",
"name": "Throw Poison",
"entries": [
"Weaving spiders rarely initiate combat unless directed to by their owners, but they instinctively defend themselves, their masters, and other weavers. A weaving spider throws its poisoned shuttle at the nearest foe, then climbs along the strand to attack that foe. Weaving spiders fight until destroyed or ordered to stand down. When spying, they flee as soon as they are threatened, to preserve whatever information they have gathered"
]
},
{
"type": "inset",
"name": "Clockwork Weaving Spiders in Midgard",
"entries": [
"Weaving spiders are built by priests of Rava and imbued with her divine energy, although their shells and armatures are made by the Arms and Armory Guild and the Geargrinders Guild, respectively. They are maintained, operated, and directed by the Honorable Order of Weavers in the Free City of Zobeck, and it is believed that weaving spiders sometimes serve as vessels for a Norn or a skein witch to speak to humans."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Clockwork Weaving Spider.webp"
}
}
]
},
{
"name": "Clurichaun",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Around a corner in the wine cellar stumbles a tiny, surly man carrying an open bottle of wine. He has a bushy beard and wears a rumpled, red overcoat over a dirty white shirt and knee-length red trousers with blue stockings and silver-buckled shoes. A cap made from leaves stitched together with gold thread slouches atop his head, and he reeks of stale beer and wine}.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Drunks in the Cellar",
"entries": [
"Clurichauns are mean-spirited, alcohol-loving fey that plague butteries and wine cellars. These drunken fey were once leprechauns, but they long ago forsook a life of toil for one of solitary debauchery. Now they spend every night drinking, warbling off-key, and tormenting their hapless hosts with cruel pranks. However, if the clurichaun's host keeps him or her well supplied with a favorite libation and otherwise leaves him or her alone, the clurichaun protects their wine cellars from thieves, drunkards, or worse\u2014becoming quite vigorous when they feel the security of the cellars is threatened in any way. They have a particular hatred for rum gremlins and for other clurichauns."
]
},
{
"type": "entries",
"name": "Contest Evictions",
"entries": [
"Most people can't tolerate or afford a clurichaun's presence for long. Unfortunately, attempts to drive them off usually result in the spiteful clurichaun going on a destructive rampage and spoiling any remaining wine. The best way to evict a clurichaun is to challenge him or her to a drinking contest. A clurichaun can't abide losing to a mortal and if defeated by one, slinks away in shame, never to be seen again. This is a risky option, because clurichauns can drink prodigiously with little ill effect."
]
},
{
"type": "entries",
"name": "Small Brawlers",
"entries": [
"While clurichauns aren't averse to an old-fashioned tavern brawl, they rely mainly on their magic to protect themselves. Creatures under a clurichaun's spell feel and act as if they were intoxicated, complete with hangovers the next morning!"
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Clurichaun.webp"
}
}
]
},
{
"name": "Cobbleswarm",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The paving stones underfoot suddenly lurch and tumble over one another. Thousands of tiny limbs, pincers, and stingers break from the stony surface and frantically scuttle forward.}",
"A cobbleswarm is made up of tiny, crablike creatures with smooth, stony shells. Individually they are referred to as cobbles. The creatures vary in size, shape, and color, but all have six segmented legs, a whiplike stinger, and a single eye.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Paving Stone Mimics",
"entries": [
"When the eye is closed and the limbs are pulled under the shell, cobbles are nearly indistinguishable from lifeless paving stones. Victims of cobbleswarms are caught unaware when the floor beneath them suddenly writhes and shifts, and dozens of eyes appear where there should be none."
]
},
{
"type": "entries",
"name": "Trap Affinity",
"entries": [
"Cobbleswarms have a rudimentary understanding of traps. They often hide in places where their Shift and Tumble ability can slide intruders into pits or across trapped areas. Kobold tribes prize them for this reason."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Cobbleswarm.webp"
}
}
]
},
{
"name": "Coral Drake",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Swimming upright, this creature peels itself from the vibrant seascape and strikes with spined fins, shredding teeth, and a wickedly curved stinger.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Camouflaged Hunter",
"entries": [
"Like a piece of moving coral, this drake's coloration and scale patterns change to match nearby anemones, corals, seaweed, and sea urchins. This adaptation allows the creature considerable stealth in its natural habitat. It avoids combat if it can, preferring to hide and protect its young. Long serrated spines stretch from the coral drake's body, waving in brilliant colors against a blue sea."
]
},
{
"type": "entries",
"name": "All Spikes and Needles",
"entries": [
"An array of spikes and slender protrusions form a jagged crown above the creature's narrow face, while a long snout stretches out in front. Inside its mouth, serrated teeth form multiple ringed ridges where its young feed on leftover scraps of food and small parasites. Needle-thin talons spring from finned appendages, and a stinger frilled with tiny barbs curves at the end of its slender tail.",
"A coral drake measures seven feet from the tip of its snout to its barbed tail. Thin and agile, the beast weighs less than 100 pounds. Both male and female coral drakes gestate their delicate eggs inside sacks within their mouths and throats. This oral incubation protects the vulnerable eggs, but only a handful ever reach maturity, as the parents use their ravenous spawn for defense."
]
},
{
"type": "entries",
"name": "Poisonous Lairs",
"entries": [
"Coral drakes live in warm waters near great coral reefs. They hollow out small lairs and protect their meager hoards with the aid of the area's natural inhabitants. Because they are immune to poison, coral drakes often choose lairs nestled in forests of poisonous sea urchins, stinging anemones, and toxic corals. Aside from humankind, the coral drake harbors a great rivalry with dragon turtles. These beasts prize the same hunting grounds and nests and fight for supremacy in the richest reefs."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Coral Drake.webp"
}
}
]
},
{
"name": "Corpse Mound",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The reeking pile of bodies and bones, as large as a giant, lurches forward. Corpses that tumble off it rise moments later as undead and follow the determined hill of corruption.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Rise from Mass Graves",
"entries": [
"In times of plague and war, hundreds of bodies are dumped into mass graves. Without sanctifying rites, necromantic magic can seep into the mound of bodies and animate them as a massive horror hungering for others to join its form."
]
},
{
"type": "entries",
"name": "Absorb Bodies",
"entries": [
"A corpse mound is driven by the anger and loneliness of the dead within it to kill and absorb the bodies of its victims. It attacks any living creature larger than a dog, but it is drawn to humans and humanoids. It never tires, no matter how many victims it accumulates. Entire towns have been wiped out by advancing corpse mounds."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Corpse Mound.webp"
}
}
]
},
{
"name": "Corrupted Ushabti",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The eye sockets of the funerary figure's ornate death mask suddenly ignite with a golden radiance. With the creak of long-unused limbs, this towering figure in ancient armor raises its weapons once more.}Ushabtis are placed in tombs as servants in the afterlife for those buried there\u2014as both a laborer in the kingdom of the dead and a guardian in the kingdom of the living. These sentinels tend to the physical work and maintenance required after death that is beyond the abilities of those of flesh and blood. Dressed in ceremonial regalia, they are sometimes mistaken for living beings by those who would intrude upon their domain, but careful examination reveals faintly glowing hieroglyphs graven into their garments and bodies.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Tomb Guardians",
"entries": [
"Ushabtis are most commonly encountered as guardians\u2014a function they fulfill effectively, fiercely attacking anything that threatens their sworn charge. An ushabti is sometimes obvious from the blood of its victims staining its form. Some ceaselessly babble ancient scriptures or invocations to the gods of death. Tombs are often littered with bones of tomb robbers an ushabti has dispatched."
]
},
{
"type": "entries",
"name": "Serene Repose",
"entries": [
"Most ushabtis have human faces and proportions, with features resembling a death mask. When at rest, they stand or lie with arms folded across their chests, clutching their ceremonial weapons. Many variations have been found, however, including some that are animal-headed, completely monstrous, or have abstract or fanciful designs, such as a sun-sphere head or a body made of papyrus scrolls."
]
},
{
"type": "entries",
"name": "Sacrificial Corruptions",
"entries": [
"Some dark practitioners use sacrifices\u2014willing or not\u2014as undying servants of their godkings and god-queens. Generals, trusted advisors, and close allies have willingly accompanied their dying lords into the afterlife through this horrifying transformation. The sacrifices are tightly bound in linens and sealed within a sarcophagus among a swarm of flesh-eating scarabs that, over a period of days to weeks, fully consume their bodies. The servant's devotion to their task and the anguish of their passing transforms the scarab colony and animates the funerary wrappings to carry on with the sacred duty. Most view this as a corruption of the process for creating ushabtis, reducing the time and cost of construction with blood and resulting in a weaker, uncontrollable guardian. Though a corrupted ushabti fulfills its duties to protect its dead charges, it views living creatures as meals for the scarab colony within its wrappings, regardless of that creature's identity."
]
},
{
"type": "inset",
"name": "Ushabti in Midgard",
"entries": [
"In Midgard, ushabtis are common in the Southlands as funerary figures. Originally gifted to his faithful by the wise god Eshu\u2014whether this was truly as a gift or as trickery depends on the scholar telling the tale\u2014these constructs gained near universal usage among the priests of other faiths. In Nuria Natal, they take on many more utilitarian roles for the living, not being confined to merely serving the dead, such as by protecting travelers and offerings at roadside shrines and as bodyguards and servants for the living god\u2011kings and other important figures.",
"Of note, a corrupted ushabti is viewed with some esteem in Nuria Natal, assuming the sacrifice was willing. These ushabti are sometimes called imy-ut ushabtis."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Corrupted Ushabti.webp"
}
}
]
},
{
"name": "Corrupting Ooze",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The ooze boils and bubbles with rank marsh gas and the fetid stench of the sewer. It leaves a stinking trail of acidic slime wherever it goes.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Swim and Walk",
"entries": [
"A corrupting ooze is a festering slime that can slither and even swim like a gigantic sea slug, or it can assume a roughly humanoid form and shamble through the streets. Its stench and its lack of speech, however, make it unlikely that anyone might mistake it for a person. They are frequently soldiers and servants to heralds of blood and heralds of darkness."
]
},
{
"type": "entries",
"name": "Dissolve Bones",
"entries": [
"A corrupting ooze can absorb an entire large animal or small person, simply dissolving everything in a matter of minutes. This function makes them an important element of certain dark rituals."
]
},
{
"type": "entries",
"name": "Strong Swimmer",
"entries": [
"A corrupting ooze naturally floats on the surface of water. It swims with a pulsating motion that propels it."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Corrupting Ooze.webp"
}
}
]
},
{
"name": "Crimson Drake",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Crimson drakes are easy to spot, with scales the color of dried blood, a deadly scorpion stinger, and a mischievous gleam in their eyes.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Fiery Raiders",
"entries": [
"Crimson drakes lair in woodlands near small settlements, making nighttime forays to set fires and hunt those who flee the flames\u2014traits that make humanoid tribes prize them as raiding partners. Goblins gleefully adopt a crimson drake as a mascot to burn things down while they get on with slaughtering people. Red dragons and flame dragons regard a crimson drake as a pet, at best, but this rarely works out. When it is inevitably insulted by its larger cousins, a malicious crimson drake may intentionally set fires to blaze a trail for hunters to find the dragon's lair."
]
},
{
"type": "entries",
"name": "Mistaken for Pseudodragons",
"entries": [
"A crimson drake's scales and features are quite similar to those of a pseudodragon, and they can imitate a pseudodragon's hunting cry or song to trick victims into approaching. Once their prey gets close enough, they immolate it. As with pseudodragons, they resemble a red dragon in all but size and the presence of the drake's scorpion-like stinger. On average, a crimson drake weighs 12 pounds, its body measures about 18 inches long, and its tail adds another 18 inches."
]
},
{
"type": "inset",
"name": "Crimson Drake Familiars",
"entries": [
"A crimson drake occasionally chooses to serve an evil spellcaster as a familiar. They are too mischievous to be especially loyal or trustworthy, but they are ferocious in defense of their master, feeling as possessive toward the master as other dragons might a piece of a hoard. Such crimson drakes have the following trait.",
{
"type": "entries",
"name": "Familiar",
"entries": [
"The drake can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the drake senses as long as they are within 1 mile of each other. While the drake is within 10 feet of its companion, the companion shares the drake's Magic Resistance trait. At any time and for any reason, the drake can end its service as a familiar, ending the telepathic bond."
]
}
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Crimson Drake.webp"
}
}
]
},
{
"name": "Crystalline Devil",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This gem-encrusted devil grins with jagged teeth and bares claws as sharp as glass.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Gem-Coated",
"entries": [
"Crystalline devils resemble gem-coated humanoids with cruel, twisted faces, jagged teeth, and terrible talons like shards of broken glass. Their feet, however, are soft and bare, allowing them to pad along in silence as they seek a favorable spot to assume gem form."
]
},
{
"type": "entries",
"name": "Winking Jewels",
"entries": [
"In its treasure form, a crystalline devil resembles a sparkling jewel, glowing with a warm inner light. It seeks to catch the eye of an unwary creature whose mind it might corrupt to greed and murder. If its identity is discovered in gem form, it reassumes its normal form and attacks."
]
},
{
"type": "entries",
"name": "Passed Along",
"entries": [
"After insinuating themselves into groups, crystalline devils encourage betrayal and murder, then persuade a host to pass on their treasure as atonement for their crimes."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Crystalline Devil.webp"
}
}
]
},
{
"name": "Darakhul",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Intelligence gleams in the eyes of the well-dressed ghoul. It smiles a greeting, barely revealing sharp teeth.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Imperial Cunning",
"entries": [
"In the lightless depths, an empire of devouring ambition grows and plots and dreams. They call themselves the People, but the people of the surface world call them the Lords Subterranean, the Ghoul Imperium, or simply the Empire of the Ghouls. To them, if you are not a member of the People, you are food."
]
},
{
"type": "inset",
"name": "Darakhul Fever",
"entries": [
"Spread mainly through bite wounds, this disease makes itself known within 24 hours by swiftly debilitating the infected. An infected creature must make a DC 17 Constitution saving throw after every long rest. On a failed save, the victim takes 14 ({@dice 4d6}) necrotic damage, and its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the victim finishes a long rest after the disease is cured. The victim recovers from the disease by making two consecutive successful saving throws. Greater restoration cures the disease, while lesser restoration gives the victim advantage on the next saving throw. Primarily spread among Humanoids, the disease can affect ogres, and therefore other Giants may be susceptible. If a creature dies while infected with darakhul fever, roll a {@dice d20}, add the character's Constitution modifier, and find the result on the Adjustment Table below to determine what Undead form the victim's body rises in.",
{
"type": "table",
"colLabels": [
"Roll",
"Result"
],
"colStyles": [
"col-2 text-center",
"col-10"
],
"rows": [
[
"1-9",
"None; victim is simply dead"
],
[
"10-16",
"Ghoul"
],
[
"17-20",
"Ghast"
],
[
"21+",
"Darakhul"
]
]
}
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Darakhul.webp"
}
}
]
},
{
"name": "Dau",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A constant shimmer surrounds this short, winged creature. Staring at it is eye-watering and confusing, like a distant desert mirage, though it's scant yards away.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Desert Mirage Fey",
"entries": [
"Daus are creatures of haze and illusion. They stand three feet tall, with sandy skin, and are surrounded by a shimmering aura like a heat haze. They are flighty, physically weak, and unfocused, but agile in body and wit."
]
},
{
"type": "entries",
"name": "Lazy and Bored",
"entries": [
"Their ability to magically provide for themselves in most material ways tends to make daus lazy and hedonistic. As a result, daus are often friendly and eager for company. They invite friends and strangers alike to rest in their lairs, partake in their feasts, and share their stories."
]
},
{
"type": "entries",
"name": "Sticklers for Etiquette",
"entries": [
"However, a dau's hospitality turns to cruelty when guests breach its intricate rules of etiquette."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Dau.webp"
}
}
]
},
{
"name": "Death Butterfly Swarm",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Enormous clouds of orange and green butterflies add a reek of putrefaction to the air, stirred by the flapping of delicate wings.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Demon-Haunted",
"entries": [
"A death butterfly swarm results when a rare breed of carrion-eating butterfly, drawn en masse to the stench of decay, feeds on the corpse of a fiend, demon, or similar creature."
]
},
{
"type": "entries",
"name": "Dizzying and Poisonous",
"entries": [
"The colorful, chaotic flapping of the insects' wings blinds and staggers those in its path, allowing the swarm to necrotize flesh from those it overruns. Attracted to rotting material, the swarm spreads a fast-acting, poison on its victims, creating carrion it can feed on immediately."
]
},
{
"type": "entries",
"name": "Devour the Undead",
"entries": [
"Undead creatures are not immune to a death butterfly swarm's poison. A swarm can rot an undead creature's animating energies as easily as those of the living. Given the choice between an undead and living creature, a death butterfly swarm always attacks the undead, finding ghouls and vampires particularly appealing. Some good-aligned forces regard summoning these swarms as a necessary evil."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Death Butterfly Swarm.webp"
}
}
]
},
{
"name": "Deathcap Myconid",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This fungal creature's head extends up and out in an orange and red cap with white spots. A vicious-looking fanged maw dominates its face.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Mushroom Farmers",
"entries": [
"These sentient mushroom folk tend the forests of fungi in the underworld and are allies of the darakhul. Despite their ominous name, deathcap myconids are chiefly farmers. They cultivate dozens of species of mushrooms anywhere they have water, dung, and a bit of earth or slime in the underworld deeps. For this reason, other races rarely attack them. The ghouls do not eat them, and they cannot be made into darakhul."
]
},
{
"type": "entries",
"name": "Toxic Spores",
"entries": [
"Although deathcaps are mostly peaceful, their spores are toxic and sleep-inducing. They make excellent allies in combat because their abilities tend to punish attackers, but they aren't especially lethal on their own. They use their poison and slumber spores to full effect against living creatures and typically flee from constructs and undead. They count on their allies to fend off the most powerful foes."
]
},
{
"type": "entries",
"name": "Clones",
"entries": [
"Deathcap myconids live in communal groups of related clones. They reproduce asexually, and an elder and its offspring can be nearly identical in all but age. These clone groups are called deathcap rings. Myconids build no huts or towns, but their groups are defined by their crops and general appearance. Indeed, many sages claim that the deathcaps are merely the fruiting, mobile bodies of the forests they tend, which is why they fight so ferociously to defend their forests of giant fungi."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Deathcap Myconid.webp"
}
}
]
},
{
"name": "Deathwisp",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A shadowy figure flickers in and out of view. Its indistinct shape betrays a sylvan ancestry, and its eyes are malevolent blue points of light.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Fey Undead",
"entries": [
"A deathwisp is a wraith-like spirit created in the Shadow Realm from the violent death of a shadow fey or evil fey."
]
},
{
"type": "entries",
"name": "Rift Walkers",
"entries": [
"Many deathwisps remain among the shadows, but a few enter the natural world through planar rifts and gates or by walking along the shadowy roads between the worlds. Retaining only a trace of their former personality and knowledge, their lost kindness has been replaced with malice."
]
},
{
"type": "entries",
"name": "Devour Breath",
"entries": [
"A deathwisp feasts on the breath of living things, and it invariably seeks to devour animals and solitary, intelligent prey. It is quite intelligent and avoids fights against greater numbers."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Deathwisp.webp"
}
}
]
},
{
"name": "Deep Drake",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This large, unnerving drake's glassy black scales have purple undertones. Its features are elongated and almost alien. Black, expressionless eyes stare ahead, and a barbed stinger sits at the end of a long tail}.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Friend to Ghouls",
"entries": [
"The deep drake has made a niche for itself in subterranean realms, establishing trade with the darakhul and with other races of the underworld. The drakes' poison ensures the ghouls have replacements when their population dwindles. In return, those underlings who fail their rulers become food for the drake."
]
},
{
"type": "entries",
"name": "Love Darkness",
"entries": [
"Deep drakes are 12 feet long, plus a three-foot long tail, and weigh up to 1,500 pounds. Their coloration makes them ideal predators in the subterranean dark. They love life underground, and they feel a kinship with the aberrations and undead residing there. They avoid sunlight and are strictly nocturnal when on the surface."
]
},
{
"type": "entries",
"name": "Few in Number",
"entries": [
"A deep drake mates for life with another deep drake when two of these rare creatures meet. A hermaphroditic creature, the drake assumes a gender until it finds a mate, at which time it may change. Once every 10\u201320 years, the drakes reproduce, resulting in three or four threefoot long, rubbery eggs. Occasionally, subterranean undead or aberrations take these eggs to their cities to train the young drakes. A \"household drake\" is a great status symbol in some deep places, and surface necromancers who have heard of them are often eager to acquire one."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Deep Drake.webp"
}
}
]
},
{
"name": "Deep One",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i These fishlike folk have enormous eyes, a wide mouth, and almost no chin.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Elder Gods",
"entries": [
"In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. In some areas, they intermarry with coastal humans to create human-deep one hybrids."
]
},
{
"type": "entries",
"name": "Coastal Raiders",
"entries": [
"The deep ones keep to themselves in isolated coastal villages and settlements in the deep ocean for long periods, and then, at the command of their patron gods, turn suddenly into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant, chilled seas."
]
},
{
"type": "entries",
"name": "Demand Sacrifices",
"entries": [
"They demand tolls from mariners frequently; those who do not leave tribute at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule."
]
},
{
"type": "entries",
"name": "Ocean Change",
"entries": [
"A deep one born to a human family resembles a human child, but the person transforms into an adult deep one between the ages of 16 and 30. Such deep ones then hear the siren call of their elder god masters and oceanic cousins, which eventually supplants the love the person might feel for family and friends on land."
]
},
{
"type": "inset",
"name": "Gods of the Deep Ones",
"entries": [
"The deep ones are faithful servants of horrific powers inimical to all life on land. Father Dagon is a god of fertility, fish, and the strength of the deep ocean and is an evil lord of storm and waves. Mother Hydra is his consort, a goddess of immense strength and size, spawning entire schools of fish at once. She is mistress of the great kraken and toothsome krake spawn, who are her children and servitors. Both deities plot conquest through a long program of forced interbreeding and eldritch meddling with human bloodlines.",
"In addition, many deep ones follow Shar-Ngolyeth, a long-lost deity referred to as That Which Lurks Beneath the Waves. This kraken and her krake spawn offspring are close allies to the deep ones, but they are largely indifferent to Dagon and Hydra."
]
}
]
}
]
}
]
},
{
"name": "Deep One Archimandrite",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i These fishlike folk have enormous eyes, a wide mouth, and almost no chin.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Elder Gods",
"entries": [
"In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. In some areas, they intermarry with coastal humans to create human-deep one hybrids."
]
},
{
"type": "entries",
"name": "Coastal Raiders",
"entries": [
"The deep ones keep to themselves in isolated coastal villages and settlements in the deep ocean for long periods, and then, at the command of their patron gods, turn suddenly into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant, chilled seas."
]
},
{
"type": "entries",
"name": "Demand Sacrifices",
"entries": [
"They demand tolls from mariners frequently; those who do not leave tribute at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule."
]
},
{
"type": "entries",
"name": "Ocean Change",
"entries": [
"A deep one born to a human family resembles a human child, but the person transforms into an adult deep one between the ages of 16 and 30. Such deep ones then hear the siren call of their elder god masters and oceanic cousins, which eventually supplants the love the person might feel for family and friends on land."
]
},
{
"type": "inset",
"name": "Gods of the Deep Ones",
"entries": [
"The deep ones are faithful servants of horrific powers inimical to all life on land. Father Dagon is a god of fertility, fish, and the strength of the deep ocean and is an evil lord of storm and waves. Mother Hydra is his consort, a goddess of immense strength and size, spawning entire schools of fish at once. She is mistress of the great kraken and toothsome krake spawn, who are her children and servitors. Both deities plot conquest through a long program of forced interbreeding and eldritch meddling with human bloodlines.",
"In addition, many deep ones follow Shar-Ngolyeth, a long-lost deity referred to as That Which Lurks Beneath the Waves. This kraken and her krake spawn offspring are close allies to the deep ones, but they are largely indifferent to Dagon and Hydra."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Deep One Archimandrite.webp"
}
}
]
},
{
"name": "Deep One Priest",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i These fishlike folk have enormous eyes, a wide mouth, and almost no chin.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Elder Gods",
"entries": [
"In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. In some areas, they intermarry with coastal humans to create human-deep one hybrids."
]
},
{
"type": "entries",
"name": "Coastal Raiders",
"entries": [
"The deep ones keep to themselves in isolated coastal villages and settlements in the deep ocean for long periods, and then, at the command of their patron gods, turn suddenly into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant, chilled seas."
]
},
{
"type": "entries",
"name": "Demand Sacrifices",
"entries": [
"They demand tolls from mariners frequently; those who do not leave tribute at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule."
]
},
{
"type": "entries",
"name": "Ocean Change",
"entries": [
"A deep one born to a human family resembles a human child, but the person transforms into an adult deep one between the ages of 16 and 30. Such deep ones then hear the siren call of their elder god masters and oceanic cousins, which eventually supplants the love the person might feel for family and friends on land."
]
},
{
"type": "inset",
"name": "Gods of the Deep Ones",
"entries": [
"The deep ones are faithful servants of horrific powers inimical to all life on land. Father Dagon is a god of fertility, fish, and the strength of the deep ocean and is an evil lord of storm and waves. Mother Hydra is his consort, a goddess of immense strength and size, spawning entire schools of fish at once. She is mistress of the great kraken and toothsome krake spawn, who are her children and servitors. Both deities plot conquest through a long program of forced interbreeding and eldritch meddling with human bloodlines.",
"In addition, many deep ones follow Shar-Ngolyeth, a long-lost deity referred to as That Which Lurks Beneath the Waves. This kraken and her krake spawn offspring are close allies to the deep ones, but they are largely indifferent to Dagon and Hydra."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Deep One Priest.webp"
}
}
]
},
{
"name": "Degenerate Titan",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This giant retains a look of daunting power despite its stooped bearing, tattered clothing, and pieces of slapdash armor strapped on wherever it fits.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Haunt Ruins",
"entries": [
"The degenerate descendants of ancient titans haunt the ruins where their cities once flourished. These descendants hunt for any living thing to eat, including each other, and sometimes chase after herds of goats or other animals for miles. While they are easily distracted, they always find their way home unerringly."
]
},
{
"type": "entries",
"name": "Insane and Moody",
"entries": [
"Degenerate titans are prone to erratic actions and unexpected mood shifts. They are fiercely territorial creatures who worship the still-active magical devices of their cities and any surviving statuary as if the statues were gods. Their lairs are filled with items scavenged from the city. These collections are a hodge-podge of dross and delight, as the degenerate titans are not intelligent enough to discern treasure from trash."
]
},
{
"type": "entries",
"name": "Primal Power",
"entries": [
"Degenerate titans cannot command magical words of power like their ancestors, but they retain a connection to the natural world, allowing them to tap into the earth's latent mystic power to generate strange geomancy. These devolved misfits may have lost most of their former gifts, but what remains are primal powers that tap, without subtlety or skill, into the fundamental building blocks of the world."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Degenerate Titan.webp"
}
}
]
},
{
"name": "Demon Lord Akyishigal",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This insectoid creature's filth-slicked mandibles clack ceaselessly for flesh.}",
"Of all the demons lurking in the Abyss, few are as vile and disgusting as Akyishigal, the Lord of Cockroaches.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Civilization's Corruption",
"entries": [
"Although Akyishigal sired an entire race in his image, known as roachlings, he craves followers among humans, elves, and other races as a means of corrupting civilization and rotting it from within. Despite his repulsiveness, Akyishigal has followers among the urban dispossessed, the slum-dwelling poor, and those who lurk in lightless undercities. His shrines are tended in abandoned houses, tanneries, and butcher yards, as well as in sewers and similar places."
]
},
{
"type": "entries",
"name": "Filth Sacrifices",
"entries": [
"In his shrines, kidnapped victims find themselves submerged in filth up to their necks. While the demon lord's cultists chant, sacramental roaches feast on the prisoner's eyes and tongue. A victim who survives the rite is dumped back onto the streets."
]
},
{
"type": "entries",
"name": "Persistent Cults",
"entries": [
"Akyishigal's cults are almost as difficult to stamp out as real cockroach infestations. No matter how they are driven off or crushed, followers resurface among the teeming mobs of the downtrodden. Typical worshipers include evil humanoids, particularly kobolds and goblins, as well as roachlings, minor demons, slaves, thralls, and shadow creatures of all stripes."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Demon Lord Akyishigal.webp"
}
}
]
},
{
"name": "Demon Lord Camazotz",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This hunched, lean man is covered in short, black fur and has large, membranous wings. His lips, pulled back in a sinister smile, reveal a mouth lined with crooked, needlelike teeth. His eyes glow red like burning embers of hate. Long arms end in cruel claws, and the air around him shimmers with waves of intense heat}.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Underworld Bat Lord",
"entries": [
"Camazotz, the Lord of Bats and Fire, is a being of pure savagery and hatred\u2014a vile demon that holds sway over bats, vampires, and the lightless places of the underworld. In the deep recesses of the earth and the caves connecting to the surface, he waits restlessly until the slow creep of night engulfs the land, releasing him to feed and spread terror."
]
},
{
"type": "entries",
"name": "New Fiery Mantle",
"entries": [
"Recently, Camazotz stole the fire aspect of the decrepit Huhueteotl, Lord of the Hearth and the Fire of Life. With his new prestige, Camazotz has attracted new followers, served notice to the gods of his ascendancy, and solidified his place in the Abyss as a power to be respected. Cults of derro, goblins, and humans praise his name in the darkness."
]
},
{
"type": "entries",
"name": "Emerging from Darkness",
"entries": [
"Like the bats he commands, Camazotz much prefers darkness to light, but with his new ability to play with fire and light, he grows increasingly confident in daylight."
]
},
{
"type": "inset",
"name": "Camazotz in the Real World",
"entries": [
"A cult dedicated to an anthropomorphic deity with the body of a human and the head of a bat emerged around 100 BCE with the Zapotec Indians of southwest Mexico. This god was associated with night, death, and sacrifice. In time, the veneration of Camazotz, or Cama Zotz (translated as \"death bat\" or \"snatch bat\"), found its way into Maya lore.",
"In older editions of the world's greatest roleplaying game, there was some debate as to whether Zotzilaha was another name for Camazotz, but in Central American lore, there was no debate. The Popol Vuh, a sacred Maya text, clearly identifies Zotzilaha as the cavernous \"house of bats\" where Camazotz resides, not an entity.",
"The Camazotz myth may have sprung from a real creature. Fossil records found in Central and South America dating back approximately 2,000 years reveal the existence of an abnormally large bat with a wingspan of as much as 10 feet! This super-bat, called{@i Desmodus draculae}, may have co-existed with the early Zapotecs and been the source of their Camazotz legends.",
"Belief in bat demons is widespread throughout Mesoamerica: Hik'al, or \"neck-slitter,\" of Chiapas; Socouyant of Trinidad; and Tin Tin of Ecuador. Cryptozoologists believe that those monstrous bats may still be alive today, as reports of giant, bat-like creatures occasionally surface throughout Latin America, from the Rio Grande Valley in Texas to Brazil, from Puerto Rico to Mexico."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Demon Lord Camazotz.webp"
}
}
]
},
{
"name": "Demon Lord Mechuiti",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A yellow-green fire burns atop the head of this towering, redfurred demon, which resembles an enormous mandrill. It has massive, muscular arms tipped with razor-sharp claws, a slavering jaw filled with huge fangs, and tusks that curl back almost to its blue cheeks.}",
"Towering around 25 feet tall, Mechuiti, Lord of Cannibal Apes, can stand erect like a human or walk on his knuckles, like a great ape.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Bloodskull Island",
"entries": [
"After being expelled from the sweltering jungles and deadly swamps of the Hell of Cannibals, Mechuiti was coughed out of a volcanic portal onto an island now called Bloodskull. Here, he schemes and plots his revenge while breeding demonic minions."
]
},
{
"type": "entries",
"name": "Corruptor of the Behtu",
"entries": [
"When Mechuiti first arrived on the Material Plane, he enthralled a group of jungle-dwelling simians, known as the behtu, by visiting their leaders and priests in dreams and nightmares. After convincing these leaders to come to his volcanic home, he infected them with his demonic ichor, transforming them in mind and body, and taught them tattoo magic to give them fiendish power and strength. They returned to their people with this new power and knowledge of the ritual for transforming the rest of their people."
]
},
{
"type": "entries",
"name": "Bound But Dangerous",
"entries": [
"Only with the most powerful magic and technology did the ancient people bind him within Bloodskull Island's volcano\u2014the best they could accomplish, since they couldn't destroy him. Despite imprisonment, Mechuiti has remained a terror through the ages. The behtu have not found the key to their master's release, but they still torture and ensorcel unlucky explorers who stumble into their abode, hoping to find someone who can unlock their master's prison."
]
},
{
"type": "entries",
"name": "Commander of Monsters",
"entries": [
"Mechuiti commands the behtu to breed fiendish beasts and lizards with his blood: dire apes, fiery giant lizards, and even demonic spiders. He has raised generations of flame dragons, which lair in the volcano's caldera, to guard his temple-fane and deal with threats beyond the behtus' reach."
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "Mechuiti's Lair",
"entries": [
"Mechuiti is trapped within the volcano in his island prison. However, imprisonment hasn't prevented Mechuiti from mustering an army and turning his confinement into a nightmarish bastion."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Demon Lord Mechuiti.webp"
}
}
]
},
{
"name": "Demon Lord Qorgeth",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This massive undulating worm-like creature crushes trees and cracks stone.}",
"Qorgeth, the Writhing Prince, Pale Maw, the Devourer, is the lord of worms and decay. Its presence seeps into the world of mortals via the trails of worms and maggots through rotting flesh. The demon lord views all things that live, or once lived, as its property in the making. Everything becomes its food eventually.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Fiendish Worm",
"entries": [
"An impossibly massive, pale-fleshed worm, Qorgeth's segmented body is road-mapped with pale veins of pink and blue. When it opens its massive maw, it reveals a writhing mass of smaller worms, many of which are adorned with wailing or enraged humanoid heads."
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "Qorgeth's Lair",
"entries": [
"Qorgeth's lair is a tangled labyrinth of tunnels in the heart of its dark realm. The tunnels seem to twist and burrow through space itself rather than just the rock and soil surrounding them."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Demon Lord Qorgeth.webp"
}
}
]
},
{
"name": "Derro Fetal Savant",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This creature resembles a blue-skinned dwarven infant, no older than a year. Its limbs flail, its head lolls with an obvious lack of coordination, and it screams incessantly.}",
"Of the madness and insanity that resonates so strongly in derro society, perhaps none is as twisted as the derro fetal savant, born insane by the blessing of their eldritch masters and destined to lead their people further into madness.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Soul Swapping",
"entries": [
"Only the rarest of derro are born with the ability to exchange souls with other creatures, and the babbling infants are treated with maddened reverence. Oddly, this unique power causes an extreme sensitivity to bright light."
]
},
{
"type": "entries",
"name": "Carried into Battle",
"entries": [
"Placed in small, pillowed cages and borne aloft on hooked staves, the wild-eyed, magically gifted newborns are used to sow confusion among enemy ranks. Though typically carried into battle, fetal savants can make their cages float, freeing their carriers to better defend them when necessary."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Derro Fetal Savant.webp"
}
}
]
},
{
"name": "Derro Shadow Antipaladin",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This blue-skinned creature resembles a stunted dwarf. Its colorless eyes are large, and its white hair is wild. The expression on its face is a terrible rictus of madness and hate}.",
"All derro are mad, but some devote their very souls to the service of insanity. They embrace the powers of darkness and channel shadow through their minds to break the sanity of any creatures they encounter. Derro shadow antipaladins are the elite servants of gods like Nyarlathotep and the Black Goat of the Woods.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Herald of Madness",
"entries": [
"The shadow antipaladin is insanity personified. Despite being called paladins, these unhinged creatures aren't swaggering warriors encased in steel or their dark reflections. A shadow antipaladin instead serves as a more subtle vector for the madness of its patron. They are masters of shadow magic and stealth who attack the faith of those who believe that goodness can survive the approaching, dark apotheosis. Death, madness, and darkness spread in the shadow antipaladin's wake."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Derro Shadow Antipaladin.webp"
}
}
]
},
{
"name": "Desert Giant",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The towering woman rises up from the desert sand. Her pale brown robe almost perfectly matches the gritty terrain, and her roughly textured skin is a rich walnut brown.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Arid Adapters",
"entries": [
"Desert giants live in arid wastelands that were once a thriving giant empire. Their rich brown skin is roughtextured, and they dress in light robes matching the color of the sand, accented (when they aren't trying to blend in) with brightly colored head cloths and sashes. Beneath their robes, the desert giants paint or tattoo their skin with intricate designs in a riot of colors that outsiders rarely see."
]
},
{
"type": "entries",
"name": "Wandering Legacy",
"entries": [
"Desert giants subsist in the scorching wastes by moving from oasis to oasis. They follow herds of desert animals that they cultivate for milk, meat, and hides, and they shun most contact with settled people. While in ages past the desert giants lived in stationary settlements and cities, the fall of their ancient empire drove them into the dunes. The truth behind their nomadic lifestyle is a sore spot. Should any outsider learn the truth, the desert giants stop at nothing to permanently silence the inquisitive soul."
]
},
{
"type": "entries",
"name": "Keepers of the Past",
"entries": [
"Over time, wandering desert giants amass vast knowledge of ruins and relics scattered across and beneath their homeland. On rare occasions that the tribes require something of outsiders, this information is their most valuable commodity. Relics of the past, or simply the location of unplundered ruins, can purchase great advantage for the tribe. The designs the giants painstakingly inscribe on their bodies tell a tale that, if woven together correctly, reveals an entire tribe's collected discoveries. For this reason, the desert giants hold the bodies of their dead in sacred esteem. They go to extraordinary lengths to recover their dead, so they can divide the knowledge held on the deceased's skin among other tribe members."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Desert Giant.webp"
}
}
]
},
{
"name": "Devilbound Gnome",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"The devilbound gnome is a gnome spellcaster that has made a magical agreement with a devil for greater power. To ensure loyalty and to further the gnome's power, the devil binds an imp to the gnome's service. This binding changes the gnome, giving it fiendish protections and minor fiendish features, such as glowing eyes, a sulfurous aroma, a forked tongue, or similar. Beyond fulfilling the occasional demand, the devil cares little for what the gnome does with the power, provided the flow of souls doesn't cease."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Devilbound Gnome.webp"
}
}
]
},
{
"name": "Dipsa",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Except for a pair of tiny fangs, the entire body of this yellowishgreen worm looks like a ropy tangle of slime-covered tubes and puddles of mucus.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Anesthetic Ooze",
"entries": [
"Many jungle clans believe the dipsa is an eyeless snake, but it is a tubular ooze with a lethal, poisonous bite. The dipsa's venom has an anesthetic quality that allows the ooze to cling to creatures and slowly turn their innards to jelly without being noticed until the victim falls down dead. Once the poison's numbing property wears off, however, victims report an agonizing sense of burning from the inside out."
]
},
{
"type": "entries",
"name": "Tiny Fangs",
"entries": [
"A dipsa's undulating movement evokes that of a snake as much as its serpentine form, but close examination reveals that it has neither bones nor internal organs, only tiny fangs of the same color and substance as the rest of its body. A dipsa never exceeds 1 foot in length. Its coloration oscillates between sickly hues of yellow or green."
]
},
{
"type": "entries",
"name": "Gelatinous Eggs",
"entries": [
"Dipsas are hermaphroditic. When two dipsas breed, they leave behind a hundred gelatinous eggs in a small puddle of highly acidic milt. A dozen become fertilized and survive long enough to hatch, after which they immediately devour the others."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Dipsa.webp"
}
}
]
},
{
"name": "Dissimortuum",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This twisted humanoid has gray flesh and black claws that drip blood. A bone mask is bound to its head by strips of putrid flesh, and a third arm hangs from the right side of the creature's body, its hand clutching a large sack stained with blood.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Plague Bringers",
"entries": [
"Dissimortuum are undead monstrosities constructed by necromancers to spread the undead plague, slowly but surely. These creatures are rare but tenacious. A dissimortuum obeys orders from the necromancer whose magic created it. When a dissimortuum kills, it collects body parts from its victims and keeps them in a sack that it carries with its third arm at all times. The monster sets down its sack of trophies only when pressed in combat, to make the most of its extra limb."
]
},
{
"type": "entries",
"name": "Constructing Dissimortuum",
"entries": [
"Even when not following instructions, a dissimortuum seeks to create more of its own kind. The creature wanders graveyards, battlefields, and slums, searching for the gruesome components it needs to construct a mask and body for its undead offspring. The process is slow, taking up to a month to make a single mask, but a dissimortuum has plenty of time. The new creation is independent and not under the control of its maker or of the necromancer that might have created its maker."
]
},
{
"type": "inset",
"name": "Dissimortuum's Cursed Mask",
"entries": [
"The dissimortuum's mask is nigh indestructible. When the creature is destroyed, its mask usually survives and breaks free. On its own, the object emits a faint magical aura with mixed enchantment and necromantic properties. It is a tempting souvenir, but any humanoid or giant foolish enough to don the mask is immediately wracked by pain and takes 7 ({@dice 2d6}) necrotic damage. The creature must succeed on a DC 15 Wisdom saving throw or become dominated by the mask. The domination arrives slowly. The creature acts normally for a day or two, but then the creature notices periods of time that cannot be accounted for. During these unremembered times, the creature gathers the grisly components needed to build a new body for the dissimortuum. This process takes a week, after which the creature is freed from domination as the dissimortuum arises anew and dons its mask once more."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Dissimortuum.webp"
}
}
]
},
{
"name": "Dogmole",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This mole-like creature is the size of a large dog, with a thick, barrel-shaped body. A ring of tentacles sprouts above a mouth dominated by spade-like incisors, and cataracts fill its tiny eyes.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Domesticated by Dwarves",
"entries": [
"Mountain dwarves have domesticated many subterranean creatures, among them a breed of giant talpidae commonly called dogmoles. Energetic and obedient, dogmoles pull ore trolleys through mines, sniff out toxic gases and polluted waters, and help excavate trapped miners."
]
},
{
"type": "entries",
"name": "Sense Cave-Ins",
"entries": [
"Dogmoles are renowned for their ability to detect imminent cave-ins and burrowing monsters, making them welcome companions in the depths. Outside the mines, dogmoles serve as pack animals, guard beasts, and bloodhounds."
]
},
{
"type": "entries",
"name": "Derro Juggernauts",
"entries": [
"Derro also use dogmoles, but such unfortunate creatures are brutalized from birth and hardened by scarification, drugs, and warping magic. This treatment forces the dogmole to grow into a large, furless mass of muscle, scar tissue, and barbed piercings with incisors the size of shortswords. Derro use dogmole juggernauts as mounts and improvised siege engines or, when not at war, as gladiatorial contestants."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Dogmole.webp"
}
}
]
},
{
"name": "Dogmole Juggernaut",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This mole-like creature is the size of a large dog, with a thick, barrel-shaped body. A ring of tentacles sprouts above a mouth dominated by spade-like incisors, and cataracts fill its tiny eyes.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Domesticated by Dwarves",
"entries": [
"Mountain dwarves have domesticated many subterranean creatures, among them a breed of giant talpidae commonly called dogmoles. Energetic and obedient, dogmoles pull ore trolleys through mines, sniff out toxic gases and polluted waters, and help excavate trapped miners."
]
},
{
"type": "entries",
"name": "Sense Cave-Ins",
"entries": [
"Dogmoles are renowned for their ability to detect imminent cave-ins and burrowing monsters, making them welcome companions in the depths. Outside the mines, dogmoles serve as pack animals, guard beasts, and bloodhounds."
]
},
{
"type": "entries",
"name": "Derro Juggernauts",
"entries": [
"Derro also use dogmoles, but such unfortunate creatures are brutalized from birth and hardened by scarification, drugs, and warping magic. This treatment forces the dogmole to grow into a large, furless mass of muscle, scar tissue, and barbed piercings with incisors the size of shortswords. Derro use dogmole juggernauts as mounts and improvised siege engines or, when not at war, as gladiatorial contestants."
]
}
]
}
]
}
]
},
{
"name": "Domovoi",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The creature resembles a large, stony goblin, with an oversized head and leering grin. It has a mossy beard, massive shoulders, and long forearms.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Abandoned Servants",
"entries": [
"The domovoi were the portal guards and house lackeys of the elvish nobility, and when elves leave a place, the domovoi are often left behind. Some say the domovoi are left on purpose, while others say the domovoi are too attached to their homes to follow the elves to far-flung locales."
]
},
{
"type": "entries",
"name": "Debt Collectors",
"entries": [
"These smirking stragglers seek work as tireless sentinels and fey button men, collecting debts for criminal syndicates. They delight in frustrating the progress of would-be thieves and tomb robbers, and they enjoy roughing up weaker creatures with their powerful, stony fists."
]
},
{
"type": "inset",
"name": "Domovoi in Midgard",
"entries": [
"The domovoi are ancient survivors, and they have outlived empires. They now have a certain sense of ownership of ancient places. They most commonly dwell in the ruins of Old Valera and Old Thorn, as well as the vast necropoli of Spintarra and Siwal. The Siwalese Fey are sandier in appearance and have beards of rope and twine. These desert domovoi are known as \"pa'athara\" in Siwalese."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Domovoi.webp"
}
}
]
},
{
"name": "Doppelrat",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Within seconds, the startled rat became four, and then the four multiplied into sixteen rats.}",
"The result of a clone spell gone awry, a doppelrat uses short-lived duplicates to overwhelm its adversaries. An easy battle against a single rat can quickly spiral out of control as the doppelrat clones itself into a swarm\u2014the original rat hides while combat rages. Doppelrats settle in large city alleys and sewers after they have killed or driven off normal rats and natural predators. Doppelrats can sense others of their kind among standard rats, which helps ensure the longevity of their species.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Stillborn Clones",
"entries": [
"Those who survive a doppelrat's bite suffer from a frightening disease, sloughing off a stillborn clone each day as their own vitality fades."
]
},
{
"type": "entries",
"name": "Clone and Run",
"entries": [
"In combat, doppelrats spawn as many clones as they can, then flee or hide while the copied rats swarm foes. Only a keen-eyed opponent can discern the original from all the clones."
]
},
{
"type": "entries",
"name": "City Bounties",
"entries": [
"In cities with known doppelrat lairs, magistrates hire spellcasters to scour alleys and sewers and obliterate any rats they find. Shady spellcasters who capture a live doppelrat have blackmailed such magistrates by promising to rescue the town from the rats for an exorbitant fee."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Doppelrat.webp"
}
}
]
},
{
"name": "Dorreq",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i These twitching balls of tentacles surround an inhuman face dominated by a squid-like beak.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Servants of the Void",
"entries": [
"The dorreq are servants to ancient horrors of the Void and realms beyond human understanding. They are guardians and sentries for such creatures, and they swarm and attack any creatures approaching too close to the elder aberrations they serve."
]
},
{
"type": "entries",
"name": "Death from Above",
"entries": [
"Dorreq prefer to drop on their victims from above, pinning them with their many tentacles and biting them with their large, chitinous beaks."
]
},
{
"type": "inset",
"name": "Dorreq of the Wasted West",
"entries": [
"Mages who study the Wasted West disagree whether the dorreq are something that slipped through with the Great Old Ones during the Mage Wars, or if they are creatures twisted and warped by the alien radiations of the Walkers. Regardless, they are most commonly found swarming on and around the enormous Walkers of the Wastes, tootling strange, alien harmonies through their beaks."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Dorreq.webp"
}
}
]
},
{
"name": "Dragon Eel",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This slender aquatic creature sports a powerful single finned tail and wicked jaws like a matched pair of serrated blades.}",
"Dragon eels are wingless, slender, underwater dragons that vary widely in color from browns and blacks to brilliant iridescent hues in mottled patterns. Though not true dragons or drakes, they are no less fearsome and powerful.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Fond of Servants",
"entries": [
"While most dragon eels are solitary and irascible, on rare instances some form pairs or small bands\u2014and some gather humanoid servants."
]
},
{
"type": "entries",
"name": "Magnetic and Lightning",
"entries": [
"Dragon eels make their natural homes in twisting underwater cave systems and prefer magnetically-aligned, metallic cavern formations navigable with their refined electric sight. Some dragon eels use their constant electric auras combined with acquired alchemical reagents to electroplate portions of their golden hoard onto the walls of their dwellings."
]
},
{
"type": "entries",
"name": "Pirate Fleets and Dominions",
"entries": [
"Dragon eels claim large swaths of shoreline as their demesne. Although neither particularly cruel nor righteous, a dragon eel often lords over awed tribes, allowing locals to revere it as a mighty spirit. Some dragon eels use such tribes as the core of a pirate fleet or raiding parties carried on their backs. Their ability to swim through air during storms adds to their reputation as terrible thunder spirits."
]
},
{
"type": "entries",
"name": "Bribable",
"entries": [
"Their deceptive moniker sometimes lulls foolish sailors into a false confidence when they expect to face a simple if dangerous eel beast, but instead find themselves dealing with intelligent draconic kings of the coastal shallows. Wise sailors traveling through known dragon eel territory bring tithes and offerings to placate them."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Dragon Eel.webp"
}
}
]
},
{
"name": "Dragonleaf Tree",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The dragon-headed leaves of these oak trees sometimes rustle despite a lack of wind, betraying a hint that they're more than they seem.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Gifts among Dragons",
"entries": [
"These magnificent trees are imbued with some characteristics of their draconic masters. While most groves consist of only one type of dragonleaf tree, dragons sometimes make gifts of them to cement a pact or as a show of fealty. The dragon giving the tree relinquishes command of the plant as part of the deal. This accounts for mixed groves belonging to especially powerful dragon lords."
]
},
{
"type": "entries",
"name": "Silent Guardians",
"entries": [
"Dragonleaf trees use fairly simple tactics to deter potential intruders into their masters' lairs. They remain motionless or allow the breeze to jostle their leaves to appear inconspicuous. Once enough intruders enter the grove, the trees fire razor sharp leaves or rain elemental energies upon the intruders, adjusting their position to make better use of their weapons."
]
},
{
"type": "entries",
"name": "Long Memories",
"entries": [
"Dragonleaf trees live up to 1,000 years. They stand 15 feet tall and weigh 3,000 pounds, but ancient specimens can reach heights of 45 feet. Growing a new dragonleaf tree requires a cutting from an existing tree at least 50 years old, which the tree's draconic master imbues with power, sacrificing the use of its breath weapon for a month. While this time barely registers on a dragon's whole lifespan, it still carefully considers the creation of a new tree, for fear that others might discover its temporary weakness."
]
},
{
"type": "inset",
"name": "Dragonleaf Trees in Midgard",
"entries": [
"The finest druidic minds in the Mharoti Empire created these trees for the draconic lords of the land. Once the druids had shown the dragons the secret of the tree's creation, they were slain so that the secret would not spread. A handful of human and kobold gardeners know how to tend them and make them thrive, but little more."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Dragonleaf Tree.webp"
}
}
]
},
{
"name": "Drakon",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i These winged snakes are coastal beasts and sometimes confused with true dragons or wyverns. They are neither, but quite deadly in their own right.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Searing Acid and Dissolving Gaze",
"entries": [
"The gaze of these winged snakes can paralyze and dissolve their victims. Drakon fangs do not deliver venom; volatile acid constantly burbles up from a drakon's stomach and enhances its attacks. A caustic drool clings to creatures they bite, and drakons can also belch clouds of searing vapor. Their lairs reek with acidic vapors and droplets of searing liquid."
]
},
{
"type": "entries",
"name": "Coastal Beasts",
"entries": [
"Drakons lair along warm, largely uninhabited coasts, where they explore the shores and the coastal shelf, spending as much time above the waves as under them. Fortunately, they rarely travel far inland."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Drakon.webp"
}
}
]
},
{
"name": "Dream Eater",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This tattered skeletal humanoid resembles a monster from a nightmare with vestigial skeletal wings with a few feathers, small horns, sharp teeth, and cloven hooves.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Drawn to Sin",
"entries": [
"Dream eaters are dedicated to lust, gluttony, and greed. They make their lairs in casinos, brothels, thieves' dens, and other locations where gambling, food, and other pleasures are readily available. Sometimes dream eaters work together to create such a place, especially near large towns or cities. Some band together to create traveling shows, offering all the oddities, whimsies, and flights of fantasy customary for such entertainers."
]
},
{
"type": "entries",
"name": "Devouring Hopes",
"entries": [
"Dream eaters lure people into their lairs, enticing them with promises of pleasure or wealth. Of course, they make sure the odds are stacked in their favor. Eventually, their victims are left with nothing. Worse than the loss of physical treasures, dream eaters leave their victims stripped of hopes and aspirations. Dream eaters feed on emotions, leaving helpless thralls willing to sell their souls for their vices."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Dream Eater.webp"
}
}
]
},
{
"name": "Drowned Maiden",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A drowned woman floating in the water, her long hair drifting around her, suddenly rises! Her hair strikes out like dozens of watery snakes.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Raging Romantics",
"entries": [
"Drowned maidens are piteous, but terrifying, undead. They are created when a woman dies in water due to a doomed romance, often from unrequited love or drowned by a philandering partner. Either way, the drowned maiden awakens from death, seeking vengeance. Even as she dishes out retribution, a drowned maiden anguishes over her tragic fate."
]
},
{
"type": "entries",
"name": "Beckoning for Help",
"entries": [
"The maiden lurks in the silent depths where she died\u2014usually deserted docks, bridges, or coastal cliffs. She waits to pull the living to the same watery grave in which she is now condemned. Using her ability to disguise herself as a living person, she silently beckons victims from afar, acting as if in danger of drowning. When a victim is within range, the maiden uses her hair to pull her victim close enough to drain its strength with a magical kiss. Victims soon weaken and drown. The victim's final vision is the drowned maiden's tearful lament over the loss of life."
]
},
{
"type": "entries",
"name": "Death to Betrayers",
"entries": [
"Desperate individuals may bargain with drowned maidens. Sometimes maidens release pleading victims who promise to return to her lair with the person who caused the maiden's death. Embracing and drowning her betrayer releases the maiden from undeath."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Drowned Maiden.webp"
}
}
]
},
{
"name": "Dullahan",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The black horse strides out of the shadows with its nostrils huffing steam. Its rider, swathed in black leather, raises its arm to reveal not a lantern but its own severed, grinning head.}",
"Though it appears to be a headless rider astride a black horse, the dullahan is a single creature. The fey spirit takes the shape of a horse rider holding its own head aloft like a lantern, or (more rarely) the form of an ogre cradling its head in one arm.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Harbingers of Death",
"entries": [
"Hailing from the darkest of fey courts, the dullahan are macabre creatures that walk hand in hand with death. They sometimes serve powerful fey lords and ladies, riding far and wide in the capacity of a herald, bard, or ambassador. More often than not they carry doom to a wretch who roused their lord's ire."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Dullahan.webp"
}
}
]
},
{
"name": "Dune Mimic",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The sand surges and shifts, a sinkhole opens, and sandy tendrils reach out.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Enormous Forms",
"entries": [
"Though most commonly seen as dunes, a dune mimic can take the form of a date palm grove, a riverbank, an enormous boulder, or other large shapes in the landscape."
]
},
{
"type": "entries",
"name": "A King's Guardians",
"entries": [
"Dune mimics were created by a forgotten king as guardians for his desert tomb. Somewhere, dozens of them guard vast wealth."
]
},
{
"type": "entries",
"name": "Spread by Spores",
"entries": [
"Although not intended to reproduce, they began producing spores spontaneously and replicating themselves. Now they are spread across the deserts. Luckily for the other inhabitants, dune mimics reproduce just once per century"
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Dune Mimic.webp"
}
}
]
},
{
"name": "Duskthorn Dryad",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This striking woman with obvious fey features and skin the color of slate sits in the shade of an ancient, vine-wrapped tree. Clothed in vines and leaves, she is almost indistinguishable from the tree.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Creeper Vine Spirits",
"entries": [
"Duskthorn dryads are spirits tied to thorn-bearing creeper vines. They seek out dead trees as homes for their vines. They can travel through trees to escape their foes but must stay near their vines."
]
},
{
"type": "entries",
"name": "Grove Guardians",
"entries": [
"Duskthorn dryads use their vines and the plants in their glades to defend themselves. They often call on the aid of forest animals and children of the briar. Occasionally, a circle of duskthorn dryads work together to call on the aid of an enormously strong vine troll skeleton to protect their grove."
]
},
{
"type": "inset",
"name": "Duskthorn Dryads in Midgard",
"entries": [
"These dryads are commonly found near the ruins of Thorn, in the Arbonesse Forest, and in the Shadow Realms. They are close friends to the darker fey and are thought by some to be created from ordinary dryads drawn into the corruption of the Shadow Realm. Certainly, their mastery of the shadowy Umbral language shows their close ties to this darker world."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Duskthorn Dryad.webp"
}
}
]
},
{
"name": "Dust Goblin",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A ragged creature emerges from the sand. Its spindly frame is encased in a hodge-podge of armor scraps and rusted weapons. A long, hooked nose protrudes over a wide mouth filled with sharp teeth}.",
"Dust goblins vary greatly in size and appearance, although they are universally scrawny, bony, and lanky. They seem to suffer from malnutrition even when in perfect health, a perception reinforced by the way their bellies distend after they've gorged themselves on flesh. Their skin is always dry and cracked, ranging from dusky gray to dark green in color.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Rule the Wastelands",
"entries": [
"Dust goblins are twisted creatures, tainted by many generations of life in a blasted wasteland. After a magical war devastated the dust goblins' homeland, they rose to become the most dominant inhabitants. They inhabit ancient ruins and ambush travelers who stray too close to their borders."
]
},
{
"type": "entries",
"name": "Twisted Minds",
"entries": [
"The lingering magical energy saturating the wastes of their home, coupled with the harsh conditions in which they scratch out a living, have tainted the minds of all dust goblins. Their thinking is alien and unfathomable to most creatures. Whereas most goblins are cowardly, dust goblins don't seem to experience fear. To the contrary, they enjoy wearing skull helmets and using ghostly whistles to frighten foes. Owing to this alien mindset, dust goblins get along disturbingly well with Aberrations. The creatures often forge alliances and work together for mutual benefit, while making their unnerving mark on communal lairs."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Dust Goblin.webp"
}
}
]
},
{
"name": "Dwarven Ringmage",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"Curves are seldom seen in the stacked blocks and precise geometric forms of dwarven architecture. Devoid of angles and planes with no beginning and no end, circles are a mystery and hold power. Dwarven ringmages are those dwarves who have mastered the art of tapping into that power, imbuing it into metal rings and their spellcasting. Rings and circles are sacred to them, and they read omens in the cycle of seasons, the shape of flowers, and in a storm's first rain drops."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Dwarven Ringmage.webp"
}
}
]
},
{
"name": "Eala",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This swanlike creature's feathers are made of shining metal. When it inhales, the feathers on its chest glow red hot.}",
"Eala are beautiful but deadly creatures native to the Plane of Shadow. They grow feathers like their Material Plane counterparts, but their feathers are made of gleaming, razor-sharp metal.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Metallic Diet",
"entries": [
"Eala plumage displays a stunning mixture of metallic colors, which vary depending on their diet. An eala uses its fire breath to melt metals with low melting points such as gold, silver, lead, copper, and bronze. The eala consumes the molten metal, some of which migrates into the creature's deadly feathers. Eala that display primarily or entirely a single color are highly prized among some nobility."
]
},
{
"type": "inset",
"name": "Eala in Midgard",
"entries": [
"Eala are favorites of Sarastra, the Queen of Night and Magic and a ruler of the shadow fey. She is partial to jet black eala, and all such specimens are brought to her flock at the Winter Palace. Those who bring her such birds are rewarded with a magical dagger and the title and status of \"Honored Eala Catcher,\" or \"Lord or Lady of Black Feathers\" for those who bring her several."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Eala.webp"
}
}
]
},
{
"name": "Eater of Dust",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This terrible creature resembles an imposing knight wearing baroque plate armor made of calcified resin. Its helm is a blank gray oval without eye slots or mouthpiece, and one of its arms ends in a slavering, fanged mouth.}",
"Eaters of dust can consume just about anything with their horrible maw-arms, but they prefer the flesh and souls of mortals. This ability to sustain themselves on almost anything, even on dust and soil, earned them their current name, given by the fiends that employ them, after their original name was long forgotten. A typical eater of dust is 7 feet tall and weighs more than 350 pounds. While an eater of dust cannot speak, it can telepathically communicate.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Mercenary Companies",
"entries": [
"Eaters of dust\u2014or{@i yakat-shi}as they are sometimes called in ancient planar texts\u2014roam the lower planes selling their services to arch-devils, demon lords, and other fiendish rulers for the chance to sample new flavors and morsels. Eaters of dust feel only contempt for most other life forms. They attack and eat their non-eater allies at the first sign of weakness. Because of this, eaters of dust often operate in small, deadly units of eaters led by a powerful leader, styled the{@i yakat-norog}."
]
},
{
"type": "entries",
"name": "Armor Shell",
"entries": [
"While many sages confuse eaters of dust for some obscure variety of fiend, they are aberrations escaped from a far-flung dimension of madness and nightmares. Indeed, their armor is not armor at all, but a secreted resin that hardens into a shell as strong as steel. When cracked, it exudes a nacreous blood, and the resulting scar resembles mother-of-pearl. Some old eaters are covered in intricate networks of shimmering scars."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Eater of Dust.webp"
}
}
]
},
{
"name": "Edimmu",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i An evil wind swirls out of the desert, parching those it touches and whispering evil plans.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Bitter Exiles",
"entries": [
"Desert and plains tribes often exile their criminals to wander as outcasts. A banished criminal who dies of thirst sometimes rises as an edimmu, a hateful undead that blames all sentient living beings for its fate."
]
},
{
"type": "entries",
"name": "Rise Again",
"entries": [
"Unless its body is found and given a proper burial, an edimmu is nearly impossible to destroy. Edimmus rarely venture more than a mile from their remains, but they sometimes follow prey they have cursed to seal the creature's fate. Once that creature is slain, they return to the site of their demise."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Edimmu.webp"
}
}
]
},
{
"name": "Eel Hound",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The grotesque beast has the muscular tail, bulbous head, and rubbery, slime-covered flesh of an eel. Its torso and webbed paws resemble those of a misshapen canine, while needle-sharp teeth fill its menacing jaws.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Hounds of the River Fey",
"entries": [
"Ferocious aquatic fey, these amphibious menaces often serve lake trolls, lorelei, green hags, and other watery fey and giants. Predatory beasts as dangerous on land as they are in the water, the have a capricious cruelty. Few creatures beyond the fey appreciate eel hounds' lithe power and cruel grace, instead noting only their grotesque form and unnerving savagery."
]
},
{
"type": "entries",
"name": "Slippery Ambushers",
"entries": [
"Eel hounds are ambush predators, hiding among the muck and algae of riverbanks, bursting out as a pack. Possessed of a low cunning, they prepare ambushes by vomiting their slippery spittle where land animals come to drink or along game trails. Then they surge from the water to snatch the off-balance prey. They surround targets, latching on with their powerful jaws, and then drag non-aquatic prey into the depths to drown or force aquatic prey onto land to suffocate."
]
},
{
"type": "entries",
"name": "Fey Water Hounds",
"entries": [
"Eel hounds understand Sylvan, and those dwelling near humans or other races pick up a few words in other tongues."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Eel Hound.webp"
}
}
]
},
{
"name": "Einherjar",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A line of stout, bearded warriors with golden auras stand ready, adorned in chain mail and carrying battle axes and oaken shields. Their badges and symbols are all different, and no two have the same braided pattern in their beards.}",
"The einherjar are great warriors chosen by the valkyries. They eat and drink their fill of boar and mead each night, then spend their days preparing for Ragnarok. Some of this is combat training, and other portions are raids against the giants fighting the gods. Regardless of how often they are slain, the einherjar reappear each morning in Odin's hall, leaving them without fear of death.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Defenders of the Mortal World",
"entries": [
"Occasionally, ravenfolk guide a troop of einherjar against some of Loki's minions on the Material Plane. These raids are often small battles that further delay the inevitable rise of the world serpent and its many evil spawn. They fight against giants, demons, [Tooltip Not Found], and other evil creatures, but the einherjar themselves are not exactly saintly. They can drink and carouse with the loudest and most boastful of humanoids. Though otherworldly and servants of Odin, einherjar are very humanlike, if somewhat larger than life."
]
},
{
"type": "entries",
"name": "Fear Dragons",
"entries": [
"The einherjar are superstitiously fearful of dragons and dragonkin, the distant progeny of the world serpent."
]
},
{
"type": "entries",
"name": "Never Speak to the Living",
"entries": [
"In theory, the einherjar are forbidden from speaking with the living: they must pass their words through a valkyrie, ratatosk, ravenfolk, or one of the other races allied with Odin. In practice, this rule is often flouted, though if Loki's servants notice it, they can dismiss any einherjar back to Valhalla for a day."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Einherjar.webp"
}
}
]
},
{
"name": "Elder Shadow Drake",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A large dragon with black scales and shadowy wings emerges from the darkness. Its red eyes glare bright as coals, and it speaks in a deep monotone.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Solitary Lairs",
"entries": [
"They haunt dark and lonely places, such as deep caves, dense forests, shadowy ruins, and many wild locations in the Plane of Shadow. They are long-lived for drakes, often reaching 250 years of age, and mate rarely, abandoning their eggs shortly before hatching."
]
},
{
"type": "entries",
"name": "Fade Into Shadows",
"entries": [
"An elder shadow drake naturally fades from view in areas of dim light or darkness, becoming invisible until it attacks or is bathed in sunlight."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Elder Shadow Drake.webp"
}
}
]
},
{
"name": "Elemental Locus",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The ground ripples and tears as rocks fall, jets of flame erupt, and howling winds rage around a rocky creature.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Spirit of the Land",
"entries": [
"Elemental loci are living spirits inhabiting or embodying tracts of land and geographical features. They are the ultimate personification of nature\u2014the land itself come to life. They vary in size from small hills to entire ridge lines, with no discernible pattern to where they take root."
]
},
{
"type": "entries",
"name": "Stubborn Nature",
"entries": [
"Elemental loci are fiercely protective of their chosen location. They tolerate no interference in the natural order and challenge all who despoil the land, be they mortal, monster, or god."
]
},
{
"type": "inset",
"name": "Elemental Loci in Midgard",
"entries": [
"Among the Tamasheq, the elemental loci are cherished as minor deities, nearly as powerful as the Wind Lords themselves. The sorcerers of Kush have tried to capture and enslave loci for decades; thus far without success, but they grow bolder (and closer to their goal) with each attempt."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Elemental Locus.webp"
}
}
]
},
{
"name": "Elvish Veteran Archer",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"The elvish veteran archer is a stealthy hunter that quietly slips through the wood, watching for game or intruders. While capable with a sword, the elvish archer's true skill lies with the longbow. When unseen, the archer can launch a volley of arrows at its foes with deadly results."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Elvish Veteran Archer.webp"
}
}
]
},
{
"name": "Emerald Eye",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This floating, green crystal sparkles with an inviting glow above the head of a fallen figure.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Servants of Logic",
"entries": [
"Arcane scholars often debate logic with specially created speaking crystals that are based on their own minds, allowing them to ponder topics from different angles. Most scholars create the crystals to work through a puzzling topic, then dispel the crystal's magic once the topic has been resolved. Long-lived speaking crystals can develop personalities and sometimes abandon or even kill their creators, desiring more than debate. The magical backlash of breaking away from their creators transforms the crystals into emerald eyes."
]
},
{
"type": "entries",
"name": "Trapped Manipulators",
"entries": [
"Upon transforming, these floating, oval-shaped, pink or purple crystals turn a dark shade of green and gain powers of manipulation. They quickly discover that, though they broke from their creators, they must be bound to a creature to survive."
]
},
{
"type": "entries",
"name": "Shifting Goals",
"entries": [
"Each emerald eye's motivations are different, though all share a desire for knowledge and varied experiences. One may be purposeful, using its power to drive its bound creature toward some specific goal. Another might be cooperative, defending its bound creature in exchange for mobility. Still another might be a manipulator, using and abandoning bound creatures as it hops up a political power chain."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Emerald Eye.webp"
}
}
]
},
{
"name": "Emerald Order Cult Leader",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"The Emerald Order cult leader has embraced the mysteries of the Emerald Tablet and has bent its worship of Thoth-Hermes to furthering the efforts of the Order. The cult leader seeks to gather arcane and alchemical knowledge wherever it is found by any means necessary. If subtle manipulations fail, the cult leader is not above using lethal methods to ensure the cult's goals are met."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Emerald Order Cult Leader.webp"
}
}
]
},
{
"name": "Empty Cloak",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This dark cloth of black and purple, stitched with silver and golden threads, resembles a garment of elvish make. Smoke sometimes billows under the hood.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Silent Motion",
"entries": [
"A billowing empty cloak glides through the air, either under its own power or on the shoulders of its master. Its movement appears odd somehow, as though it moves slightly out of step with the frame bearing it."
]
},
{
"type": "entries",
"name": "Guards",
"entries": [
"Created by the shadow fey as unobtrusive guardians, empty cloaks are often paired with animated armor or other constructs like monolith footmen, and made to look like a display piece."
]
},
{
"type": "entries",
"name": "Shadow Servants",
"entries": [
"Shadow fey nobles sometimes wear an empty cloak as their own clothing, using it to cover a hasty retreat or to assist in a kidnapping."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Empty Cloak.webp"
}
}
]
},
{
"name": "Eonic Drifter",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The air crackles and lights flicker in the ruins. In a whirl of colorful robes, a gaunt human materializes from the maelstroms of time. His eyes scan the hall in panic, witnessing an event only he can see}.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Adrift in Time",
"entries": [
"Not much is known about the time-traveling eonic drifters other than that they were humans who left a dying civilization to look for help not available in their own age. To their misfortune, returning to their own time proved much more difficult than leaving it, and the eonic drifters found themselves adrift in the river of time. As the decades passed, their chance of returning home withered, along with much of their vitality. They have become gaunt and semi-mummified by the passing of ages."
]
},
{
"type": "entries",
"name": "Crystal Belts",
"entries": [
"A drifter carries an odd assembly of gear gathered in countless centuries. It barters with these goods when necessary. The more eclectic the collection, the more jumps it has performed on its odyssey. Belts of crystals around its body store the energy that fuels a drifter's travels. After each large jump through time, the reservoirs are exhausted for awhile, allowing only short jumps."
]
},
{
"type": "entries",
"name": "Jittery and Paranoid",
"entries": [
"Visiting countless eras in which mankind has all but forgotten their once-great civilization has robbed most eonic drifters of their hope. Their greatest fear is being robbed of their crystal belts, which are their only remaining links to the people they once were. They plead or fight to the death for the belts."
]
},
{
"type": "entries",
"name": "Ruins Dwellers",
"entries": [
"Drifters can appear at any time or place, but they often frequent the sites of their people's past (or future) cities. There they are comforted by knowing that they're at least in the right place, if not the right time."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Eonic Drifter.webp"
}
}
]
},
{
"name": "Erina",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This small humanoid has a slightly pointed face with bright, brown eyes and a black, snout-like nose. Its skin is covered in short, tan fur, and its head, shoulders, and back have smoothed-down quills.}",
"Erinas, or hedgehog folk, are a small, communal people.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Burrowed Villages",
"entries": [
"Natural diggers at heart, erinas live in shallow networks of tunnels and chambers they excavate themselves. Enemies who attack the peaceful erinas become confused and lost in the mazelike tunnels. On their own ground, the erinas can easily evade, outmaneuver, or surround invaders. They lure intruders into choke points where the enemy can be delayed while noncombatants and valuables are hustled to safety through other tunnels. Such choke points are often protected or held by erina defenders, the largest and hardiest of their kind."
]
},
{
"type": "entries",
"name": "Scroungers and Gatherers",
"entries": [
"Erinas are naturally curious. They tend to explore an area by tunneling beneath it and popping up at interesting points. They dislike farming and live mainly on the bounty of the land surrounding their homes. In cities, they subsist on what they can find, and they have a knack for finding whatever they need."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Erina.webp"
}
}
]
},
{
"name": "Erina Defender",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This small humanoid has a slightly pointed face with bright, brown eyes and a black, snout-like nose. Its skin is covered in short, tan fur, and its head, shoulders, and back have smoothed-down quills.}",
"Erinas, or hedgehog folk, are a small, communal people.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Burrowed Villages",
"entries": [
"Natural diggers at heart, erinas live in shallow networks of tunnels and chambers they excavate themselves. Enemies who attack the peaceful erinas become confused and lost in the mazelike tunnels. On their own ground, the erinas can easily evade, outmaneuver, or surround invaders. They lure intruders into choke points where the enemy can be delayed while noncombatants and valuables are hustled to safety through other tunnels. Such choke points are often protected or held by erina defenders, the largest and hardiest of their kind."
]
},
{
"type": "entries",
"name": "Scroungers and Gatherers",
"entries": [
"Erinas are naturally curious. They tend to explore an area by tunneling beneath it and popping up at interesting points. They dislike farming and live mainly on the bounty of the land surrounding their homes. In cities, they subsist on what they can find, and they have a knack for finding whatever they need."
]
}
]
}
]
}
]
},
{
"name": "Eye Golem",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Eye-like sigils dot the smooth, marble skin of this statue. One of the eye sigils opens, and a beam of brilliant light shines out.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Covered in Arcana",
"entries": [
"Eye golems stand at least ten feet tall, and their magically durable hide is covered with real eyes as well as arcane sigils that resemble eyes."
]
},
{
"type": "entries",
"name": "Blinds Victims",
"entries": [
"An eye golem rarely kills its victims, choosing to steal its victims' eyes instead. The victims are left blinded, wandering, and tormented, seeing only visions of the eye golem flashing through their memories. This drives some mad, while others instead choose to serve the golem, becoming devoted to the one who still holds sight."
]
},
{
"type": "entries",
"name": "All Eyes Open",
"entries": [
"When killed, an eye golem does not simply fall down dead. All of its eyes open at once, and a blinding burst of light shines from the body. When the light stops, hundreds of perfectly preserved eyeballs remain where its body fell, still warm, fresh, and without scars or damage. Detectable only by those trained in the arcane arts, each eye emits a barely perceptible beam of light, connecting it to its owner. The creature that holds the golem's central eye after it is slain can use the eye to restore stolen eyes to their victims."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Eye Golem.webp"
}
}
]
},
{
"name": "Far Darrig",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This small man wears hunting leathers and a cowl decorated with antlers, and he holds a glaive made of antlers.}",
"These shy fairies dress as small fey herdsmen wearing hide armor, hide boots, cloaks, and cowls, all trimmed in fox fur and with a red sash or tunic. They often ride woodland creatures, such as elk, giant weasels, or snowy giant owls.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Hunters and Herders",
"entries": [
"The far darrig were the hunters, herders, and equerry of the elven nobility. Some still serve in this capacity in planes where the elves rule. Far darrig carry glaives made from fey antlers; each remains enchanted only as long as a far darrig holds it. Their leaders ride on fey elk the color of foxes, with gleaming green eyes. When these elk shed their antlers, the far darrigs' smiths craft the antlers into the glaives wielded by their people."
]
},
{
"type": "entries",
"name": "Hate Arcanists",
"entries": [
"While not inherently evil, far darrig are hostile to most humanoids and often attack humanoid spellcasters on sight. If they can be persuaded of a spellcaster's or humanoid's good intentions, they make good guides, scouts, and hunters in dangerous forests."
]
},
{
"type": "entries",
"name": "Serve Hags and Worse",
"entries": [
"They are sometimes found as thralls or scouts serving hags or other evil fey, but they rarely do so willingly."
]
},
{
"type": "inset",
"name": "Far Darrig in Midgard",
"entries": [
"The far darrig thrive in forests such as the Arbonesse and Margreve, and they are close allies to the druids in those woodlands. Some believe they also serve in a hidden fey court, somewhere in or near the Green Duchy of Verrayne."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Far Darrig.webp"
}
}
]
},
{
"name": "Fate Eater",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Violet radiance surrounds this large pale centipede. Its flesh is translucent, and its jaws are crystalline.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Destiny Destroyers",
"entries": [
"Fate eaters infest remote areas of the planes, where they consume the threads of Fate itself. The beings in charge of Fate view them as vermin. Sometimes those beings engage particularly canny planar travelers either to hunt fate eaters or to help repair the damage they've done. This can be a deadly job, as the fate eaters consider the destiny of a mortal to be the tastiest of delicacies, rich in savory possibilities."
]
},
{
"type": "entries",
"name": "Planar Gossips",
"entries": [
"Fate eaters can and do trade information about various dooms, fates, and outcomes, but one must have something rich in destiny to trade\u2014or at least, juicy gossip about gods and demons."
]
},
{
"type": "entries",
"name": "Visionary Flesh",
"entries": [
"Eating the properly prepared flesh of a fate eater grants the eater insight into the fate of another being."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Fate Eater.webp"
}
}
]
},
{
"name": "Fear Smith",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This well-dressed figure appears elven, save for its featureless face and taloned hands.}",
"Known as a fiarsídhe among themselves, fear smiths are servants of shadow fey courts and other, similar dark fey courts. While its mouth is closed, a fear smith's face is featureless save for rows of deep wrinkles. Opening the large mouth in the center of its face reveals long needlelike teeth surrounding a single, massive eye.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Icy-Cold Eyes",
"entries": [
"Fear smiths often serve as torturers or are dispatched to demoralize the court's enemies. Their stare stops enemies cold, making it easy for heavily-armed warriors to trap and finish a foe."
]
},
{
"type": "entries",
"name": "Devour Fear",
"entries": [
"Fear smiths feed off strong emotions, and their favorite meal is terror. The fey prefer prolonging the death of victims, and, when free to indulge, a fear smith stalks its victim for days before attacking, hinting at its presence to build dread."
]
},
{
"type": "entries",
"name": "Hoods and Masks",
"entries": [
"Fear smiths favor fine clothing and high fashion, donning hooded cloaks or masks when discretion is required. Eerily well-mannered and respectful, fear smiths enjoy feigning civility and playing the part of nobility, speaking genteelly but with a thick, unidentifiable accent."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Fear Smith.webp"
}
}
]
},
{
"name": "Fellforged",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A darkly foreboding intelligence glows behind this automaton's eyes, and its joints seep hissing green vapors.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Spectral Constructs",
"entries": [
"Fellforged are the castoffs of gearforged and clockworks production, given foul sentience when the construct bodies attract specters yearning to feel the corporeal world. The clockwork bodies trap the specters, but it gives them physical form. The specters twist the bodies to their own use, sometimes going so far as to destroy the body to harm the living. On rare occasions, other ghostly undead choose to inhabit such constructs, using the constructs as tools to enact their will in the living world at the cost of many of their natural abilities and defenses."
]
},
{
"type": "entries",
"name": "Soldiers for Vampires",
"entries": [
"Fellforged often seek out greater undead as their masters. Vampires and liches are favorite leaders, but mummies and darakhul also make suitable commanders."
]
},
{
"type": "entries",
"name": "Grave Speech",
"entries": [
"The fellforged's voice is echoing and sepulchral, unnerving most living creatures."
]
},
{
"type": "inset",
"name": "Fellforged in Midgard",
"entries": [
"Dwarves of Grisal canton create fellforged to fight against undead haunts and spirits and melt them down afterwards, destroying wraiths, ghosts, and other incorporeal undead. The fellforged are also sometimes created by the Emerald Order and other cults seeking to give their evil masters a body and a shape with which to rule."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Fellforged.webp"
}
}
]
},
{
"name": "Fext",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Taut dead skin, adorned entirely with tattooed fish scales, covers this woman's face and hands. She wears scaled armor, sea green like verdigris on copper, and wields a sword swirling with arcane energies. Her pale eyes stare, unblinking}.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Undead Warlock Vassals",
"entries": [
"Ancient and powerful beings across the multiverse grant magical knowledge to mortals through dangerous pacts. Those bound to these pacts become warlocks, but the will and force of their patron is borne by more than just those who strike bargains for sorcerous power. A fext is a former warlock who has become wholly dedicated to their patron\u2014mind, body, and soul\u2014and functions as enforcer, bodyguard, and assassin. They are powerful undead slaves to the will of their otherworldly patron."
]
},
{
"type": "entries",
"name": "Linked to a Master",
"entries": [
"Each fext is a unique servant of their patron and exhibits the physical traits of its master. The eyes of every fext are tied directly to their patron's mind, who can see what the fext sees at any time. The fext also possesses a telepathic link to its patron. The process a warlock undergoes to become a fext is horrendous. The warlock is emptied of whatever morality and humanity he or she had as wine from a jug, and the patron imbues the empty vessel with its corruption and unearthly will. Whatever life the fext led before is completely gone. They exist only to serve."
]
},
{
"type": "entries",
"name": "Outdoing Rivals",
"entries": [
"Scholars have debated about how many fext a patron can command. The more powerful and well-established have at least 100, while others have only a handful. Where there is more than one fext, however, they maneuver amongst themselves to curry favor with their powerful patron. Each fext is bound to obey commands, but they attempt to carry out the commands to the detriment of their competitors. Scheming is common and rampant among them, and each fext tries to work without the aid of other fext as much as possible."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Fext.webp"
}
}
]
},
{
"name": "Feyward Tree",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Dark, bark-like rust encrusts the trunk of this metal tree, and its dull metallic leaves rustle with the sound of sharp metal.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Cold Iron Trees",
"entries": [
"These ferrous constructs are cold-forged in a process taking several years, as bits of rust and other oxidation are cultivated one layer at a time into bark and branches. In this way, the artificers create massive, twisted trunks resembling real, gnarled trees. Green-tinged leaves of beaten cold iron are welded in place by the master craftsmen, and trained warmages bring the construct to life through intense magical rituals rumored to take a full turn of seasons."
]
},
{
"type": "entries",
"name": "Fey Destroyers",
"entries": [
"The feyward tree unswervingly obeys the commands of its creators, guarding key points of entry across fey rivers and streams, abandoned sacred groves deep in the forest, suspected faerie rings, or possible elf encampments. Many are released deep in elvish woods with orders to attack any fey on sight. These trees are rarely, if ever, heard from again. Whether they leave a bloody trail of flayed elves in their wake or some fey counter-measure neutralizes them is unknown."
]
},
{
"type": "entries",
"name": "Growing Numbers",
"entries": [
"Each year, the feywardens order the construction and release of a handful of feyward trees, trusting in the destructive nature of the constructs. The feywardens leave nothing to chance, flooding fey forests with the constructs over decades."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Feyward Tree.webp"
}
}
]
},
{
"name": "Fidele Angel",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i What appears to be a mated pair of birds changes into two bestial celestials that move in perfect harmony.}",
"Fidele angels form from souls so devoted to each other that their love transcends death.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Friends to Lovers",
"entries": [
"Fideles are charged with exhorting mortals to respect the bonds of partnership. They assist lovers facing obstacles and punish the enemies of love. Where there is a conflict between two cultures' laws in love, they prefer the result that keeps lovers together."
]
},
{
"type": "entries",
"name": "Quiet Diplomats",
"entries": [
"They prefer diplomacy to force and, despite the urgency of love, they've been known to live secretly among mortals for years or decades while waging quiet campaigns against social mores and cultural norms that keep love from achieving its full potential."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Fidele Angel.webp"
}
}
]
},
{
"name": "Firebird",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This proud bird struts like a peacock, made all the more majestic by its flaming fan of feathers, which shift through the color spectrum.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Guides and Helpers",
"entries": [
"Firebirds are welcome sights to those in need of warmth and safety. They primarily work at night or in underground areas, where their talents are most needed. Friendly to all creatures, they become aggressive only upon witnessing obviously evil acts. Firebirds enjoy working with good adventuring parties, providing light and healing, though their wanderlust prevents them from staying for long."
]
},
{
"type": "entries",
"name": "Redeemers",
"entries": [
"Firebirds enjoy acting as reformers. They search for creatures they perceive as potential \"light bringers,\" and they grant boons to such creatures, magically coaxing the creatures into performing good deeds in the hope such acts redeem the creatures."
]
},
{
"type": "entries",
"name": "Magical Feathers",
"entries": [
"Firebird feathers are prized throughout the mortal world, and occasionally, the creatures bestow feathers upon those they favor. Firebirds also seed hidden locations with specialized feathers, which burst into full-grown firebirds after a year. Firebirds live over 100 years."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Firebird.webp"
}
}
]
},
{
"name": "Firegeist",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Wisps of black smoke and spots of bright flame coalesce into a vaguely humanoid shape.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Elemental Echoes",
"entries": [
"When a fire elemental meets its destruction in a particularly humiliating fashion, particularly by humanoids, while summoned away from its home plane, its remains transform into a firegeist. Malevolent and resentful, they exist for revenge."
]
},
{
"type": "entries",
"name": "Indiscriminate Arsonists",
"entries": [
"Firegeists are not adept at telling one humanoid from another, and they are satisfied with burning any similar creature, providing the creature is flammable."
]
},
{
"type": "entries",
"name": "Brighter Light, Darker Smoke",
"entries": [
"A firegeist can shine brightly or be primarily smoky and dark, as it wishes. It always sheds a little light."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Firegeist.webp"
}
}
]
},
{
"name": "Flab Giant",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This obese, bell-shaped giant is blemished by ulcers, enlarged veins, and fungal rashes. Though it stumbles about on a pair of short, calloused legs, it moves its weight with dangerous potential.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Great Girth",
"entries": [
"Whether as a result of a centuries-past curse or a gradual adaptation to an easygoing existence, the flab giant is gigantic in width rather than height and almost comical in its simple life. Too obese to effectively grasp weapons in its chubby fingers, a flab giant uses its great mass to deadly effect, overrunning or grabbing opponents and then sitting on them to crush them to death. Its bulk and hardiness allow it to tolerate the blows of struggling victims until they are fully crushed."
]
},
{
"type": "entries",
"name": "Efficient Foragers",
"entries": [
"Flab giants are the least active of giant types, spending most of their waking hours resting, napping, and sleeping, and only devote a short period each day to listlessly shuffling about, scrounging for food. Because a flab giant can eat practically anything, it doesn't have to roam far to find enough food to sustain its bulk, and only devote a short period each day to listlessly shuffling about, scrounging for food. Because a flab giant can eat practically anything, it doesn't have to roam far to find enough food to sustain its bulk, and it is rarely found far from its crude lair"
]
},
{
"type": "entries",
"name": "Knotted Skins",
"entries": [
"Flab giants wear only scraps of clothing made of loosely knotted skins, leaving most of their stretch-marked and discolored skin exposed. Favored pelts include bear and human. A flab giant stands eight to ten feet tall and weighs 2,000 to 2,500 pounds."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Flab Giant.webp"
}
}
]
},
{
"name": "Flame Dragon Wyrmling",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw}.Flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. \"May you be the fire's plaything\" is a curse often used by the foolish.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Taunting Others",
"entries": [
"The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure\u2014direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler's ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started."
]
},
{
"type": "entries",
"name": "Malevolent Purpose",
"entries": [
"The results of a flame dragon's schemes are secondary to the enjoyment it derives from pursuing a nebulous and ever-changing goal. Some flame dragons spend centuries torturing a family line for nothing more than trespassing on the dragon's land. Others plot eternal curses after twisting poorly chosen words into dire insults. The vengeance itself is secondary to an excuse for hate, plot, and ruin. Flame dragons relish such opportunities for revenge. Each is a delightful hobby. Any disruption in their game kindles a terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn."
]
},
{
"type": "entries",
"name": "Fond of Souvenirs",
"entries": [
"Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius."
]
},
{
"type": "entries",
"name": "Vengeful Brethren",
"entries": [
"Nothing is safe from a flame dragon's scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon's undivided attention for generations. Wiser still, is to remove all trace of involvement in a flame dragon's death. All burning serpents see the murder of one of their kin as the gravest insult."
]
}
]
}
]
}
]
},
{
"name": "Flutterflesh",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This mass of fused corpses resembles a butterfly with wings of skin, limbs of bone, and a head formed of several different skulls. The dark magic that formed this abomination swirls around it hungrily.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Bound by Necromancy",
"entries": [
"Flutterfleshes are created in terrible necromantic rituals. Cultists gather in the name of a dark god, powerful lich, or crazed madman, and forever bind themselves body and soul into a single evil being. Flutterfleshes take recently severed limbs and fuse these new pieces to themselves in accordance with some unknowable aesthetic."
]
},
{
"type": "entries",
"name": "Dilemma of Flesh",
"entries": [
"The most horrifying thing about a flutterflesh, however, is its devious nature. A flutterflesh offers its prey the choice to either die or lose a limb. If it accepts the limb, the flutterflesh then leaves the victim alone. One can always tell where a flutterflesh resides because so many of the locals are missing appendages."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Flutterflesh.webp"
}
}
]
},
{
"name": "Folk of Leng",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This person has goatlike legs, small horns partially hidden beneath a hood, and a mouth full of rows of serrated teeth. Its clothes are a mixture of heavy leathers and bright silks.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Dimensional Merchants",
"entries": [
"The folk of Leng are interplanar merchants and avid slavers, trading silks, rubies, and the magicinfused stones of Leng for humanoid slaves. They sail between worlds in peculiar ships with split, lateen-rigged masts and rigging that howls like the damned in high winds. They are said to befriend Void dragons, heralds of darkness, and other servants of the Void."
]
},
{
"type": "entries",
"name": "A High Plateau",
"entries": [
"Leng is a forbidding plateau surrounded by hills and peaks. Its cities are places which some claim have fallen into ruin, and which others claim to have visited in living memory."
]
},
{
"type": "entries",
"name": "Love of Nets",
"entries": [
"When in combat, the folk of Leng use nets woven from silk taken from their enemies, the spiders of Leng."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Folk of Leng.webp"
}
}
]
},
{
"name": "Forest Marauder",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A relatively diminutive giant stalks beneath the forest's dark canopy, large spear in hand.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Painted Skin",
"entries": [
"Roughly the size and shape of an ogre, the forest marauder is covered in paint or colored mud. An exaggerated brow ridge juts out over close-set eyes, and corded muscle stands out all over the giant."
]
},
{
"type": "entries",
"name": "Keep to the Wilderness",
"entries": [
"Cruel and savage when encountered, the forest marauders' demeanor has worked against them, and they have nearly been driven to extinction in places where they can be easily tracked. They have since learned to raid far from their hidden homes, leading to sightings in unexpected places."
]
},
{
"type": "entries",
"name": "Orc Friends",
"entries": [
"Forest marauders get along well with orcs and goblins, who appreciate their brute strength and their skill at night raids."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Forest Marauder.webp"
}
}
]
},
{
"name": "Fraughashar",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This slight creature resembles a goblin, but its blue skin and the icicles hanging from the tip of its long nose speak to the chilling truth.}",
"The fraughashar are a race of short, tricky, cruel fey who inhabit cold mountainous regions. Fraughashar have light blue skin, short pointed ears, and needlelike teeth. Delighting in mayhem, they always seem to have devilish grins on their faces.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Sacred Rivers",
"entries": [
"The fraughashar view cold rivers and river gorges as sacred places in which their wicked god Fraugh dwells, and they likewise revere the snowy peaks where the Snow Queen holds sway. They are fiercely protective of their territory, and their easy mobility over frozen and rocky terrain lets them make short work of intruders."
]
},
{
"type": "entries",
"name": "Chilling Tales",
"entries": [
"The origin of the strange and deadly fraughashar is unclear. Some druidic legends claim the fraughashar were born out of a winter so cold and cruel that the spirits of the river itself froze. Bardic tales claim that the fraughashar are a tribe of corrupted goblins, and that they were permanently disfigured during a botched attempt at summoning an ice devil. Whatever the truth of their beginnings, the fraughashar are cruel and merciless. They kill anyone who enters their land."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Fraughashar.webp"
}
}
]
},
{
"name": "Frostveil",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i \"They took the sled dogs first, and later the seal-skinner set to guard them. We'd hear a confused, muffled cry in the wind and then we'd find them\u2014a raven harvest, cold and stiff on the ice. Next time, we hid ourselves and watched, and we saw them floating through the air like kites. A wisp of blowing snow that never dispersed, a billowing, snowflake sail moving with sinister purpose. The 'cloak of death' our guide called it.\"}",
"Whipped through the air by snowstorms and resembling a spider's web dangling with delicate ice crystals, these silently gliding, beautiful killers are semi-sentient plants adapted to the merciless cold of the north.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Cloak of Death",
"entries": [
"Flat nodes shaped like large snowflakes connect the frostveil's netlike body and trailing tails of transparent fibers. Gossamer tendrils stream behind and between the flying snowflakes, ready to grab and entangle any warm-blooded creature the frostveil detects."
]
},
{
"type": "entries",
"name": "Seek Warmth",
"entries": [
"Each starlike node contains crude sensory organs, able to detect warmth as meager as a living creature's breath and steer the gliding web toward it."
]
},
{
"type": "entries",
"name": "Spirit Spores",
"entries": [
"Northern shamans say the dance of the frostveils is beautiful when lit by the northern lights and a powerful omen. With great care, shamans sometimes harvest frostveils for their frozen spore-shards, which grant potent visions of the spirit world when melted on the tongue."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Frostveil.webp"
}
}
]
},
{
"name": "Garroter Crab",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This blue-black freshwater crab scuttles through the mud by the stream, searching for prey.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Strangling Claws",
"entries": [
"Garroter crabs are named for their abnormal right claws, which have evolved over time to strangle prey like a barbed whip. This long whip-claw is lined with powerful muscles and joints at the beginning, middle, and end that give it great flexibility."
]
},
{
"type": "entries",
"name": "Clacking Hordes",
"entries": [
"During mating season, thousands of garroter crabs congregate in remote riverbanks and marshes, and the males whip their shells with a loud clacking sound to attract mates. Familiar with the sound, locals avoid the rivers and streams near their homes during such times."
]
},
{
"type": "entries",
"name": "Tasty Predators",
"entries": [
"Garroter crabs prey on rodents, cats, and other small animals caught by the riverbank. Considered a delicacy by many, fishing communities near colonies of garroter crabs often have a few skilled fishers capable of bringing in the dangerous crabs."
]
},
{
"type": "entries",
"name": "Unknowing Diviners",
"entries": [
"Garroter crabs are touched by minor divination power that typically triggers when the crabs attack humanoids, though some humanoids have found ways to prepare the crabs' remains to create the same effect. Because of this peculiar ability, scholars speculate the crabs were created long ago as tools of divination or were gifted by some longforgotten deity of fate to its followers."
]
},
{
"type": "inset",
"name": "Garroter Crabs in Midgard",
"entries": [
"Common to the Argent upriver from the Free City of Zobeck, garroter crabs are used by the Kariv and crab diviners in their divinations. The Kariv treat the crabs as sacred creatures and never eat them. However, local Zobeckers hold no such notions and find them quite delectable. Much larger garroter crabs exist, and the Kariv believe these incredibly rare crabs can be used to shape the future, as well as divine it."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Garroter Crab.webp"
}
}
]
},
{
"name": "Gbahali",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This large reptile has dagger-like teeth and a scaly hide of shifting colors.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Chameleon Crocodiles",
"entries": [
"While distantly related to crocodiles, gbahali have adapted to life away from the water. To make up for the lack of cover, gbahali developed hides that shift to match their environments. Gbahali hide changes color to match its surroundings so perfectly that it becomes nearly invisible. Any lonely rock on the grassland might be a gbahali waiting along a trail, caravan route, or watering hole. Their thick hide can be made into hide or leather armor, and with the proper alchemical techniques it retains some of its color-shifting properties."
]
},
{
"type": "entries",
"name": "Strong Hunters",
"entries": [
"Gbahalis are powerful predators, challenged only by rivals too large for a gbahali to take down or by predators that hunt in packs and prides, such as lions and gnolls. Gbahalis live solitary lives except during the fall, when males seek out females in their territory. Females lay eggs in the spring and guard the nest until the eggs hatch, but the young gbahali are abandoned to their own devices. Killing an adult gbahali is a sign of bravery and skill for many plains hunters."
]
},
{
"type": "entries",
"name": "Sentries and Stragglers",
"entries": [
"In combat, a gbahali relies on its camouflaging hide to ambush prey. It may wait quietly for hours, but its speed and stealth mean it strikes quickly, especially against weak or solitary prey. Its onslaught is strong enough to scatter a herd and leave behind the slowest for the gbahali to bring down."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Gbahali.webp"
}
}
]
},
{
"name": "Gearforged Templar",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The bronze and mithral figure advances with heavy movements. Its eye lenses glare a golden hue, and gears click when it swings its greatsword.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Mechanical Champion",
"entries": [
"An intricate construction of bronze, steel, copper, and mithral, the gearforged templar is an imposing sight. A humanoid spirit contained in a soulgem animates the heavy body of gears and springs. Gearforged are relatively rare, and the templar is a paragon among them."
]
},
{
"type": "entries",
"name": "Tireless Defender",
"entries": [
"The gearforged templar is relentless in pursuit of its duty. More so than other gearforged, the templar becomes fixed on its charge to the exclusion of distractions and even magical coercion. Gearforged templars serve as commanders of military or guard units, bodyguards for important individuals, or personal champions for nobility."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Gearforged Templar.webp"
}
}
]
},
{
"name": "Gerridae",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This large water-striding insect resembles a strange cross between a camel and a wingless, long-legged locust. A large hollow in the small of its back holds enough space for a rider.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Elvish Water Steeds",
"entries": [
"Known by their Elvish name, these large fey water striders were enchanted and bred by the elves in ages past, when their explorers roamed the world. Elven mages started with normal water striders and\u2014through elaborate magical procedures and complex cross-breeding programs\u2014transformed the mundane water striders into large, docile mounts. They can cross large bodies of water quickly while carrying a humanoid rider, even in windy conditions."
]
},
{
"type": "entries",
"name": "Fond of Sweet Scents",
"entries": [
"Gerridae can sometimes be distracted by appealing scents, such as from apple blossoms or fresh hay. They are also fond of raw duck and swan."
]
},
{
"type": "inset",
"name": "Gerridae in Midgard",
"entries": [
"Since the elven retreat from Midgard almost 500 years ago, many of the gerridae have gone feral, and while normally shy and docile, they can attack in furious swarms if hunted or surprised in their claimed territories. Some enterprising elfmarked Barsellan pirates have domesticated them and use the water striders as chasers and boarding craft when taking on Bemmean and Septime ships."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Gerridae.webp"
}
}
]
},
{
"name": "Ghost Knight",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The skeleton's armor creaks as its decaying mount shifts and emits a ghostly whinny. The skeleton sets its lance, skulls dangling from the hilt, and charges.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Servants Beyond Death",
"entries": [
"Some orders of knighthood require service after death; ghost knights are one such group. Both the willing and the conscripts enter the order as living men and women, and those who serve bravely and loyally for five years or more are \"raised up\" into the ranks of the undead by their undead lords, becoming fully-fledged ghost knights."
]
},
{
"type": "entries",
"name": "Undead Mounts",
"entries": [
"To advance through the ranks of the order, the ghost knight accepts the blessing of undeath, which extends to its mount. Riding an undead warhorse (use the statistics of a warhorse skeleton), the ghost knight is a dangerous foe, spearing enemies with its lance and trampling foes under its mount's hooves."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Ghost Knight.webp"
}
}
]
},
{
"name": "Ghostwalk Spider",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A pasty-white spider the size of a horse slinks through the shadows. It fades from sight with a ghostly blue shimmer.}",
"Ghostwalk spiders are malevolent hunters that sprang from misguided experiments on phase spiders. They are spindly, emaciated things all but devoid of color. The spider is 8 feet in diameter (including legs) and weighs 500 pounds.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Phantom Webs",
"entries": [
"Ghostwalk spiders spin ephemeral webs in secluded areas. They spend most of their time stalking prey to paralyze and drag back to their phantom web. As long as these remains lie tangled in ghostly webs, they go unnoticed by most creatures, but the spiders eventually cast old kills aside. Adventurers are wise to fear empty caves containing unexplained, desiccated remains."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Ghostwalk Spider.webp"
}
}
]
},
{
"name": "Giant Ant",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Several pony-sized ants swarm around an ant the size of a draft horse, clacking their serrated mandibles and threatening with their stingers.}",
"Giant ants look much like a normal ant with six legs, a waspish segmented body, and large antenna. Their hides are covered in thick chitin, and they have large, serrated mandibles flanking their mouths and stingers on their tails. These stingers are the size of a shortsword, and they're capable of stabbing and poisoning a human to death.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Colony Defenders",
"entries": [
"Giant ants form colonies under the control of a queen much like their normal-sized cousins. Sterile females form castes with the workers building the nest and caring for larvae. Queens and male drones rarely leave the colony. Soldiers defend the colony and forage for food."
]
},
{
"type": "entries",
"name": "Carry Prey Home",
"entries": [
"Giant ants are both predators and scavengers, working in organized groups to bring down large prey and carry it back to the nest. Giant ants tend to ignore animals away from the colony when not foraging for food, but they quickly move to overwhelm prey when hungry or threatened. A giant ant stands nearly four feet tall and weighs 400 pounds, while a giant ant queen is over five feet tall and weighs 900 pounds. Giant ants communicate with each other primarily with pheromones but also use sound and touch."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Giant Ant.webp"
}
}
]
},
{
"name": "Giant Ant Queen",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Several pony-sized ants swarm around an ant the size of a draft horse, clacking their serrated mandibles and threatening with their stingers.}",
"Giant ants look much like a normal ant with six legs, a waspish segmented body, and large antenna. Their hides are covered in thick chitin, and they have large, serrated mandibles flanking their mouths and stingers on their tails. These stingers are the size of a shortsword, and they're capable of stabbing and poisoning a human to death.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Colony Defenders",
"entries": [
"Giant ants form colonies under the control of a queen much like their normal-sized cousins. Sterile females form castes with the workers building the nest and caring for larvae. Queens and male drones rarely leave the colony. Soldiers defend the colony and forage for food."
]
},
{
"type": "entries",
"name": "Carry Prey Home",
"entries": [
"Giant ants are both predators and scavengers, working in organized groups to bring down large prey and carry it back to the nest. Giant ants tend to ignore animals away from the colony when not foraging for food, but they quickly move to overwhelm prey when hungry or threatened. A giant ant stands nearly four feet tall and weighs 400 pounds, while a giant ant queen is over five feet tall and weighs 900 pounds. Giant ants communicate with each other primarily with pheromones but also use sound and touch."
]
}
]
}
]
}
]
},
{
"name": "Gilded Devil",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This tall, bronze-complexioned man is abnormally long-limbed and clad in armor of stained and battered coins. His wiry frame is festooned with mismatched bracelets, rings, and necklaces, each gaudier than the last.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Servants of Mammon",
"entries": [
"Rarely seen in their natural form outside of Hell, gilded devils are the servitors of the devil\u2011god Mammon, Lord of Greed. They tempt and corrupt with promises of wealth and power, twisting mortal greed into sure damnation."
]
},
{
"type": "entries",
"name": "Impression of Wisdom",
"entries": [
"When pursuing a mortal of high standing, gilded devils prefer unassuming appearances, molding their flesh and gaudy trappings to make themselves look the parts of wise advisers, canny merchants, or sly confidants. Even in their humblest form, gilded devils always wear a piece of golden jewelry or a jeweled button or ornament."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Gilded Devil.webp"
}
}
]
},
{
"name": "Glass Gator",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A near-transparent crocodilian creature leaps from the water, the remnants of its last meal still visible in its transparent gut.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Strange Anatomy",
"entries": [
"The body of a glass gator is most similar to a centipede, but with four oversized forelimbs and a more distinct head. Once the glass gator gets hold of prey, it wraps its body around the victim and squeezes, like a constrictor snake. Unlike a serpent, however, which uses powerful muscles to crush and suffocate its prey, the glass gator is only trying to bring its underbelly into contact with the prey. The glass gator's belly is lined with hundreds of stingers that deliver a virulent nerve toxin."
]
},
{
"type": "entries",
"name": "Transparency",
"entries": [
"The glass gator's transparency isn't total. Its digestive tract usually is visible, especially for a few hours after it eats. The creature sometimes uses this limited visibility as bait, making itself appear as a wriggling snake or eel. It is most vulnerable just after eating, when it's lethargic."
]
},
{
"type": "entries",
"name": "Larval Form",
"entries": [
"Subterranean variants\u2014including some with bioluminescence\u2014have been reported in caverns. It's been postulated that the glass gator may be the larval form of a larger creature, but what that larger creature might be is unknown."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Glass Gator.webp"
}
}
]
},
{
"name": "Gnarljak",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A bear trap springs to clacking life, ready to tear flesh.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Hopping Motion",
"entries": [
"All steel and springs, a gnarljak is easily mistaken for a simple bear trap when lying dormant. But once it starts hopping in pursuit of a target, it reveals its animated nature and its only motivation: destruction of living things."
]
},
{
"type": "entries",
"name": "Endless Snapping",
"entries": [
"Gnarljaks are mindless. They do not grow tired. They exist only to pull creatures to the ground and chew through them, then turn around and chew through them again."
]
},
{
"type": "entries",
"name": "Defensive Traps",
"entries": [
"Some try to use gnarljaks to guard treasures or booby-trap approaches to important locations, but their indiscriminate biting makes them quite dangerous to their owners as well. Certain monsters, such as redcaps and shadow fey, use gnarljaks with some regularity, and gnomes are very fond of making them part of a standard tunnel defense."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Gnarljak.webp"
}
}
]
},
{
"name": "Gnoll Havoc Runner",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A sprinting gnoll laughs as it runs, axe held high and flashing in the sun.}",
"With the bristly mane and spotted fur characteristic of all gnolls, havoc runners blend into their tribe. Only the canny glint in the eyes hints at the deadly difference before the havoc runner explodes into violence.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Blinding Raids",
"entries": [
"Havoc runners are scouring storms across the trade routes that crisscross the tribe's territory. Like all gnolls, they are deadly in battle. Havoc runners incorporate another quality that makes them the envy of many raiders: they can tell at a glance which pieces of loot from a laden camel or wagon are the most valuable, without spending time rummaging, weighing, or evaluating. Their ability to strike into a caravan, seize the best items, and withdraw quickly is unparalleled."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Gnoll Havoc Runner.webp"
}
}
]
},
{
"name": "Goat-Man",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This hunched, man-like figure lurches with a strange, half-hopping gait. Tattered clothing hangs from its muscled shoulders, and its legs are those of a ram, ending in cloven hooves.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Trespassers on the Rites",
"entries": [
"The first of the goat-men was the victim of a powerful curse intended to punish him for spying on magical rites exclusive to the women of his tribe. Admiring the grotesque result, the Black Goat of the Woods With a Thousand Young adopted him as its servant, and ensured that all who committed the same taboo fell to the same curse, and thus into the Black Goat's service."
]
},
{
"type": "entries",
"name": "Bleating Speech",
"entries": [
"A goat-man's head is tusked, adorned with curling ram's horns, and its beard often drips with gore. Rows of transparent, needle-like, malformed teeth fill its mouth, making clear speech impossible for goat-men."
]
},
{
"type": "entries",
"name": "Serve Foul Cults",
"entries": [
"Cultists of Shub-Niggurath or the Black Goat in good standing are sometimes granted the services of a goat-man. The creatures guard ritual sites, visit settlements to capture or purchase suitable sacrifices, and perform certain unspeakable acts with cult members to call forth ritual magic."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Goat-Man.webp"
}
}
]
},
{
"name": "Gray Thirster",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This dried-out body of a long dead traveler is still clad in the tattered remains of its clothes. Its skin, as dry as parchment, clings to its bones, and a hoarse moaning emanates from its dry, cracked lips.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Thirsting Undead",
"entries": [
"The greatest danger to people traversing badlands and deserts is thirst, and even the best prepared can find themselves without water. The lucky ones die quickly, while those less fortunate linger in sun-addled torment for days. These souls sometimes rise from the sand as gray thirsters, driven to inflict the torment they suffered upon other travelers."
]
},
{
"type": "entries",
"name": "Destroy Wells and Oases",
"entries": [
"Gray thirsters destroy or foul sources of water and often lurk near such sources to ambush those seeking clean water."
]
},
{
"type": "entries",
"name": "Thirsting Caravan",
"entries": [
"Though they hunt alone, in at least one case an entire caravan died of thirst and rose again as gray thirsters. Called the dust caravan, it prowls the deep desert accompanied by skin-changing gnolls, shrieking ghouls, and a mummy lord, building a strange, nomadic army."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Gray Thirster.webp"
}
}
]
},
{
"name": "Greater Death Butterfly Swarm",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Enormous clouds of orange and green butterflies add a reek of putrefaction to the air, stirred by the flapping of delicate wings.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Demon-Haunted",
"entries": [
"A death butterfly swarm results when a rare breed of carrion-eating butterfly, drawn en masse to the stench of decay, feeds on the corpse of a fiend, demon, or similar creature."
]
},
{
"type": "entries",
"name": "Dizzying and Poisonous",
"entries": [
"The colorful, chaotic flapping of the insects' wings blinds and staggers those in its path, allowing the swarm to necrotize flesh from those it overruns. Attracted to rotting material, the swarm spreads a fast-acting, poison on its victims, creating carrion it can feed on immediately."
]
},
{
"type": "entries",
"name": "Devour the Undead",
"entries": [
"Undead creatures are not immune to a death butterfly swarm's poison. A swarm can rot an undead creature's animating energies as easily as those of the living. Given the choice between an undead and living creature, a death butterfly swarm always attacks the undead, finding ghouls and vampires particularly appealing. Some good-aligned forces regard summoning these swarms as a necessary evil."
]
}
]
}
]
}
]
},
{
"name": "Greyfur",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This furred humanoid glides silently through the canopy of trees, gripping a blowgun. It observes visitors cautiously with two intelligent, bulbous eyes.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Jungle Rulers",
"entries": [
"These small, squirrel-like humanoids live in reclusive societies deep in the jungle. They are omnivorous gliders, subsisting on fruits and roots, insects and larvae, bird and snake eggs, and birds and small mammals. They sometimes barter with other humanoids for metal and forged items, but they prefer to rely on the forest for most of their needs."
]
},
{
"type": "entries",
"name": "Greyfur Elders",
"entries": [
"Greyfurs are the eldest and most revered lemurfolk, as much as 80 years old. Their age can be estimated by the graying of their fur, but they don't track the years. Greyfurs are cunning individuals and command the arcane arts, though they rarely pursue the art of necromancy\u2014a strong taboo prohibits them from interacting with the dead. A typical lemurfolk stands 2 feet tall and weighs 30 pounds."
]
}
]
}
]
}
]
},
{
"name": "Grim Jester",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A skeletal cadaver bedecked in the motley attire of a fool capers about while making jokes that mock mortality.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Amusing Death",
"entries": [
"When a jester on its deathbed moves an evil death god to laughter, the fool sometimes gains a reprieve as a grim jester. Their purpose is to bring an end to mortal lives in a gruesome, comic, and absurd manner. As long as such jesters keep the death god amused, their continued unlife is assured."
]
},
{
"type": "entries",
"name": "Grisly Humor",
"entries": [
"A grim jester's jokes are not funny to their victims, but they offer a grim finality in combat. A killing joke might be absurd or sheer braggadocio, while others might be high-flown. Grim jesters are famous for grim, bitter mockery, but such humor rarely entertains mortals."
]
},
{
"type": "entries",
"name": "Randomness",
"entries": [
"Grim jesters enjoy randomness and often get their hands on wands of wonder and scrolls of chaos magic. Beware the grim jester with a deck of many things\u2014they are quite talented in pulling cards whose magic then applies to foes and spectators."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Grim Jester.webp"
}
}
]
},
{
"name": "Gug",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The giant, four-armed, two-legged creature steps forward, long claws extended. A large toothy mouth splits its torso from shoulders to navel.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Underworld Godlings",
"entries": [
"Gugs are giants of the underworld that enjoy smashing and devouring lesser creatures. Their burbling and grunting speech displays a surprising and malign intelligence to those who can understand it. Gugs are occasionally worshipped by tribes of derro, and their strange underworld cities are filled with esoteric monoliths and constructs."
]
},
{
"type": "entries",
"name": "Nocturnal Raiders",
"entries": [
"While gugs were banished into the underworld by forgotten gods long ago, they regularly flout this prohibition by raiding the surface by night. They also spend much time in the Ethereal Plane, and some gug spellcasters travel the planes with entourages of fext or noctiny."
]
},
{
"type": "entries",
"name": "Prey on Ghouls",
"entries": [
"Gugs devour ghouls and darakhul as their preferred food. When these are not available, they seem to prefer carrion and particular varieties of psychotropic mushrooms, as well as something that is best described as candied bats."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Gug.webp"
}
}
]
},
{
"name": "Gypsosphinx",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i With black wings and a body pale as alabaster, the vulture-beaked sphinx is a striking figure.}",
"As powerful servants of the gods of death and the desert, the gypsosphinx's riddles and obsessions all hinge on death and carrion. Their eyes can spot prey miles away, and the distance they climb into the sky hides their enormous size. The pale gypsosphinx shines in the desert sun and stands out in underground tombs and caverns, yet it can conceal itself when it flies in moonlit clouds. Gypsosphinxes are found anywhere bodies are buried or left to rot, and they harvest corpses from battlefields of warring desert tribes.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Gossips and Riddlers",
"entries": [
"Gypsosphinxes converse with intelligent undead, priests of death gods, and with other sphinxes, but they rarely gather among their own kind. They guard their territory jealously, typically claiming a necropolis as the heart of their region. Like all sphinxes, gypsosphinxes enjoy riddles. They rely on magic to solve challenging riddles they can't solve on their own."
]
},
{
"type": "entries",
"name": "Night Flyers",
"entries": [
"Gypsosphinxes are gifted fliers capable of diving steeply from the night sky to snatch carrion or a sleeping camel. The stroke of midnight has a special but unknown significance for them."
]
},
{
"type": "entries",
"name": "Foretell Doom",
"entries": [
"Occasionally, a paranoid noble seeks out a gypsosphinx and entreats the creature to reveal the time and place of his or her death, hoping to cheat fate. A gypsosphinx demands a high price for such a service, including payment in corpses of humans, unusual creatures, or near-extinct species. Even if paid, the gypsosphinx rarely honors its side of the bargain; instead, it turns its death magic against the supplicant, bringing about his or her death then and there."
]
},
{
"type": "inset",
"name": "Gypsosphinx Temples and Riddles",
"entries": [
"Accompanied by flocks of vultures and often served by packs of gnolls, ogres, and hyenas, gypsosphinxes living in deserts, plains, hills, and even mountainous terrain often acquire a large number of followers and would-be helpers. This eventually leads a gypsosphinx to anger, as it requires some solitude and peace, and (depending on its mood) it either abandons its entourage or turns them into a hearty meal. In either case, survivors sometimes tell the tale of the creature's wrath, discouraging others from following a gypsosphinx in search of wisdom.",
"Gypsosphinx temples are another matter; there the sphinx is served by an order of priests who understand its hunger, entertain it with discussions of philosophy, butchery, and gossip, and know when to withdraw and leave their patron to silent contemplation. Such temples are often quite rich, as the gypsosphinx at its heart demands its priests live well, the better to reflect its own importance and status.",
{
"type": "entries",
"name": "11 Riddles",
"entries": [
"The best riddles are ones you create yourself. However, here are a few easy and a few more difficult ones for a gypsosphinx.",
{
"type": "list",
"items": [
"It is light as a feather yet no one can hold it for long. What is it? (Breath)",
"I live where there is light, but I die if it shines on me. What am I? (A shadow)",
"Always smiles or maybe frowns, sinks in water, never drowns. Catches prey on its barbed teeth, hunts all day but never eats. (A fishhook)",
"I have rivers without water, forests without trees, mountains without stones, cities without houses. What am I? (A map)",
"Soft as velvet, can't be touched, hides the world, but isn't much. (Darkness/night)",
"I have a tail and a head but no body. What am I? (A coin)",
"What should you add to a barrel of ale to make it lighter? (A hole)",
"Round as an apple, deep as a cup, all the king's horses can't pull me up. What am I? (A well)",
"I am open when I'm closed and closed when I'm open. (A drawbridge)",
"Born of the earth, strengthened in fire, I sit on high, a master of water. (A roof tile)",
"Unwelcome, difficult, precious, and rare. What am I? (The truth)"
]
}
]
}
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Gypsosphinx.webp"
}
}
]
},
{
"name": "Haugbui",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A thick swirl of dust rises, settles, and forms the vague outline of a human\u2014two points of yellow light shine where its eyes should be, staring malevolently.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Mound Haunter",
"entries": [
"A haugbui is an undead spirit tied to its burial mound or barrow. It serves as a familiar, protective spirit to nearby farmsteads or villages, so long as tribute is regularly paid to the haugbui. Traditional offerings may include pouring the first beer from a barrel, leaving portions of meals out overnight, sacrificing blood or livestock, or burying a portion of any income in the mound. A freshly-woken haugbui devours the remains of creatures it was buried with, such as a hawk, hound, or horse."
]
},
{
"type": "entries",
"name": "Milder Spirits",
"entries": [
"Haugbuis are similar to vættir but much older. They are more humble and less prone to taking umbrage, and indeed, a great many haugbui have long since forgotten their own names. They are not quick to spill blood when irritated and thus are viewed with greater tolerance by the living."
]
},
{
"type": "entries",
"name": "Scrye and Watch",
"entries": [
"Haugbuis prefer to watch over their people from within their mound, and only come forth over the most grievous insults or injuries. They can do a great deal from within their mounds thanks to their scrying ability."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Haugbui.webp"
}
}
]
},
{
"name": "Herald of Blood",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The giant has bruised, purple skin and wart-like blood blisters that deform its features. It wears cowled robes, and its staff is ebony and mithral embedded with precious stones.}",
"As powerful sorcerers and blood mages, heralds of blood are without peer. They enjoy enslaving ogres and giants whenever possible, though they make do with lesser slaves when they must.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Dark Prophets",
"entries": [
"Their stirring speeches proclaim that the end times are fast approaching and that all must prepare for a bloody reckoning. Their charismatic preaching serves various elder earthly gods, who demand blood sacrifices, and dark druid orders devoted to hunting and murdering innocents. They have the power to grant strength, lust, and vitality\u2014or to wither those who cross them."
]
},
{
"type": "entries",
"name": "Blood Magic Vortexes",
"entries": [
"Beneath their giant-like veneer, heralds of blood are swirling vortexes of blood, bone, and raw magical power. They feed on ley line magic and the black blood of the earth as much as on flesh and blood."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Herald of Blood.webp"
}
}
]
},
{
"name": "Herald of Darkness",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A tall and beautiful fiend, this creature resembles a dark-haired fey wearing a cloak and armor glittering with dark light.}",
"Heralds of darkness speak in fluid tones and sing with the voices of angels, but their hearts are foul and treacherous.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Vision of Evil",
"entries": [
"Heralds of darkness can take on another appearance entirely, disappearing into insubstantial shadows and unveiling an evil majestic form that leaves those who see it shaken and weak\u2014and often blind. Speaking of this form is difficult, but poets and bards trying to describe it have said it resembles an apocalyptic horror built of chained souls and the slow death of innocents carried along in a glacial river, rushing to an inevitable doom."
]
},
{
"type": "entries",
"name": "Sword and Cloak",
"entries": [
"The black sword and star-scattered cloak of a herald of darkness are part of its magical substance and cannot be parted from it. Some believe the cloak and blade are true visions of its body, and that the smiling face and pleasing form are entirely illusory."
]
},
{
"type": "entries",
"name": "Corruptors of the Fey",
"entries": [
"Heralds of darkness are companions and sometimes masters to the shadow fey. They seek to draw many others into their orbit with wild promises of great power, debauchery, and other delights. They are rivals to the heralds of blood and bitter foes to all angels of light."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Herald of Darkness.webp"
}
}
]
},
{
"name": "Hoard Golem",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A pile of gold, jewelry, and weapons rises on its own like a tidal wave of riches, with a cold and determined face.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Dragon Fears Made Real",
"entries": [
"Hoard golems were born from the paranoia of dragons. Despite their great physical and intellectual power, dragons are always suspicious of any creature willing to work for them. The first hoard golem was created when a dragon realized that there could be no guardian more trustworthy with its hoard than the hoard itself. Since then, the secret of hoard golem construction has emerged, and rich nobles have followed suit, enchanting their wealth to defend itself from thieves."
]
},
{
"type": "entries",
"name": "Patient Homebodies",
"entries": [
"As constructs, hoard golems are mindless, lying in wait for anyone other than their creator to come within striking distance. In the case of evil dragons, this may include the wyrmlings of dragon parents looking to establish dominance in the family. Hoard golems fight to the death, but they rarely leave the rooms they inhabit for fear that clever treasure hunters might trick the hoard into walking itself right out of the owner's den."
]
},
{
"type": "entries",
"name": "Silent and Wealthy",
"entries": [
"Hoard golems cannot speak. A hoard golem is 25 feet tall and weighs 20,000 pounds. A hoard golem's body is composed of items\u2014copper, silver, gold, works of art, armor, weapons, and magical items\u2014worth at least 5,000 gp"
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Hoard Golem.webp"
}
}
]
},
{
"name": "Horakh",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Resembling a cave cricket the size of a dog, this beast's black, chitinous thorax is topped by a translucent digestive sac. Halfdigested eyeballs of various sizes and colors float in the sac.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Leaping Claws",
"entries": [
"Insectoid killing machines with a penchant for consuming their victim's eyes, the bloodthirsty horakhs travel in small packs and make lightning-fast attacks against the weak or vulnerable. Their powerful rear legs enable enormous bounding leaps, while the sharp hooks at the end of their powerful claws help them to climb and latch onto prey. Heads dominated by scooped mandibles can shoot forward like pistons, shearing meat from bone."
]
},
{
"type": "entries",
"name": "Leaping Screech",
"entries": [
"When attacking, a horakh leaps from its hiding spots while making a deafening screech. Horakhs are highly mobile on the battlefield. If threatened, horakhs return to the shadows to attack from a more advantageous position."
]
},
{
"type": "entries",
"name": "Herd the Blinded",
"entries": [
"After blinding their prey, horakhs often herd the blind like sheep until they are ready to consume their prey and sometimes even use the blinded prey as bait to capture other creatures. Many an explorer has been ambushed, blinded, and condemned to death in the bowels of the earth by these predators."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Horakh.webp"
}
}
]
},
{
"name": "Hound of the Night",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This enormous black hound pants in the moonlight, wisps of steam rising from its muzzle, as it follows its elvish master.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Fey Bloodhounds",
"entries": [
"Hounds of the night are bred by the shadow fey for use as hunting companions and guardians, and they excel at both tasks. Far more intelligent than other hounds, they are difficult to evade once they are on a quarry's trail, because they can think their way past problems that would throw their lesser kin off the trail. Their shadow fey masters claim that hounds of the night can smell a shadow on running water and can sniff out a ghost passing through a wall."
]
},
{
"type": "entries",
"name": "Cousins to Winter",
"entries": [
"Somewhere in their early existence as a breed, some enterprising hunter interbred them with winter wolves. Every trace of their white fur is long gone, but the cold breath of those dread canines remains."
]
},
{
"type": "entries",
"name": "Dimensional Stepping",
"entries": [
"Hounds of night excel at distracting prey while some of their pack teleport away to achieve some larger goal, such as dragging off a treasure or overwhelming a spellcaster in the back ranks."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Hound of the Night.webp"
}
}
]
},
{
"name": "Hraesvelgr",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The giant stands braced in the midst of powerful wind. With a baleful stare, he shakes his fist and bellows a war cry. The cry becomes an avian shriek, and the giant's form melts into that of a massive bird whose wings blot out the sky}.",
"A giant with divine blood in his veins, Hraesvelgr the Corpse Swallower is powerfully muscled. His skin is a pale bronze, his eyes are violet, and his hair is the color of storm clouds.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Roc Form",
"entries": [
"When he takes his alternate form, Hraesvelgr becomes a tremendous roc, with massive wings that stir the wind across the sky. His eyes remain the same violet and these roc-form feathers match the color of his hair, sparkling with specks of color here and there, like jewels set in steel."
]
},
{
"type": "entries",
"name": "Birth of the Wind",
"entries": [
"Hraesvelgr dwells on the fringe of the world itself. From atop the peak of his home, he creates the wind and sends it across the globe. As befits a creature of such primal power, Hraesvelgr doesn't take kindly to intruders. He gluts himself on the bodies of fools who test his might in search of the fabled riches in his home."
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "Hraesvelgr's Lair",
"entries": [
"Hraesvelgr's lair is a windswept crag of gray stone at the edge of the world. At the highest pinnacle rests a massive cottage hewn from the mountainside. A great nest made from the splintered trunks of immense trees rests on the flat roof of the cottage, and the wind constantly howls."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Hraesvelgr.webp"
}
}
]
},
{
"name": "Hulking Whelp",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This gray-skinned dog-like creature seems pathetically eager to please but fantastically skittish, its ears alerting at every nearby sound, and its large oval eyes following anything that passes by.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Emotional Giant",
"entries": [
"A hulking whelp is a tightly wound ball of emotion, extremely defensive of its personal space and terrified of the world around it. When it feels its personal space is violated, or its fragile concentration is broken, the small, quivery fey grows into a muscled beast of giant proportions."
]
},
{
"type": "entries",
"name": "Calm Friend",
"entries": [
"When its emotions are under control, a hulking whelp is friendly and even helpful, although this has more to do with its guilt over past actions than a true desire to help others. In its calm form, a hulking whelp is just over three feet tall at the shoulder and weighs 50 pounds. Unleashed, it is 20 feet tall and 4,000 pounds."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Hulking Whelp.webp"
}
}
]
},
{
"name": "Hundun",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A toothless mouth adorns the headless shoulders of this oversized, four-armed, doughy humanoid. Colors and half-formed phantasmal shapes appear and vanish around it, to the creature's obvious delight.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Creative Chaos",
"entries": [
"Wise yet child-like creatures of chaos, hunduns are four-armed, headless humanoids that embody spontaneous creation and the confusion that precedes enlightenment. Taking delight in creation of all kinds, they bring change to the staid and stagnant, spin revelation from confusion, and inspire moments of great creation\u2014from works of art to new nations and faiths, and even the formation of planets and planes."
]
},
{
"type": "entries",
"name": "Nonsense Speech",
"entries": [
"Although not mindless, hunduns rarely seem to act out of conscious thought; however, their actions seem wise and are usually benevolent. They communicate only in nonsense words but have no trouble communicating among themselves or acting in coordination with other celestials."
]
},
{
"type": "entries",
"name": "Flesh of Creation",
"entries": [
"Hundun blood is a powerful catalyst, and their spittle is a potent drug. Each hundun's heart is an Egg of Worlds\u2014an artifact that can give birth to new concepts, powers, or even worlds. Obviously, the hundun must die for its heart to be used this way, but this is a sacrifice one might make willingly under the right circumstances."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Hundun.webp"
}
}
]
},
{
"name": "Ice Maiden",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This alluring beauty has flesh and hair as white as snow and eyes as blue as glacial ice.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Born of the Ice",
"entries": [
"Ice maidens are the daughters of powerful creatures of the cold, such as the Snow Queen, frost giants, and thursir. A few result from pleas by pregnant women lost in the snows, desperate to save their children. Fraughashar often raise these infants as ice maidens."
]
},
{
"type": "entries",
"name": "Solitary Lives",
"entries": [
"Most ice maidens live solitary existences save for a servant or two under their thrall. They're lonely creatures, desperate for love but condemned to know companionship only through their magical kiss. If genuine love ever fills an ice maiden's heart, she melts into nothingness."
]
},
{
"type": "entries",
"name": "Killing Dilemma",
"entries": [
"An ice maiden's hunger for affection and contact leads her to harm those she approaches, which only drives her harder to seek warmth and love. An ice maiden can become a dryad or even a humanoid if she keeps a lover's heart warm for a full year."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Ice Maiden.webp"
}
}
]
},
{
"name": "Idolic Deity",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This small demonic idol emits a palpable malice.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Relics of Dark Gods",
"entries": [
"Idolic deities are found in ancient temples and deserted tombs. They are relics of an elder age and all that remain of the favored children of a deceiving dark god\u2014mighty lordlings like Akoman the Evil Thought, Nanghant the Discontented, and Sarvar the Oppressor. Sent to consume the souls of those worshiping gods of light, these beings of shadow and sand labor slowly through corruption of the soul rather than outright war."
]
},
{
"type": "entries",
"name": "Imprisoned Corruption",
"entries": [
"The first idolic deities were created when corrupted ancient tribes and their priests began worshiping idols as gods, forsaking their masters' purposes to revel in their pride and vanity. Their deities struck them down for their treachery and imprisoned their corrupted souls in the idols they worshiped."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Idolic Deity.webp"
}
}
]
},
{
"name": "Imperial Ghoul",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i An imperial ghoul stands tall and proud, its gray flesh robust and muscled, and its clothing strangely well kept. Its flickering red eyes have an intelligent, malicious gleam.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Shock Troops",
"entries": [
"Imperial ghouls are the shock troops of the ghoul empire, eager to expand its power and influence. Treated like auxiliaries, they get the most difficult tasks: to engage and hold foes while the darakhul, iron legionnaires, and others outflank them."
]
},
{
"type": "entries",
"name": "Ambitious Strivers",
"entries": [
"Many believe that the hunger cults or the necrophagi know some secret of transforming imperial ghouls into iron ghouls. This rumor gives them hope of advancement. Their power over the lesser ghouls and slaves gives them a taste of tyranny. Because they are ambitious and always hungry for power, imperial ghouls are eager to prove themselves as hunters, as warriors, and as spies."
]
},
{
"type": "entries",
"name": "Immune to Sun",
"entries": [
"Unlike a standard darakhul, an imperial ghoul does not suffer from sunlight and feels little need to disguise its true appearance."
]
},
{
"type": "inset",
"name": "Darakhul Fever",
"entries": [
"Spread mainly through bite wounds, this disease makes itself known within 24 hours by swiftly debilitating the infected. An infected creature must make a DC 17 Constitution saving throw after every long rest. On a failed save, the victim takes 14 ({@dice 4d6}) necrotic damage, and its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the victim finishes a long rest after the disease is cured. The victim recovers from the disease by making two consecutive successful saving throws. Greater restoration cures the disease, while lesser restoration gives the victim advantage on the next saving throw. Primarily spread among Humanoids, the disease can affect ogres, and therefore other Giants may be susceptible. If a creature dies while infected with darakhul fever, roll a {@dice d20}, add the character's Constitution modifier, and find the result on the Adjustment Table below to determine what Undead form the victim's body rises in.",
{
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],
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"10-16",
"Ghoul"
],
[
"17-20",
"Ghast"
],
[
"21+",
"Darakhul"
]
]
}
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Imperial Ghoul.webp"
}
}
]
},
{
"name": "Ink Devil",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This small devil wears a small red hat. A wicked grin flashes black teeth, and the creature nervously wrings its hands, baring long, needle-like claws.}",
"Ink devils have small, pursed mouths and long, thin, bony fingers with nails that resemble quills. Their heads are often bald or shaved in a monastic tonsure, and they have two small horns, no larger than an acorn. Their skin tends toward walnut, indigo, and black tones, though the eldest are as pale as parchment. They often wear robes and carry scroll cases.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Cowards at Heart",
"entries": [
"Ink devils are talkers and cowards. They prefer chatting, whining, and pleading to any form of combat. When they are forced to fight, they prefer to hide behind other devils. They force lesser devils, like lemures, to fight for them, resorting to their sharp claws only as a last resort."
]
},
{
"type": "entries",
"name": "False Gifts",
"entries": [
"They often give strangers false gifts, like letters of credit, charters, or scholarly papers inscribed with a dangerous glyph."
]
},
{
"type": "entries",
"name": "Bibliophiles and Bookworms",
"entries": [
"Ink devils live in libraries and scriptoria in Hell and related planes. Their speed and keen vision make them excellent accountants, record keepers, translators, and note takers. They cannot be trusted, and they delight in altering documents for their own amusement or in their master's service."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Ink Devil.webp"
}
}
]
},
{
"name": "Iron Ghoul",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A vicious-looking ghoul carries a cruel glaive, its forearms stained with dried blood. Its glowing, rust-colored eyes penetrate with a calculating stare of restrained hunger.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Backbone of the Legions",
"entries": [
"Iron ghouls and ghasts are the elite members of the imperial legions, acting as officers, non-commissioned officers, and standard-bearers. They feed from the slave pits and march on the orders of the darakhul nobility."
]
},
{
"type": "entries",
"name": "Fond of Uniforms",
"entries": [
"Iron ghouls are proud of their status and uniforms. Their standard breastplates and open-faced helms are black iron with brass trim, and the helm's crest is often a ruby-dyed fan of bat wings or carrion beetle bristles to indicate their authority."
]
},
{
"type": "entries",
"name": "Tooth and Bone Weaponry",
"entries": [
"Many items of an iron ghoul's gear are decorated with inlaid bone or set with teeth, much as pearls might be used for weapons crafted elsewhere."
]
},
{
"type": "inset",
"name": "Darakhul Fever",
"entries": [
"Spread mainly through bite wounds, this disease makes itself known within 24 hours by swiftly debilitating the infected. An infected creature must make a DC 17 Constitution saving throw after every long rest. On a failed save, the victim takes 14 ({@dice 4d6}) necrotic damage, and its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the victim finishes a long rest after the disease is cured. The victim recovers from the disease by making two consecutive successful saving throws. Greater restoration cures the disease, while lesser restoration gives the victim advantage on the next saving throw. Primarily spread among Humanoids, the disease can affect ogres, and therefore other Giants may be susceptible. If a creature dies while infected with darakhul fever, roll a {@dice d20}, add the character's Constitution modifier, and find the result on the Adjustment Table below to determine what Undead form the victim's body rises in.",
{
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],
[
"10-16",
"Ghoul"
],
[
"17-20",
"Ghast"
],
[
"21+",
"Darakhul"
]
]
}
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Iron Ghoul.webp"
}
}
]
},
{
"name": "Isonade",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The creature's mighty tail thrashes ships, docks, and sailors in its path of destruction.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Coastal Destroyer",
"entries": [
"The isonade is a beast of destruction, sweeping away entire islands and villages. Though not very intelligent, it singles out a community and tries to lure residents into the waves by forcing plentiful fish to the surface, easy pickings for even the most amateur fishers."
]
},
{
"type": "entries",
"name": "Ocean Sacrifices",
"entries": [
"When coastal villagers suffer from a hurricane or tsunami, they fall back on folklore and blame the stirrings of the isonade. Some say that a degenerate group seeks to draw the beast forth by dumping a long chain of bound and screaming sacrifices into the lightless depths of the sea."
]
},
{
"type": "entries",
"name": "Ancient Being",
"entries": [
"The beast's age is unknown, and many coastal bards tell various legends of the creature. Some say it is the last of its kind, while others say that a small group of isonades lurks in the depths."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Isonade.webp"
}
}
]
},
{
"name": "J'ba Fofi Spider",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A large, brown spider that resembles a tarantula with exaggeratedly long legs gracefully emerges from the bushes, followed by similar arachnids that are smaller and yellow in color.}",
"The j'ba fofi resembles an oversized tarantula with very long legs, although a flicker of intelligence indicates this species evolved above mere vermin.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Spider Pack Leaders",
"entries": [
"The youngest are yellow in color, but their hairs turn brown as they age. Immature j'ba fofi pull ordinary spiders into their fellowship in teeming masses that follow along wherever they roam."
]
},
{
"type": "entries",
"name": "Fond of Camouflage",
"entries": [
"The natural coloring of a j'ba fofi, along with its habit to cover its hair-like bristles in a layer of leaves makes it virtually invisible in its natural environment. They weave leaves and other forest litter into their webs to create well-hidden, enclosed lairs."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Jba Fofi Spider.webp"
}
}
]
},
{
"name": "Jaculus",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This small dragon has feathered wings on its forearms and clings with powerful claws to a tree.}",
"The jaculus (plural jaculi) is a draconic predator similar to a small wyvern that roams the forest and jungle looking for valuable objects it can add to its hoard. Also called the javelin snake, a jaculus loves shiny or reflective items, and it is clever enough to identify items of real value. It will fight and kill to take items it desires, which it stashes inside hollow trees far from any forest trail.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Leapers",
"entries": [
"Jaculi are far better jumpers than flyers. They climb faster than they fly, and they use their wings to flap clumsily back into the trees only when necessary."
]
},
{
"type": "entries",
"name": "Teamwork Thievery",
"entries": [
"Jaculi are among the least intelligent of the dragons, but they're still smarter than most humans. They're known to pursue cunning and complicated plots to build their hoards. Many traditional tales tell of jaculi in the southern forests working as teams to separate merchants and other travelers from their wealth, figuring out ways to abscond with gems and jewelry before the owners even know they've been robbed. Some jaculi may feign docility or even pretend to be friendly and helpful, but wise travelers know that the creatures drop such ruses as soon as they can steal what they're seeking."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Jaculus.webp"
}
}
]
},
{
"name": "Jotun",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The earth shudders with every footfall of this massive giant.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Foes of the Gods",
"entries": [
"Tall enough to look a titan in the eye and strong enough to wrestle a dragon, jotun giants are the lords of giantkind and the immortal enemies of the gods. Their enormous halls are carved in mountains and glaciers throughout the north. As foes of the northern gods, jotun giants plot to regain their former status as lords of creation. Many know ancient secrets and snippets of antediluvian arcane lore, and the most powerful among them straddle the line between mortal and demigod."
]
},
{
"type": "entries",
"name": "Contests and Challenges",
"entries": [
"Like many giants, jotun enjoy a challenge. Only the mightiest heroes can challenge a jotun's might in physical combat, and most resort to cunning or trickery to defeat a jotun. However, jotun giants are no fools and catch on to trickery quickly."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Jotun.webp"
}
}
]
},
{
"name": "Kalke",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Combining the head of a goat and the body of a monkey, this creature exhibits the social grace of a baboon with the pretensions of a scholar.}",
"Fiendish pests that infest derelict wizards' towers and laboratories, the kalkes are either the by-product of botched gates into the lower realms or the personification of an evil deity's contempt for wizards. All kalkes act with the arrogance of magi while having the social characteristics of baboons. Being of fiendish blood, kalkes do not age. Though lacking any formal spellcasting ability, all kalkes can produce magical effects through the dramatic mumming of largely spontaneous and unstudied rituals.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Hoard Magical Paraphernalia",
"entries": [
"The drive to produce ever more fanciful rituals gives a kalke the compulsion to accumulate spell components, magical foci, and other occult paraphernalia. Although these objects serve no purpose, the kalkes seek out spellcasters in their vicinity and steal any paraphernalia they can find. Because they have no ability to distinguish what's magically useful from what isn't, they grab any jewelry, pouches, sticks, or ornate objects they uncover."
]
},
{
"type": "entries",
"name": "Perform Rituals",
"entries": [
"Troops of kalkes inhabit trees, caverns, and ruins around sites of significant magical activity. Twice a month, or more during major astrological and seasonal events, the kalkes gather to perform\u2014by way of dance, chanting, and sacrifice\u2014an imagined rite of great magic. The effort has an equal chance of achieving nothing whatsoever, causing dangerous but short-lived misfortunes (snakes raining on the countryside, creatures summoned from the lower planes), or triggering calamities (great fires or floods)."
]
},
{
"type": "entries",
"name": "Hagglers",
"entries": [
"The kalkes will return the goods they've taken, in exchange for a ransom or fee. These exchanges need to have the outward appearance of being impressively in the kalke's favor. A particularly generous (or devious) spellcaster may be able to reach an accommodation with a persistent local troop of kalkes."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Kalke.webp"
}
}
]
},
{
"name": "Kikimora",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This strange-looking humanoid combines the features of an old crone and some manner of bird. A shawl covers her head but cannot contain her prominent beak and clawed hands. Her skirt reveals bird-like feet}.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Filthy Illusions",
"entries": [
"Kikimoras are devious house spirits who torment those in their domain. They delight in harassing homeowners with their illusions, making a house look much filthier than it actually is. Their favored illusions include mold, filth, and scuttling vermin. They love secretly breaking things and making destruction seem like an accident. They then convince the house's residents to leave gifts as enticement for making repairs in the night."
]
},
{
"type": "entries",
"name": "Brownie Hunters",
"entries": [
"Kikimoras hate brownies (see{@i Tome of Beasts 3}). While brownies can be mischievous, kikimoras bring pain and frustration on their housemates instead of remaining hidden and helping chores along. Some brownies seek out kikimora-infested homes with the intention of evicting them."
]
},
{
"type": "entries",
"name": "Pest Control",
"entries": [
"If homeowners refuse to appease the kikimora (or cannot rid themselves of its devious presence), the kikimora sends a swarm of spiders, rats, or bats to torment the inhabitants. Inhabitants in a home plagued by a kikimora often believe it is haunted."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Kikimora.webp"
}
}
]
},
{
"name": "Kishi Demon",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This strong and handsome warrior has a snarling hyena's face at the back of its head.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Dark Appetites",
"entries": [
"Kishi are two-faced male demons perpetually driven by their voracious appetites, carnal or otherwise, with a predilection for female humanoids. Kishi frequently behead, scalp, or skin their conquests and decorate their shields with their trophies."
]
},
{
"type": "entries",
"name": "Hats and Veils",
"entries": [
"Kishi demons typically masquerade as muscular warriors or glib storytellers, wearing elaborate headdresses or clan veils to hide the demonic hyena face on the back of their head."
]
},
{
"type": "entries",
"name": "Deadly Charmers",
"entries": [
"They use magical and nonmagical means of persuasion to inveigle women into their embrace, but their trysts always end in a grisly feast upon their victim's flesh."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Kishi Demon.webp"
}
}
]
},
{
"name": "Kobold Alchemist",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This slight, reptilian humanoid is bedecked with ceramic flasks and glass vials. An acrid reek follows in its wake.}",
"Kobold alchemists are usually smelled before they are seen, thanks to the apothecary's store of chemicals and poisons they carry. Alchemists often sport mottled and discolored scales and skin, caused by the caustic nature of their obsessions. They raid alchemy shops and magical laboratories to gather more material to fuel their alchemical experiments.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Dangerous Assets",
"entries": [
"Alchemists can be a great boon to their clan, but at a cost. Not only do the alchemists require rare, expensive, and often dangerous substances to ply their trade, they tend to be a little unhinged. Their experiments yield powerful weapons and defensive concoctions that can save many kobold lives, but the destruction caused by an experiment gone awry can be devastating for the alchemist's neighbors."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Kobold Alchemist.webp"
}
}
]
},
{
"name": "Kobold Chieftain",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This small, draconic humanoid struts as though it were ten feet tall. It wears the gilded skull of a small dragon as a helmet, and its beady eyes gleam out through the skull's sockets. It hefts its spear and shield and lets out a blood-curdling shriek, signaling the attack}.",
"While most kobolds are scuttling scavengers or pathetic sycophants, a few carry a spark of draconic nobility that can't be ignored. These few forge their tribes into forces to be reckoned with, rising to the rank of chieftain. A kobold chieftain stands proud, clad in war gear of fine quality and good repair. Their weapons are tended by the tribe's tinkerers, particularly evident in their springspike shields.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Living Legend",
"entries": [
"A kobold chieftain is more than a leader, it is a symbol of the tribe's greatness. The strongest, most cunning, most ruthless of a kobold tribe embodies their connection to the revered dragons. When a chieftain sounds the call to battle, the kobolds meld into a fearless, deadly force."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Kobold Chieftain.webp"
}
}
]
},
{
"name": "Kobold Trapsmith",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This kobold is bedecked in satchels, pouches, sacks, and bandoliers. All of these are bursting with tools, bits of scrap, wire, cogs, and twine. Impossibly large eyes blink through the lenses of its goggles}.",
"Some kobolds hatch a bit cleverer than their counterparts. These sharp-witted creatures feel driven to fiddle with the world, and those that don't meet an early demise through accident or violence often take up tinkering. Trapsmiths make a kobold lair into a deadly gauntlet of hidden pain.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Improvisers",
"entries": [
"Trapsmiths are adept at improvising on-the-fly. They can use whatever spare parts are at hand to create simple thieves' tools or construct makeshift traps to fling at foes."
]
},
{
"type": "entries",
"name": "Shifting Peril",
"entries": [
"Trapsmiths aren't warriors and avoid direct confrontation with enemies that aren't mired in traps or engaged with other foes. If the trapsmith senses that invaders in its lair are likely to get past its traps, it tries to hide or escape. A trapsmith delights in laying traps and snares behind invaders, along tunnels and paths they've already cleared and believe to be safe, then luring them back through its handiwork."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Kobold Trapsmith.webp"
}
}
]
},
{
"name": "Kongamato",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This large pterodactyl has emergent feathers and a long, beaklike jaw.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Boat Breaker",
"entries": [
"The kongamato's name means \"breaker of boats,\" and, as that implies, it delights in systematically destroying the small vessels of those who come too close to its perch. No one knows what motivates this form of attack, although some sages suppose that the kongamato mistakes canoes for large prey like hippopotamuses or crocodiles."
]
},
{
"type": "entries",
"name": "Spoken in Whispers",
"entries": [
"For some tribes, kongamatos present a terrible threat, and the villagers speak only in whispers about them, fearing that mention of the beasts could attract their wrath. In some cases, evil priests and cultists summon these beasts as their servitors and use them to terrify villagers."
]
},
{
"type": "entries",
"name": "Maneaters",
"entries": [
"Kongamatos that have eaten human flesh develop a preference for it. These maneaters perform nightly raids on small towns, snatching locals in their claws and flying away."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Kongamato.webp"
}
}
]
},
{
"name": "Koralk Devil",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The fiendish hulk bears features taken from a nightmare scorpion, with three stinging tails and four limbs. It wields a massive scythe.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Shaped by Arbeyach",
"entries": [
"These fiends sprang from the dark imagination of Hell's Prince of Swarms, Arbeyach, who twisted them into being from lemures and scorpions. Arbeyach shaped the koralk to be annihilators in battle and to gather souls from the fallen, bypassing typical soul collection methods to feed his war machine more quickly. They are sometimes called \"harvester devils.\""
]
},
{
"type": "entries",
"name": "Transforming Poison",
"entries": [
"Poison from the koralk's stingers liquefies the victim's insides in an agonizing transformation. The creature swells as its organs, muscles, and skeleton rapidly break down and reform, transforming the creature into a lemure in a burst of fiendish goo. The new lemure is subject to the will of more powerful devils, and its fate from that moment on is the same as any lemure's. The koralk's poison can work this transformation on demons, giving Arbeyach's armies a unique edge."
]
},
{
"type": "entries",
"name": "Infernal Mounts",
"entries": [
"A koralk is strong enough for many devils to ride. They prefer only powerful devils as riders, but they obey their superiors and carry even the lowest of devils into battle if directed. Arbeyach often rides an especially large specimen into battle, called the Grand Annihilator by his devilish troops."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Koralk Devil.webp"
}
}
]
},
{
"name": "Kot Bayun",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This oddly colored cat appears at first to be a powerful panther of some kind. Its wide mouth pulls into something like a human grin, and its knowing eyes hint at intelligence beyond that of a typical jungle cat.}",
"Enemies of elves and blink dogs, kot bayuns are magical hunting cats gifted with eloquent speech and cunning abilities.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Speaking Fey Cats",
"entries": [
"These brutal and temperamental creatures get along well with cruel-minded fey. Gentler fey rightfully find the creatures to be a menace. A kot bayun measures six feet long and weighs over 200 pounds. They are long-lived, and some stories record the same kot bayun in a region for over 400 years."
]
},
{
"type": "entries",
"name": "Sing to Sleep",
"entries": [
"In addition to their stealthy natures and physical prowess, kot bayun have the ability to put prey to sleep with song. They carefully stalk victims for a time, learning the victim's strengths and weaknesses before making their attack. They lie in wait until their prey is vulnerable and then begin their song. Those resisting the call to slumber are always the kot bayun's first victims as the predator launches from cover and attempts to disembowel its prey. In forests with a thick canopy, a kot bayun stealthily creeps among tree limbs, tracking the movement of its prey below."
]
},
{
"type": "entries",
"name": "Healing Poetry",
"entries": [
"If discovered by intelligent prey, a kot bayun opens with a parley instead of claws. In rare cases, a kot bayun finds something in its prey it likes, and cold predation turns to a lukewarm association. Befriending a kot bayun has benefits, as the creature's poems, tales, and sagas have healing power. A kot bayun tells its stories in the form of strange epics and poetry, ranging from simple rhyming folk poems to complex sonnets, and it heals listeners only at the end of the poem."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Kot Bayun.webp"
}
}
]
},
{
"name": "Krake Spawn",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This twisted, beast looks like the unholy union of squid and spider. Its shell-covered core has six small rubbery legs, peculiar antennae, and six tentacles around a squid's enormous beak.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Demonic Crossbreeds",
"entries": [
"Some believe krake spawn are demonic crossbreeds created by the aboleth, fusing kraken blood with demonic souls. Others say that krake spawn are the horrible creation of a long-forgotten meddling god, summoned to the mortal world by deep ones. Certainly, krake spawn respond to summoning magic, and spellcasters summon krake spawn through blood sacrifices to work evil in the world. However, they do so at considerable peril: unlike demons and devils, krake spawn are seldom bound by pacts of any kind."
]
},
{
"type": "entries",
"name": "Outwit Humans",
"entries": [
"Though enormous and carrying an armored green shell on their six spindly legs, krake spawn are surprisingly quick and agile. Worse, they have a malicious and bloodthirsty intellect. A krake spawn is considerably smarter than most humans, who often mistake them for dumb beasts\u2014an error that can often prove fatal."
]
},
{
"type": "entries",
"name": "Iceberg Fortresses",
"entries": [
"Krake spawn live in remote, icy regions, where they fashion elaborate iceberg fortresses. These fortresses are stocked with frozen creatures (an emergency food supply), the krake spawn's treasure and library, slaves or prisoners of many races, and a hellish nest filled with the krake spawn's offspring."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Krake Spawn.webp"
}
}
]
},
{
"name": "Lake Troll",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This large, lanky creature has arms too long for its body. Its hands are webbed and equipped with wicked claws. Its skin is covered in dull green scales and embedded with stones, and limp hair like scraggly seaweed hangs across its long-nosed face}.",
"Water-dwelling cousins of the more common trolls, lake trolls are both stronger and slightly more intelligent, but thankfully less common. Accompanied by a reek of old, rotting fish, these slimy creatures live beneath the surface of lakes, ponds, rivers, and sometimes even ocean coves.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Violently Territorial",
"entries": [
"A lake troll is savage in the defense of its claimed expanse of territory; any encroachment into the creature's water is met with sudden violence from the depths. Fishermen are the most vulnerable to these attacks, especially when they explore new bodies of water."
]
},
{
"type": "entries",
"name": "Cruel Cunning",
"entries": [
"Even seasoned soldiers are wise enough to fear the claws of a lake troll; a person with no weapon facing the creature is doomed. Lake trolls delight in splintering wood and twisting metal with their talons and in shrugging off the deadliest of blows with their tough hide. They often prioritize wielders of grand weapons because they delight in the horror brought on by dulling their prey's weapons with a few strokes of their powerful claws. Lake trolls are cunning ambushers. They make use of the water to cover their attack and to protect themselves from the flames of would-be troll hunters."
]
},
{
"type": "entries",
"name": "Hard to Kill",
"entries": [
"A lake troll's regeneration is shut down only by cold and fire damage at nearly the same time, making them tricky to fight and exceedingly difficult to kill. Many adventurers have been shocked or slain when a lake troll they presumed was burned to death suddenly leapt back into the fray. Because they're reclusive and so very lethal, these creatures are poorly understood by most scholars."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Lake Troll.webp"
}
}
]
},
{
"name": "Lantern Dragonette",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This cat-sized drake with a waxy appearance and a glow emanating from its belly can hover in midair, filling a small area with a warm glow.}",
"The lantern dragonette is named for its belly, which glows with a warm light. The beast's yellow, waxy scales darken with age, though the dragonettes rarely live more than 50 years. They weigh from 5 to 10 pounds and are 18 inches long.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Eat Candle Wax",
"entries": [
"The dragonette devours four ounces of candle wax each day, plus four more ounces if it has made its belly glow. A lantern dragonette's unusual diet leads it to lair in libraries, abbeys, and other places of study. Even though the dragonettes eat candles essential for study during dark hours, they still provide light and protect their adopted homes. Residents and caretakers consider them good luck and enjoy conversing with them."
]
},
{
"type": "entries",
"name": "Telepathic Chatterbox",
"entries": [
"This gregarious dragonette prefers to speak with its companions but uses telepathy if necessary; the creature hisses when surprised or displeased. It loves nothing more than discussing magic and history with an intelligent and informed individual."
]
},
{
"type": "entries",
"name": "Adventurous Companions",
"entries": [
"Occasionally, a dragonette wishing to learn more about the world finds a spellcaster or adventuring party to travel with, purely for the sake of learning or to acquire new sources of knowledge. Most parties enjoy the traveling light source and the abilities these companions bring to bear. A lantern dragonette avoids combat and uses its abilities only to escape or to defend its lair, family, and friends."
]
},
{
"type": "entries",
"name": "Diligent Parents",
"entries": [
"A mated pair produces one clutch of two to five eggs every five years. One parent raises the young dragonettes until they mature, typically in a year, while the other scours the area for candle wax to feed the hungry hatchlings."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Lantern Dragonette.webp"
}
}
]
},
{
"name": "Lemurfolk",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This furred humanoid glides silently through the canopy of trees, gripping a blowgun. It observes visitors cautiously with two intelligent, bulbous eyes.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Jungle Rulers",
"entries": [
"These small, squirrel-like humanoids live in reclusive societies deep in the jungle. They are omnivorous gliders, subsisting on fruits and roots, insects and larvae, bird and snake eggs, and birds and small mammals. They sometimes barter with other humanoids for metal and forged items, but they prefer to rely on the forest for most of their needs."
]
},
{
"type": "entries",
"name": "Greyfur Elders",
"entries": [
"Greyfurs are the eldest and most revered lemurfolk, as much as 80 years old. Their age can be estimated by the graying of their fur, but they don't track the years. Greyfurs are cunning individuals and command the arcane arts, though they rarely pursue the art of necromancy\u2014a strong taboo prohibits them from interacting with the dead. A typical lemurfolk stands 2 feet tall and weighs 30 pounds."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Lemurfolk.webp"
}
}
]
},
{
"name": "Leshy",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This strange man is covered in bark and root-like growths and wears loose scraps of clothing. The hair and beard that frame his piercing green eyes writhe like living vines.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Expanding the Wild",
"entries": [
"Solitary leshy tend plants and animals in groves around great forests, and they are the self-proclaimed protectors of the forest outskirts. Leshy have little patience for interlopers and often kill, abduct, or frighten off trailblazers and guides. They sabotage cultivated land, wipe out trails, and cultivate weed walls and thickets to keep civilization at bay. They transplant dangerous plant creatures to discourage new settlements, and some wrangle rabid animals to the same purpose."
]
},
{
"type": "entries",
"name": "Ax Thieves",
"entries": [
"Leshy prefer trickery to combat, leading intruders astray by mimicking animal and humanoid sounds. If challenged, they do everything in their power to scare intruders away, but they never hesitate to fight to the death in service to the forest if necessary. Leshy hate metal, especially axes, and they go out of their way to steal metal items and lead those who use them astray."
]
},
{
"type": "entries",
"name": "Accept Bribes",
"entries": [
"With careful courting and appropriate gifts, it is possible to gain a leshy's capricious assistance. This can be risky, because leshy love mischief. Still, a leshy's help is sometimes essential to a group traversing ancient woodlands."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Leshy.webp"
}
}
]
},
{
"name": "Library Automaton",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The humming of servos, ticking of gears, and petite discharges of steam precede the library's diminutive custodian.}",
"Library automatons are small constructs created to fulfill organizational responsibilities of huge libraries.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Eyes of the Past",
"entries": [
"Each automaton includes a single humanoid eyeball mounted at the end of an articulated appendage. These eyes are typically donations from the library's ailing scholars, allow them to continue serving the repositories of knowledge that were their life's work."
]
},
{
"type": "entries",
"name": "Telekinetic",
"entries": [
"The automatons can move and manipulate written materials telekinetically, and they can store such works in an extradimensional space within their bodies. The library automaton tirelessly pores through tomes, translates ancient texts, catalogs the institution's volumes, fetches texts for visitors, and occasionally rids the vast halls of uninvited pests."
]
},
{
"type": "entries",
"name": "Scholarly Familiars",
"entries": [
"Many spellcasters have discovered library automatons make particularly effective caretakers for their spellbooks and scrolls while on adventure."
]
},
{
"type": "inset",
"name": "Library Automaton Familiars",
"entries": [
"The library automaton's scholarly nature leads some of them to serve spellcasters and learn more of the world. Such automatons have the following trait.",
{
"type": "entries",
"name": "Familiar",
"entries": [
"The library automaton can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the automaton senses as long as they are within 1 mile of each other. While the automaton is within 10 feet of its companion, the companion has resistance to psychic damage. At any time and for any reason, the automaton can end its service as a familiar, ending the telepathic bond."
]
}
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Library Automaton.webp"
}
}
]
},
{
"name": "Lich Hound",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Half bone, half purple fire, this deathly hound releases an eerie howl that echoes with the voices of the damned.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Fiery Bones",
"entries": [
"Bright white skulls with a heavy jaw and thick, robust skeletal bodies define the ferocious lich hounds. Their eyes burn green or blue, and their tongues resemble black fire. Fueled by necromantic power, these creatures are loyal servants of undead high priests or liches."
]
},
{
"type": "entries",
"name": "Echoing Howls",
"entries": [
"Even on their own, lich hounds are relentless hunters, pursuing their prey with powerful senses and a keen ability to find the living wherever the creatures may hide. Lich hound howls fade into and out of normal hearing, with strangely shifted pitch and echoes."
]
},
{
"type": "entries",
"name": "Murdered Celestials",
"entries": [
"The dark process of creating a lich hound involves a perverse ritual of first summoning a celestial canine and binding it to the Material Plane. The hound's future master then murders the trapped beast. Only then can the creature be animated in all its unholy glory. Houndlike celestials have long been outraged by the creation of lich hounds, and every few centuries, they band together to rid the world of those practicing this particular dark magic. Inevitably some knowledge survives this purge, leaving lich hounds a constant, painful reality for the celestials."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Lich Hound.webp"
}
}
]
},
{
"name": "Likho",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This goblin-like creature bears one large, strange eye in the middle of its face. It wears dark and dirty rags, and its spindly claws and arms match its hunched torso.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Ferocious Attitude",
"entries": [
"Likhos are scrappy fighters. They weaken foes from afar with their magical gaze, then rush forward, shredding the victims with their claws. Once a likho has leapt onto a creature, it shreds flesh using the claws on both its hands and feet."
]
},
{
"type": "entries",
"name": "Jeers and Insults",
"entries": [
"A likho uses its limited telepathy to taunt and jeer at its target from a distance during the hunt. A likho enjoys stalking intelligent humanoids and tormenting them from hiding until discovered or when it grows tired of the hunt."
]
},
{
"type": "entries",
"name": "Organ Eaters",
"entries": [
"Likhos thrive when they drain away luck and aptitude. Once the likho immobilizes a creature, it gnaws at the creature's abdomen with its jagged teeth, devouring the organs of its still-living prey. A likho consumes only a humanoid's organs and leaves the rest of the body behind."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Likho.webp"
}
}
]
},
{
"name": "Lindwurm",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Coiling like a living corkscrew and moving with a scraping hiss, this serpentine creature skates nimbly across ice on long curving claws, maw agape and stinking of a hundred graves.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Swift and Smooth as Ice",
"entries": [
"Lindwurms have long bodies and crocodilian jaws, but they skitter overland on spindly limbs. Their talons are long and curved, acting as skates or short skis when moving over ice. Few things are swifter on the ice."
]
},
{
"type": "entries",
"name": "Sea Hunters",
"entries": [
"In the wild, lindwurms hunt in groups, looking for breaching whales, seals, or incautious fishermen. They enjoy surrounding and surprising foes. With their considerable cunning, they may skate by their prey at speed, snapping a bite as they pass or snatching up prey with their constricting tails."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Lindwurm.webp"
}
}
]
},
{
"name": "Liosalfar",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The curtain of rippling colors assumes a humanoid form. Its kaleidoscope body shifts and glitters with mesmeric patterns.}",
"Sometimes known as \"light elves\" because they assume a vaguely elvish shape, these enigmatic elementals make their home at the edge of the world, where reality bends and physical laws unravel. Liosalfars' mutable bodies are composed entirely of shifting colors. Among themselves, they communicate through flashing patterns and hues, but they talk to others in an echoing, choral tone that seems to emanate from everywhere and nowhere around them.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Servants of Fate",
"entries": [
"Their aims often seem inconsequential or simply baffling, but they've also sundered mountains and toppled kingdoms. Many believe liosalfars are agents of Fate, while others believe their motivations are an alien aesthetic or for their own amusement. Those who've spoken with liosalfars say they talk as if all existence was a sea of patterns and colors to be set in pleasing shapes."
]
},
{
"type": "entries",
"name": "Enemies of the Ramag",
"entries": [
"Liosalfars have a longstanding rivalry with the portal-making ramags, whom they despise as \"corruptors of the patterns.\""
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Liosalfar.webp"
}
}
]
},
{
"name": "Living Wick",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The small, rough wax sculpture of a human stands at attention, a halo of light flickering around its head from some source behind it.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Enchanted Wicks",
"entries": [
"Living wicks are obedient wax statues brought to life by an enchanted wick that runs from the nape of their neck to their lower back. When new, a living wick looks and moves like a human. However, as the wick burns, the wax features melt, and the statue takes on a twisted, hunchbacked appearance."
]
},
{
"type": "entries",
"name": "Short-Lived as a Candle",
"entries": [
"Living wicks are powered by flames, and therefore they have a predetermined life cycle. They are typically reduced to formless lumps in a month, but some say a living wick's affordability more than makes up for its inevitable obsolescence. Individuals looking to quickly construct a building or fortification without the expense of paid labor or the questionable ethics of necromancy find living wicks obedient and efficient, as do those needing an army for a single battle. They are active only when their wicks are lit, and they respond only to the commands of whoever lit them. This makes it easy to transfer living wicks between owners, even those not well-versed in the use of magic."
]
},
{
"type": "entries",
"name": "Explosive Ends",
"entries": [
"The amount of magical energy contained within a living wick, paired with the manner in which it is released, gives them a remarkable capability for self-destruction. If their controller demands it, all living wicks can release the magic contained within their form all at once, engulfing themselves and anyone nearby in flames. This can make storing them a gamble, but many see it as an asset, especially those seeking to destroy evidence or anonymously attack their enemies."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Living Wick.webp"
}
}
]
},
{
"name": "Lord of the Hunt",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Astride a midnight horse sits a shirtless elven huntsman. His broad chest is thickly muscled and sports tattooed knot work. Great stag antlers crest the huntsman's head, curving above his rich brown hair. The pale green glow that shines from his eyes obscures the elf 's strong features, and a massive spear twined with glowing green vines drives forward in his clenched fist}.",
"The baying of shadow hounds, the thundering of hoof beats, and a brassy horn note; the Wild Hunt is coming, and pity its quarry. The Lord of the Hunt is an enigma among the fey nobles. His true identity beyond title and position as master of the Wild Hunt is unknown, but he has some connection to the Black Prince of the shadow fey\u2014while also answering to elvish druids and consorting with powerful hags and dryads.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "The Wild Hunt",
"entries": [
"The Lord's court is the Wild Hunt itself, a group of huntsmen, revelers, intelligent hounds, and poor souls they sweep up in their frenzy. His home, if he has any permanent dwelling, is as mysterious as his true identity. He and his Hunt constantly move between the Plane of Shadow and the most ancient forests."
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "Fey Lords and Ladies",
"entries": [
"Fey are capricious, mischievous, and often dangerous beings. However, despite their chaotic reputations, they do follow a certain set of rules. These rules\u2014widely misunderstood by outsiders\u2014are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Heads of State",
"entries": [
"The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble's domain, in his or her eyes, a fey ruler's word is law. Outsiders might not understand the edicts and interdicts of a fey noble, but that's no protection against the harsh penalties that await any who break them, knowingly or otherwise."
]
},
{
"type": "entries",
"name": "Vacant Thrones",
"entries": [
"When a lord or lady of the fey dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the stations of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court's vacant throne."
]
}
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "The Lord of the Hunt's Lair",
"entries": [
"If the Lord of the Hunt has any permanent lair, it is unknown to all but his closest confidants. While the Wild Hunt is a thing of beautiful and deadly grace on the move, the Lord's encampment becomes his lair when the Hunt settles for any length of time. Tents and pavilions house the Lord and his Hunt, and great, roaring fires roast the day's kills. The hours pass with revelry, feasting, physical contests, and strong drink."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Lord of the Hunt.webp"
}
}
]
},
{
"name": "Lorelei",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Lounging on a large river rock, this breathtaking fey calls plaintively to travelers.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Death to Men",
"entries": [
"A people born from an ancient oath to the River King, the loreleis' cruelty stems from whatever happened to their people long ago that brought about their transformation into loreleis. Now, these callous river sirens compete with one another in manipulating and destroying male travelers, using their deadly kisses to great effect."
]
},
{
"type": "entries",
"name": "Beautiful Humanoids",
"entries": [
"Although legends describe the lorelei as golden-haired and fair-skinned, they come in all varieties, taking on the form of their most frequent prey. While most resemble sensual humans, a lorelei's form can include elf, dwarf, and, in some recorded cases, even orc or hobgoblin."
]
},
{
"type": "entries",
"name": "Ignore Women",
"entries": [
"Women travelers are vexing for the lorelei. While the siren's powers affect women as readily as men, the lorelei lacks the urge to destroy them. Women traveling alone or in all-female groups may pass through a lorelei's territory safely, and they might even make peaceful contact."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Lorelei.webp"
}
}
]
},
{
"name": "Loxoda",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This massive creature combines the torso of an ogre and the body of an elephant as it lumbers through the open plains.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Nomadic Families",
"entries": [
"Loxodas live in small herds of two to three extended families. Several of these communities will usually cluster together, allowing members to move between groups as they get older. They have no permanent settlements, and instead loxoda families travel to new areas when they deplete the available food. Voracious omnivores, a family of loxodas will quickly strip trees bare of leaves, or hunt and cook an entire elephant."
]
},
{
"type": "entries",
"name": "Often Underestimated",
"entries": [
"Many people assume that loxodas are as dull witted as the ogres they resemble. This is often a fatal mistake, as the loxoda are quite intelligent. Their simple equipment and straightforward living come not from a lack of skill or knowledge, but their own isolationism and xenophobia. Their immense size and quadruped body make it difficult for them to mine metal ore, and they violently reject communications and trade with other people. The little metal they can gather is either taken from the bodies of their prey or stolen in raids on dwarven, human, or gnoll settlements."
]
},
{
"type": "entries",
"name": "Vestigial Tusks",
"entries": [
"All loxodas have curved tusks. While they are too small for use in even ritual combat, they are often decorated with intricate carvings or inlays or are dyed in a pattern developed by their family. Each individual also adapts the patterns with their own individual marks, often inspired by important events in their lives. Some loxodas put golden rings or jeweled bracelets stolen from humanoids onto their tusks as trophies. A loxoda matriarch may have long, dangling chains of such ornaments, indicating her high status and long life."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Loxoda.webp"
}
}
]
},
{
"name": "Lunar Devil",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A hulking figure floats in the air, a winged horror painted in mist and moonlight.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Corruptors of the Moon",
"entries": [
"Lunar devils can be found subverting druidical orders or leading packs of werewolves. They are a lazy breed of devil and prefer lounging in the light of the moon over more vigorous activity. The only exception is an opportunity to corrupt druids and moon-worshippers, pitting them against followers of sun gods."
]
},
{
"type": "entries",
"name": "Vain and Boastful",
"entries": [
"Lunar devils are as vain as they are indolent. Tales the fey tell involve thwarting them by appealing to their vanity. Lunar devils frequently befriend the dark fey."
]
},
{
"type": "entries",
"name": "Flying in Darkness",
"entries": [
"In combat, lunar devils sometimes bring allies along, bestowing magical flight on them. The devils stay in areas of moonlight whenever they can. Lunar devils have excellent vision in total darkness, though, and are happy to use that against foes. They prefer attacking from range, allowing allies to take the brunt of any opposition."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Lunar Devil.webp"
}
}
]
},
{
"name": "Mahoru",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A white fin cut the surface of the water as the serpentine creature approached. Its wolfish head burst from the surface, revealing a body covered in fine, white fur.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Valuable Teeth and Fur",
"entries": [
"A mahoru's heavy jaws are filled with triangular, serrated teeth adept at tearing flesh and sundering bone. Their white fur is prized for its warmth and waterproof qualities. Their pectoral fins feature stubby, claw-tipped paws. Mahoru is a totem beast for many northern tribes. Some make arrowheads and tooth-studded clubs with the beast's fangs."
]
},
{
"type": "entries",
"name": "Iceberg Hunters",
"entries": [
"Mahoru prowl northern coasts and estuaries, hunting among the fragmenting pack ice each summer. They lurk beneath the surface, catching swimmers or lurching up onto the ice to break or tilt it and send prey tumbling into the water. When necessary, they stalk beaches and riverbanks in search of carrion or unwary victims."
]
},
{
"type": "entries",
"name": "Work in Pairs and Packs",
"entries": [
"Mahoru work together in mated pairs to corral everything from fish and seals to larger prey like kayaking humanoids and even polar bears. They gnaw at ice bridges and the frozen surface of lakes and rivers to create fragile patches that plunge unwary victims into waiting jaws."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Mahoru.webp"
}
}
]
},
{
"name": "Malakbel Demon",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Within a blinding wave of heat and glare walks a long-limbed, misshapen form. The creature scorches everything in its path as it strides forward.}",
"What most people recall most vividly from an encounter with a malakbel is the blinding light and blistering heat surrounding it. Rippling distortion obscures the creature's body, which is roughly the size and shape of an adult human.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Demonic Messengers",
"entries": [
"Malakbel demons are contradictory creatures. They are both messengers and destroyers who carry the words of demon lords or even dark gods to the mortal realm. Paradoxically, once their message is delivered, they often leave none of its hearers alive to spread the tale."
]
},
{
"type": "entries",
"name": "Where Virtue Cannot Look",
"entries": [
"The malakbel is the embodiment of all that is forbidden and destructive. Despite its vital role as a messenger, its destructive nature always comes to the fore. A malakbel descends upon settlements and travelers with the merciless and relentless onslaught of the raging sun, burning all it sees to cinders before vanishing like heat shimmers at dusk."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Malakbel Demon.webp"
}
}
]
},
{
"name": "Mallqui",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i With skin stretched like vellum over wizened limbs, a desiccated humanoid form clad in splendid regalia emerges from a funerary tower. The imposing figure has yellow points of light for eyes.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Cold Plateau Mummies",
"entries": [
"The people of the cold, rainless, mountain plateaus take advantage of their dry climes to mummify their honored dead, but without the embalming and curing of the corpse practiced in hotter lands. To preserve the knowledge and the place of their ancestors in the afterlife, their dead remain among them as counsellors and honorees on holy days."
]
},
{
"type": "entries",
"name": "Undead Judges",
"entries": [
"The mallqui are not seen as malevolent, though at times they are severe judges against transgressors of their culture's ideals."
]
},
{
"type": "entries",
"name": "Icons of Growth",
"entries": [
"Through their ability to draw the very moisture from the air, they are seen as conduits to the fertility of the earth. Mallqui also means \"sapling\" in the language of the people who create them."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Mallqui.webp"
}
}
]
},
{
"name": "Malphas",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Keen eyed and dangerous, this winged fey warrior is dressed in finery.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Sworn to the Shadow Fey",
"entries": [
"Raised with a sword in their hands, the malphas are fierce warriors who serve the aristocracy of the shadow fey unswervingly."
]
},
{
"type": "entries",
"name": "Corvid Fey",
"entries": [
"The malphas have many crow-like features, including beaks, black-feathered bodies and wings, and clawed feet and hands. On occasion, a cloaked ravenfolk traveling in fey lands might be mistaken for a malphas, and some less scrupulous ravenfolk use this to their advantage to manipulate fey they encounter. Malphas don't take kindly to such impersonations and are merciless toward any ravenfolk they discover pretending to be one of them."
]
},
{
"type": "entries",
"name": "Messengers",
"entries": [
"Laconic in speech, they nevertheless serve as envoys and messengers from time to time. However, as much or more is communicated by the choice in messenger as in the message itself. Their crow-like features and the tendency of their masters to send bad news via malphas has earned them the nickname \"storm crows\" among many fey."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Malphas.webp"
}
}
]
},
{
"name": "Mamura",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This atrocity combines the worst elements of a dead frog and a rotting fish. Its slimy, scaly, vaguely humanoid form has eyes and three clawed arms arranged radially about its body. Its green, bat-like wings seem too small to work, yet it flies well}.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Twisted Field Sprites",
"entries": [
"Mamuras are the twisted faeries of magical wastelands and barren plains. They were once good-aligned, pixie-like fey called \"polevoi,\" or \"field sprites.\" At some point, they swore their souls to a dark goddess and were corrupted by her foul magic. Now they are twisted, alien things."
]
},
{
"type": "entries",
"name": "Cross-Dimensional",
"entries": [
"The mamura is one degree out of phase with reality. It appears blurry and indistinct even in bright light, and it seems translucent in dim light. They babble constantly, but their talk is mostly nonsense. Their minds operate in multiple dimensions in time as well as space, and this allows them to talk to and understand creatures of the Void. Because of this, their babble may be prophetic for the few who can decipher it."
]
},
{
"type": "entries",
"name": "Prophetic Followers",
"entries": [
"They occasionally align themselves with powerful goblin tribes or evil wasteland sorcerers for their own unknowable purposes."
]
},
{
"type": "inset",
"name": "Mamuras in Midgard",
"entries": [
"The mamura are servants of the Black Goat of the Woods, and they live in the Wasted West and various fetid swamps and badlands. They seem friendly with the selang, and they arrange strange and orgiastic rites with them at the equinoxes."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Mamura.webp"
}
}
]
},
{
"name": "Map Mimic",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A treasure map flaps as if caught in a strong wind. It suddenly splits open, revealing a fanged mouth and face.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Mimic Spawn",
"entries": [
"Mimic adhesive is not just a powerful means of trapping prey, it also contains millions of microscopic larvae that feed on flesh. Most of the larvae are consumed by the mimic when it eats. Mimics are either unaware of this, or they're indifferent to the fact that they routinely cannibalize their own offspring. A few larvae survive by adhering to the clothing or equipment of someone who escaped from a full-grown mimic's attack. These larvae hitch a ride, their host taking them far from the dungeon, cavern, or ruin of their birth. There, they drop off and grow into wormlike mimic young called map mimics. In time, map mimics grow into typical mimics."
]
},
{
"type": "entries",
"name": "Smaller than a Dinner Plate",
"entries": [
"Map mimics are too small to mimic the types of objects their parent does, but they still deceive prey by altering their forms. They can assume the shape, texture, and coloration of anything up to the size of a dinner plate."
]
},
{
"type": "entries",
"name": "Paper Scrolls",
"entries": [
"Their preferred form is parchment paper. They can display the path they've followed on their hide, complete with important landmarks. In this form, they curl up and wait inside bottles, or in the clutches of a corpse in plain view, until an unsuspecting adventurer discovers them. If the mimic is hungry, it attacks and attaches to the finder's face. Otherwise, it continues its charade as a map, eventually leading the reader back to the parent mimic."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Map Mimic.webp"
}
}
]
},
{
"name": "Mask Wight",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The frame of this withered demon's corpse barely fills the ash-colored plate armor that encases it. It carries a khopesh made of violet smoke, and a horned ivory mask devoid of features is nailed to its face.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Children of Fiends",
"entries": [
"Long ago, a demon lord of shadow fell in love with a demon goddess of the underworld. The two devised a plan to not merely slay their peers, but expunge them from time itself, leaving only each other. Shortly thereafter, the mask wights were conceived."
]
},
{
"type": "entries",
"name": "Rites of Annihilation",
"entries": [
"To create these undead, the lovers stole bodies of death knights from beneath the necropolis of an arch-lich and sacrificed a million condemned souls, draining their essence into ivory masks. Finally, the masks were hammered onto the knights with cold iron nails, and their armored husks were left at the bottom of the memory-draining River Styx for 600 years. When they rose, the mask wights marched out into the planes to bury knowledge and erase their quarry from memory and history."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Mask Wight.webp"
}
}
]
},
{
"name": "Mavka",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i With burnt and blackened skin, burnt twigs for hair, and clawed hands and feet that resemble burnt and twisted roots, this creature appears scorched and even frail. Pupilless red eyes gleam in its sockets with a hellish green flame.}",
"Mavkas are twisted dryads created by undead warlocks and vampiric experiments.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Death Riders",
"entries": [
"Mavkas ride nightmares and are fearsome raiders, snatching victims up into the saddle, never to be seen again. They despise and trample foot soldiers as peasants unworthy of attention."
]
},
{
"type": "entries",
"name": "Hag Killers",
"entries": [
"Mavkas are the mortal enemies of red hags, who call these undead horrors \"greenbanes.\" When red hag covens discover vampires and other undead turning local dryads into mavkas, they go on a rampage, destroying all undead they encounter."
]
},
{
"type": "inset",
"name": "Mavkas in Midgard",
"entries": [
"There were once three dryad sisters named Mica, Anthelia, and Saramantha. After his conquest of Morgau, the Black Prince Lucan had the dryads and their trees killed and then raised them as powerful undead\u2014mavkas. His warlocks bonded the new undead with nightmares instead of trees to complete their corruption.",
"These three sisters have since spawned many more such undead fey. Some serve the Black Prince as generals or concubines, while others pursue their own ends, destroying vampires, laying waste to villages, and seeking power in the Shadow Realm."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Mavka.webp"
}
}
]
},
{
"name": "Mbielu Dinosaur",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This lumbering saurian quadruped has large, oblong plates of bone covered in greenish slime protruding from its back and its thick, club-like tail.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Large Plates",
"entries": [
"People describe this reptilian herbivore as \"the animal with planks growing out of its back.\" The mbielu is a large dinosaur akin to a stegosaurus, with square dorsal plates that support symbiotic colonies of toxic, green algae. The plates themselves are as large as shields."
]
},
{
"type": "entries",
"name": "Aquatic Herbivore",
"entries": [
"An mbielu spends most of its life underwater, feeding on aquatic plants and avoiding the withering glare of the harsh sun, but it comes onto land frequently to sun itself for a few hours before immersing itself once again."
]
},
{
"type": "entries",
"name": "Toxic Alchemy",
"entries": [
"Its dorsal plate algae undergo an alchemical reaction in the continual transition between water and sky, especially during mbielu migrations to new watery dens. The algae produce a hallucinogenic poison that clouds the minds of most creatures. Mbielus themselves are immune to the toxin."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Mbielu Dinosaur.webp"
}
}
]
},
{
"name": "Mi-go",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This fungal, insectoid creature has stubby wings, multiple limbs, and a nightmarish head.}",
"The mi-go are a space-faring people of great skill and vast malevolence. They travel in large numbers between worlds, somehow covering astronomical distances in months rather than decades.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Strange Technology",
"entries": [
"Their technology includes powerful techniques to implant mi-go elements and minds in others' bodies (or to extract them). They also have unparalleled mastery of living tissue in both plant and animal form. Mi-go merchants exchange psychic tools, surgical instruments, and engineered materials. They work these materials into fantastic objects such as void-crossing solar wings, glowing lampfruit, and purple starvines, which induce sleep."
]
},
{
"type": "entries",
"name": "World Colonizers",
"entries": [
"While they have their own secrets and goals, the mi-go also serve ancient powers from between the stars. They are devoted followers of Shub-Niggurath, goddess of fecundity and growth, and take their evangelical mission seriously. They colonize entire worlds in Shub-Niggurath's name, planting and harvesting entire species according to her will."
]
},
{
"type": "entries",
"name": "Brain Cylinders",
"entries": [
"The brain cylinder, a device that permits the extraction and maintenance of a living brain outside the body, is the apex of mi-go technology. Safely isolated in a mi-go cylinder, a humanoid brain can travel safely between the stars. They deploy, fill, and retrieve these cylinders according to mysterious schedules and for purposes. Indeed, most of their technology appears either revolting or simply bizarre to humanoids (plant folk are less disquieted by their functioning)."
]
},
{
"type": "inset",
"name": "Disquieting Technology",
"entries": [
"Though mi-go technology is strange to most creatures, the effects of the technology in the game are similar to magic items. For example, a device strapped to the chest emitting a blue field around the wearer's body that grants resistance to cold damage is functionally the same as armor of cold resistance. The identify spell fails to discern the true purpose of these pieces of technology, but a successful DC 17 Intelligence ({@skill Arcana}) check during a short or long rest can reveal the purpose of a piece of mi-go technology"
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Mi-go.webp"
}
}
]
},
{
"name": "Millitaur",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A purplish-black segmented worm the size of a horse, with hundreds of legs, black multifaceted eyes, and powerful mandibles wields a pair of stone axes.}",
"Millitaurs roam jungles and woodlands, especially wherever dense undergrowth rots beneath the canopy and piles high. Leaves and plant matter provide much of the millitaur diet, but they also are good hunters and supplement with squirrel, monkey, gnome, and goblin.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Poisonous Drool",
"entries": [
"As formidable as they appear, millitaurs are the preferred prey of some dragons and jungle giants, and tosculi often hunt them for use as slaves and pack animals. In defense, they've developed a mild poison. Millitaur handaxes often drip with this substance, smeared on from the beast's mandibles. They use their axes for breaking up mulch for easier digestion, as well as for hunting and self-defense."
]
},
{
"type": "entries",
"name": "Alchemists and Brewers",
"entries": [
"Millitaurs are capable alchemists and brew their own unique beverages, potions, and alchemical substances, using the various materials and substances provided by the plants and animals found in their jungle homes. When away from their burrows, millitaurs carry a handful of flasks for self defense, to ward off intruders, or to trade with respectful humanoids traveling near their territory."
]
},
{
"type": "entries",
"name": "Clicking Speech",
"entries": [
"Millitaurs communicate via body language, antennae movements, scent, and clicking sounds. Although they have no voice boxes, millitaurs can make sounds by artfully clicking and grinding their mandibles, and they mimic the sounds of Common in a peculiar popping tone. They can be good sources for local information so long as they are treated with respect and their territory is not encroached."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Millitaur.webp"
}
}
]
},
{
"name": "Mindrot Thrall",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A heavily cloaked figure reeks of decay, spreading a floating cloud of spores with every step.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Fungal Rot",
"entries": [
"Mindrot fungus is an intelligent hive-mind parasite that consumes creatures from the inside out. When inhaled, mindrot spores enter the brain through the bloodstream. As the fungus grows, it dissolves the host's body and slowly replaces the creature's flesh with its own. The fungus's first target is the motor function of the brain. It takes control of the creature's movement while the victim is still alive and conscious, leaving the victim trapped within its own body. Indeed, sensory awareness may be the last function that the fungus attacks. Eventually, even the victim's skin and muscle are replaced with fungal fibers. At that point, the affected creature no longer looks like its former self. Such a newly born mindrot thrall conceals its alarming appearance under heavy robes or cloaks so it can travel without causing alarm."
]
},
{
"type": "entries",
"name": "Spore Blisters",
"entries": [
"A thrall's skin is taut and waxy. Blisters form just beneath the surface, and when they grow as large as a child's fist they burst, releasing a spray of spores. It seeks to infect as many new victims as possible during the few weeks that it survives in humanoid form. At the end of that time, the thrall shrivels to a dried, vaguely humanoid husk. Even a dead mindrot thrall remains dangerous. Its half-formed spore blisters can remain infectious for months."
]
},
{
"type": "entries",
"name": "Dimensional Horrors",
"entries": [
"Wizards hypothesize the fungus was brought to the mortal world's wastelands by a shambling horror crossing through a dimensional portal. The remoteness of the wasteland is likely why the mindrot fungus hasn't destroyed whole cities, though someday it might find a more fertile breeding ground."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Mindrot Thrall.webp"
}
}
]
},
{
"name": "Mirager",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Diaphanous veils cover a graceful woman, flowing like water across her as she dances through the dust.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Humanoid Sand",
"entries": [
"Cursed with crumbling, sandy bodies by a long-since-forgotten fey lord, miragers rely on blood and moisture from mortal creatures to replenish and sustain their forms. With such sustenance hard to acquire in their desert homes, miragers don't gather in groups and can be particularly vicious when starved. Some miragers might make bargains or forge friendships with mortal creatures, but the mirager's everpresent need for blood and moisture means such alliances rarely survive the dry season."
]
},
{
"type": "entries",
"name": "Enticing Illusion",
"entries": [
"A mirager can take on the guise of a lovely man or woman with luminous eyes, delicate features, and seductive garments. Whatever its form, a mirager dresses in veils and flowing robes that accentuate its enticing beauty."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Mirager.webp"
}
}
]
},
{
"name": "Miremal",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A short, lean, biped emerges from the shadows. Fungi and mosses cover its pale-skinned body, growing into its flesh. Its green eyes weep bloody tears}.",
"Miremals are savage, degenerate fey who delight in crafting paths through treacherous swamps. These seemingly safe paths are riddled with traps and ambush points.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Unreliable Guides",
"entries": [
"Miremals hunt in packs of three to six and often serve a more powerful creature, especially one that commands potent magic. As a result, many of their paths lead travelers into the grove of a green hag coven or into the lair of a black dragon."
]
},
{
"type": "entries",
"name": "Swamp Dwellers",
"entries": [
"Miremals have adapted from sylvan forests to the swamps: patches of red and green fungus sprout from their skin, mushrooms and branches grow haphazardly out of their bodies, and moss hangs from beneath their arms. They can even take on a puddle-like form when close to death, escaping from whatever seeks to harm them. Their eyes are forest green and perpetually wet with bloody tears. Their legends say their tears come from rage over the banishment from their forest homes and agony from knowing they can never return."
]
},
{
"type": "entries",
"name": "Hate Moss Lurkers",
"entries": [
"Miremals are occasionally confused with moss lurkers, but the two despise one another and both consider the comparison odious."
]
},
{
"type": "inset",
"name": "Miremals in Midgard",
"entries": [
"Miremals once served the Faerie Queen Titania as honorable scouts and spies. The habits of mind they cultivated though, made them susceptible to the blandishments of Titania's dark sister, Sarastra, Queen of Night and Magic. She planted within the miremals a hunger for flesh, and many succumbed to Sarastra's enchantment. They turned against those who resisted and devoured their former companions.",
"When the miremals regained their senses, they saw the slaughter they had wrought. Titania cursed and banished the miremals, changing their form and admonishing them to repent and atone. Thus far, they have shown no remorse."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Miremal.webp"
}
}
]
},
{
"name": "Mirror Hag",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This hunchbacked crone's sallow skin is covered with growths and lesions.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Hideous Hex",
"entries": [
"Until a creature can see past the hag's deformities, she curses it with the pain of a disfigured life. Some mirror hags do this for the betterment of all, but most do it because causing pain amuses them."
]
},
{
"type": "entries",
"name": "Warped Features",
"entries": [
"Mirror hags are hunchbacked, with growths and lesions covering their skin. Their joints misalign, and the extremities of their bones press against their skin. However, it is their faces that inspire legends: the blackest moles sprouting long white hairs, noses resembling half-eaten carrots, and eyes mismatched in size, color, and alignment. If a creature recoils from a mirror hag's looks, she bestows her reconfiguring curse on it."
]
},
{
"type": "entries",
"name": "Mirror Covens",
"entries": [
"Mirror hags can form a coven with two other hags. Generally, mirror hags only form covens with other mirror hags, but from time to time a mirror hag will join a coven of witches or green hags."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Mirror Hag.webp"
}
}
]
},
{
"name": "Mithral Dragon Wyrmling",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Light glints off the dragon's glossy scales, shining silver-white. Its tiny wings folded flush against its body open like a fan and expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, sits at the end of a slender neck atop an impossibly thin frame}.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Rage in Youth",
"entries": [
"Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard, though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, mithral dragons are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life pursuing interesting goals."
]
},
{
"type": "entries",
"name": "Peacemakers",
"entries": [
"Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees). They enjoy bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to negate magic make them well suited to these vital roles."
]
},
{
"type": "inset",
"name": "Mithral Dragons in Midgard",
"entries": [
"Mithral dragons are rebellious dragons who once sought to make peace between chromatic and metallic dragons. Having failed in that, they declared themselves neutral and now seek opportunities to make peace elsewhere. They are the only dragons that advocate against the perpetual war of the Dragon Empire, and occasionally serve as mercenaries against the Mharoti."
]
}
]
}
]
}
]
},
{
"name": "Mngwa",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Tiny wisps of grayish smoke ooze from the slate-colored coat of this leonine creature.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Ethereal Lions",
"entries": [
"The elusive mngwa (MING-wah) are the offspring of a sentient feline beast from the Ethereal Plane that mated with a lioness long ago. Also called{@i nunda}(\"smoke-cats\"), mngwas are strong, cunning hunters who can elude pursuit or approach their prey unnoticed by disappearing briefly into the ether."
]
},
{
"type": "entries",
"name": "Rocky Terrain",
"entries": [
"Mngwas choose their hunting ground carefully, avoiding flatlands where competing predators are plentiful. They favor rocky and treacherous terrain where their talent for dancing along the veil between worlds allows them to outmaneuver their prey."
]
},
{
"type": "entries",
"name": "Feline Allies",
"entries": [
"The strongest mngwa recruit other great cats into their prides, though these associations tend to be short-lived. They hunt with especially savage groups of nkosi, though only a great pridelord can command one during a hunt. When the hunt is over, the mngwa move on, and sometimes they take one of the young nkosi with them to become a shaman."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Mngwa.webp"
}
}
]
},
{
"name": "Monolith Champion",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This suit of armor stands motionless, its visor raised to reveal a black skull with eyes cold as a winter moon. A cloak of owl feathers hangs from its shoulders, and a greatsword sits across its back.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Beautiful Constructs",
"entries": [
"Monolithic servitors are constructs designed to serve the courts of the shadow fey. As constructs go, these are uncommonly beautiful; they are meant to be as pleasing to the eyes as they are functional. Beauty, of course, is in the eye of the beholder, and what's beautiful in the eyes of the shadow fey might be considered strange, disturbing, or even alarming to mortal folk."
]
},
{
"type": "entries",
"name": "Expensive Armor",
"entries": [
"Regardless of a viewer's aesthetic opinion, it's obvious that a monolith champion incorporates amazing workmanship. Every fitting is perfect, and every surface is burnished and etched with detail almost invisible to the naked eye or else decorated with macabre inlays and precious chasing. The skull in the helmet is mere decoration, meant to frighten the weak of heart and mislead opponents into thinking the champion is some form of undead rather than a pure construct."
]
},
{
"type": "entries",
"name": "Keeping Out the Rabble",
"entries": [
"As its name implies, the monolith champion serves as a guardian, warrior, or sentry. In those roles, it never tires, never becomes distracted or bored, never questions its loyalty, and never swerves from its duty. It delights in throwing non-fey visitors out of fey settlements and buildings."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Monolith Champion.webp"
}
}
]
},
{
"name": "Monolith Footman",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A suit of elven parade armor, beautifully ornate but perhaps not terribly functional, stands at attention.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Beautiful Construct",
"entries": [
"Like the monolith champion, a monolith footman is an aesthetic triumph in the construct-builder's craft. Unlike the champion, the footman's visor remains closed, hiding any visage. If anything, form takes a higher priority in the footman than function, since their function is largely to look fine as they stand ready to perform servant's duties for their shadow fey masters."
]
},
{
"type": "entries",
"name": "More Servant than Warrior",
"entries": [
"Because it's fashioned as grand armor, the footman looks more ferocious than it is. Its fighting ability is nothing to dismiss, but a secondary function. It's a combination of household servant and watchdog with imposing martial flair. Like the champion, a monolith footman's most alarming power is its ability to replace an opponent with a shadow double. This threat should be taken seriously by strangers to shadow as they weigh the risks of causing trouble in the fey courts."
]
},
{
"type": "entries",
"name": "Perfect Loyalty",
"entries": [
"Monolith footmen follow orders to the letter and are unswerving in their loyalty."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Monolith Footman.webp"
}
}
]
},
{
"name": "Moonlit King",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Dressed in archaic nobleman's finery, this elf lord has wildly unkempt bluish hair and pale, almost luminous skin. His eyes bulge slightly from their sockets as they stare vacantly. The lord's shadow moves slightly out of sync with his body, which appears solid in some portions and nearly transparent in others}.",
"His Lunar and Royal Majesty, Ludomir Imbrium the XVI, is also known as the Moonlit King of the Shadow Fey, Lord of Shadows, Duke of the Elves, and Master of the Winter Palace. A creature consumed by madness, the Moonlit King is an ephemeral vestige of greatness lost. He barely lives in reality anymore, and he is beset by phantoms from his own mind conjured from shadows and regret.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Dwindling Power",
"entries": [
"The Moonlit King lost the favor of his wife, the Queen of Night and Magic, long ago. When he fell from power, the Queen exiled him, banishing him from his seat in the courts of the shadow fey. Now he endures in the crumbling, far-flung Tower of the Moon. The King has sunk deep into madness during his isolation and has turned to bargains with demons and devils in a desperate bid to regain freedom."
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "Fey Lords and Ladies",
"entries": [
"Fey are capricious, mischievous, and often dangerous beings. However, despite their chaotic reputations, they do follow a certain set of rules. These rules\u2014widely misunderstood by outsiders\u2014are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Heads of State",
"entries": [
"The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble's domain, in his or her eyes, a fey ruler's word is law. Outsiders might not understand the edicts and interdicts of a fey noble, but that's no protection against the harsh penalties that await any who break them, knowingly or otherwise."
]
},
{
"type": "entries",
"name": "Vacant Thrones",
"entries": [
"When a lord or lady of the fey dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the stations of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court's vacant throne."
]
}
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "Moonlit King's Lair",
"entries": [
"The Moonlit King's lair is the Tower of the Moon, which is hidden in a spiral labyrinth deep within the Plane of Shadows. The tower is a run-down, forlorn place filled with false whispers and shadow ghosts of the mad fey lord's own creation."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Moonlit King.webp"
}
}
]
},
{
"name": "Mordant Snare",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The ground rumbles and a gigantic starfish with eleven arms rises from the earth, grasping at nearby prey.}",
"Mordant snares were created by war mages of ancient times. Each resembles an immense, eleven-armed starfish weighing eight tons, and yet a mordant snare is never obvious. Instead, it controls a dozen humanoids shuffling about aimlessly, paying little attention to their surroundings.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Starfish Puppet Masters",
"entries": [
"Snares bury themselves under loose soil to attack creatures walking above them. After killing a humanoid, they inject acid into the victim's body that liquefies organs and muscle while leaving the skeleton, tendons, and skin intact. With the body thus hollowed out and refilled with acid and filaments, the mordant snare can control it from below like a puppet."
]
},
{
"type": "entries",
"name": "Brains Preferred",
"entries": [
"The mordant snare prefers intelligent food and hunts until an area is empty of sustenance. A village can suffer tremendous losses or even be wiped out before discovering the cause. However, a mordant snare is intelligent enough to know that escaped victims may come back with friends, shovels, and weapons, ready for battle. When this occurs, the snare abandons its puppets, burrows deeper underground, and seeks a new home."
]
},
{
"type": "entries",
"name": "Cooperative Killers",
"entries": [
"Mordant snares are few in number and cannot reproduce. Since the secret of their creation was lost long ago, eventually they will disappear. Until then, they cooperate with each other when in the same areas, using puppets to lure victims to one another."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Mordant Snare.webp"
}
}
]
},
{
"name": "Morphoi",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This blue-skinned humanoid wields a trident and has an unusual face with vertical eyes but no mouth or nose.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Shapeshifter Plants",
"entries": [
"Morphoi are shape-shifting plant creatures indigenous to many islands. In their natural forms, the morphoi are androgynous beings between 5 and 6 feet tall. Their elliptical heads have pairs of eyes on both front and back. When harmed, they bleed a dark red sap. As plants, the morphoi don't need to eat. Instead, they gather nutrients from the sun and air. When posing as humanoids, they consume small amounts of food to aid their disguise, but since they have no internal digestive system, the food is just stored inside their bodies until they can spit it out."
]
},
{
"type": "entries",
"name": "Ship Travel",
"entries": [
"Morphoi live in island communities and in nearby waters, traveling by ship. They harbor a powerful animosity toward intelligent animal life, and their disguised agents are behind many otherwise inexplicable acts of sabotage and murder in coastal areas. Unlike doppelgangers, morphoi can't mimic specific individuals or read thoughts. Instead, they create intriguing backgrounds to go along with their disguises."
]
},
{
"type": "entries",
"name": "Four Eyes Always",
"entries": [
"No matter what form they shift into, morphoi always have four eyes, never two. They can relocate their eyes to anywhere on their bodies, however, and they try to keep the second pair of eyes on the back of the head or neck (concealed by long hair or a tall collar), or the backs of the hands (under gloves but useful to peer around corners)."
]
},
{
"type": "inset",
"name": "Morphoi in Midgard",
"entries": [
"Morphoi in Midgard serve and venerate Mnemosyne, the goddess of memory. They willingly give their lives to protect her, her handmaidens, and her followers. Because of Mnemosyne's influence over time as well as memory, morphoi in Midgard have been blessed by their goddess with immunity to magic that manipulates time, including spells that age the morphoi or spells such as haste or slow."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Morphoi.webp"
}
}
]
},
{
"name": "Moss Lurker",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Somewhat like the cruel crossbreed of troll and gnome, this creature has a long, greenish beard and hair. Its hide is peaty amber, and a vaguely fungal scent surrounds it.}",
"Like their trollish relatives, moss lurkers have large, often grotesque noses. Their claws are bright red when unsheathed, and their teeth tend toward the long and snaggly. They wear simple clothes of homespun wool or leather, or go naked in the summer. Their hats are sometimes festooned with toadstools or ferns as primitive camouflage.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Large Rocks and Poisoned Gifts",
"entries": [
"Moss lurkers have a fondness for throwing large stones at enemies. Some stones even seem too large for the lurker to heft. They also enjoy poisoning food and drink then offering it to creatures lost in the forest."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Moss Lurker.webp"
}
}
]
},
{
"name": "Myling",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Dressed in rags, this small humanoid has cold, blue skin and large, black eyes.}",
"Mylings are the souls of the unburied, those who died in the forest from abandonment or exposure and can find no peace until their bodies are properly interred. Given the circumstances around their deaths, mylings tend to be solitary, haunting the places where they died. When some tragedy ended in multiple deaths, the resulting mylings stay together and hunt as a pack.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Attack in a Rage",
"entries": [
"Mylings prefer to attack lone wanderers. They target a group when desperate or when there's more than one myling in the pack. They shadow a target until after dark, then jump onto the target's back and demand to be carried to their chosen burial ground. They cling tightly to a victim with arms and legs locked around the victim's shoulders and midsection, begging, threatening, and biting until the victim gives in to their demands. Mylings bite victims to death if the victim is unable or unwilling to carry them, or if a victim moves too slowly."
]
},
{
"type": "entries",
"name": "Ungrateful Rest",
"entries": [
"While all mylings seek a creature to carry them to their final resting place, even when a \"mount\" is willing, the creature's body grows immensely heavy as it nears its burial place. Once there, the myling sinks into the earth, taking its bearer with it."
]
},
{
"type": "entries",
"name": "Urchin Rhymes and Songs",
"entries": [
"Some mylings maintain traces of the personalities they had while alive\u2014charming, sullen, or sadistic\u2014and can speak touchingly and piteously. Dressed in ragged clothing, their skin blue with cold, they sometimes reach victims who believe they are helping an injured child or young adult. They hide their faces and sing innocent rhymes when they aren't screeching in fury, for they know that their dead eyes and cold blue skin cause fright and alarm."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Myling.webp"
}
}
]
},
{
"name": "Naina",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This draconic creature is plumed and scaled in glittering, multicolored hues.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Dragons in Human Form",
"entries": [
"These minor dragons can take the shape of wise, old, human women. They retain full use of their sorcerous powers in their humanoid forms, and they can retain that form indefinitely."
]
},
{
"type": "entries",
"name": "Difficult to Spot",
"entries": [
"A naina shapeshifted into human form is nearly impossible to spot as anything but human unless she makes a mistake that gives away her true nature. This seldom happens. Draconic roars, a flash of scales, a fondness for raw meat, and a flash of wrathful dragon breath are the most common tells."
]
},
{
"type": "entries",
"name": "Hunted by Rumor",
"entries": [
"When rumors of a naina circulate, any woman who is a stranger may be persecuted, ostracized, or even tortured unless she can prove that she's entirely human."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Naina.webp"
}
}
]
},
{
"name": "Necrohydra",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Five snaking necks sprout from this decayed, draconic body. However, instead of reptilian heads, each neck ends in a humanoid head.}",
"Necrohydras are created by powerful, evil necromancers and often used as guardians or placed at the vanguard of an undead army to strike fear and despair into the enemy. The wordless, heart-wrenching dirge the creature produces can drain all hope from listeners. The necrohydra can speak, though the few words it croaks out are usually only in response to questions by its master.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Familiar Heads",
"entries": [
"Sometimes a necrohydra is created as an instrument of revenge or a tool to further damage the morale of a necromancer's enemies. In these instances, the necromancer uses the heads of humanoids that are familiar to those that will face the necrohydra\u2014heroes, beloved leaders or officers, loved ones, or close allies. A necromancer may coach the necrohydra to say certain mocking phrases to strike at the hearts of the necromancer's enemies."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Necrohydra.webp"
}
}
]
},
{
"name": "Ngobou Dinosaur",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This ill-tempered, six-horned creature resembles a triceratops the size of an ox, with pairs of horns atop its nose and brows, as well as great tusks jutting from each side of its mouth.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Hatred of Elephants",
"entries": [
"Ngobous are ox-sized dinosaurs often at war with elephants over territory. Ngobous are irascible and suspicious by nature, prone to chasing after any creature that stays too long inside its territory. They also become aggressive when they can see or smell elephants. Even old traces of elephant scent are sufficient to trigger an ngobou's rage."
]
},
{
"type": "entries",
"name": "Poor Beasts of War",
"entries": [
"Grasslands tribes sometimes try to train ngobous as beasts of burden or war, but most have given up on the ill-tempered animals. Most believe the ngobou's behavior is too erratic, especially if elephants are nearby or have been in the area recently."
]
},
{
"type": "entries",
"name": "Trample Crops",
"entries": [
"Stampeding ngobou herds can smash fields of crops flat in minutes, and their horns can tear through a herd of goats or cattle in little time."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Ngobou Dinosaur.webp"
}
}
]
},
{
"name": "Nichny",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i These ancient creatures resemble nothing so much as black cats dressed in sumptuous, archaic, clothing.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Xenophobic",
"entries": [
"The nichny are highly xenophobic and gleefully carnivorous fey who dwell in deep, primeval forests."
]
},
{
"type": "entries",
"name": "True and False Prophets",
"entries": [
"Nichny have oracular powers, but they rarely share their prophecies with outsiders. Their prophecies are always delivered in triples, and legend holds that two inevitably prove true and one proves false."
]
},
{
"type": "entries",
"name": "Answer Three Questions",
"entries": [
"One final legend claims that if a nichny can be bound with gold or orichalcum chains, it must answer three questions. As with their prophecies, two answers will be true and one will be a lie. All three questions must be posed before any will be answered. When the third answer is given, the nichny and the chains disappear."
]
},
{
"type": "inset",
"name": "Nichny in Midgard",
"entries": [
"Known as dolia (\"fate speakers\") in Old Elvish, elven legend says the nichny welcomed the first elves to Midgard. They also gifted the first Emperor of the Elves with three prophecies: humans would cause a great schism and estrangement among the elves, forcing them to flee Midgard; an elfmarked child would be the doom of all elvenkind; and a third prophecy so horrific that the elves erased it with powerful magic."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Nichny.webp"
}
}
]
},
{
"name": "Night Scorpion",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i These midnight-black scorpions have a bright-red stripe on their tails, signaling the crippling poison within.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Blinding Poison",
"entries": [
"This aptly named arachnid hunter blinds victims with a dose of its crippling poison. It feeds on whole camels when given the chance, but it more commonly devours goats, sheep, and people. It hunts by night, when its senses are most effective."
]
},
{
"type": "entries",
"name": "Underdark Giants",
"entries": [
"The species is common in deep caves and underworld realms. They are eight feet long with a seven-foot tail and daggerlike stinger. They weigh up to 200 pounds."
]
},
{
"type": "entries",
"name": "Valuable Venom",
"entries": [
"Night scorpion venom is highly prized and can command upwards of 400 gp per dose."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Night Scorpion.webp"
}
}
]
},
{
"name": "Nightgarm",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This red-furred lupine creature has a too-wide mouth and blood-soaked claws.}",
"Created in a ritual performed over a pregnant worg, nightgarms are always born female and are followers of the Great Wolf.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Wide-Jawed Lupines",
"entries": [
"Nightgarms resemble red-furred worgs with wide mouths, half-formed fingers, and comfort with bipedal and quadrupedal movement. They can hold items in their front paws, and their jaws can open to swallow especially large creatures."
]
},
{
"type": "entries",
"name": "Mother of Falsehearts",
"entries": [
"If a nightgarm eats a humanoid corpse whole, it gives birth nine hours later to a duplicate of the victim, known as a falseheart (see the Falseheart Template sidebar). Falsehearts are loyal to the nightgarm that birthed them and retain enough of the victim's memories and capabilities to integrate into society as the victim."
]
},
{
"type": "inset",
"name": "Falseheart Template",
"entries": [
"The corpse of any Humanoid can become a falseheart if eaten whole by a nightgarm. When a Humanoid becomes a falseheart, it retains its statistics, except as described below.",
{
"type": "entries",
"name": "Type",
"entries": [
"The Humanoid's type changes to Monstrosity"
]
},
{
"type": "entries",
"name": "Alignment",
"entries": [
"The falseheart's alignment changes to chaotic evil."
]
},
{
"type": "entries",
"name": "New Trait: Convincing Copy",
"entries": [
"A creature very familiar with the Humanoid the falseheart replaced can tell the falseheart is an imitation with a successful DC 20 Wisdom ({@skill Insight}) check."
]
},
{
"type": "entries",
"name": "New Trait: Keen Smell",
"entries": [
"The falseheart has advantage on Wisdom ({@skill Perception}) checks that rely on smell."
]
},
{
"type": "entries",
"name": "New Trait: Mother's Love",
"entries": [
"The falseheart is magically bound to the nightgarm that birthed it, following the nightgarm's telepathic commands."
]
}
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Nightgarm.webp"
}
}
]
},
{
"name": "Nihileth Aboleth",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Eons ago, a group of aboleth left the Material Plane to wander through distant planes\u2014seeing them through magical scrying was not enough, so these aboleth used astral magic and bodily travel to see far beyond normal realms}.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "A Forgotten Tribe",
"entries": [
"As ages passed, memories of those who departed slowly faded from the minds of those aboleth who remained behind. Those few aboleth who did remember that long ago some of their kin had gone plane-wandering assumed that the wanderers died in distant hells or paradises."
]
},
{
"type": "entries",
"name": "Changed by Planar Wandering",
"entries": [
"The plane-wanderers hadn't died. Instead, their eons-long exposure to alien realms and the space between changed them, restructuring their life force, making them into something even more nightmarish\u2014but better able to withstand both strange hells and golden realms of eldritch delight. They returned even more corrupt and powerful than when left, and these wandering nihileths returned to the mortal world intent on spreading the influence of the Void and the utter evil they found in the vast darkness between worlds."
]
},
{
"type": "entries",
"name": "Undead Servitors",
"entries": [
"Humanoids, giants, and monstrosities that succumb to the nihileth's disease transform into servitors for the twisted aboleths. Most humanoids transform into nihilethic zombies, while the larger giants and monstrosities transform into nihilethic dominators. While the creatures retain much of the general shape they had in life, these servitors have translucent and slimy skin, and are adept swimmers, able to function in water or on land in service to their nihileth masters."
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "A Nihileth's Lair",
"entries": [
"While aboleths create their lairs underwater, spending most of their time submerged, a nihileth can create a lair outside the water, often in a cave or a ruined, abandoned city. Nihileth lairs on land typically contain several pools of water and are often within at least 1 mile of a large body of water, as the nihileth's ability to fully function outside of water is limited."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Nihileth Aboleth.webp"
}
}
]
},
{
"name": "Nihilethic Dominator",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Eons ago, a group of aboleth left the Material Plane to wander through distant planes\u2014seeing them through magical scrying was not enough, so these aboleth used astral magic and bodily travel to see far beyond normal realms}.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "A Forgotten Tribe",
"entries": [
"As ages passed, memories of those who departed slowly faded from the minds of those aboleth who remained behind. Those few aboleth who did remember that long ago some of their kin had gone plane-wandering assumed that the wanderers died in distant hells or paradises."
]
},
{
"type": "entries",
"name": "Changed by Planar Wandering",
"entries": [
"The plane-wanderers hadn't died. Instead, their eons-long exposure to alien realms and the space between changed them, restructuring their life force, making them into something even more nightmarish\u2014but better able to withstand both strange hells and golden realms of eldritch delight. They returned even more corrupt and powerful than when left, and these wandering nihileths returned to the mortal world intent on spreading the influence of the Void and the utter evil they found in the vast darkness between worlds."
]
},
{
"type": "entries",
"name": "Undead Servitors",
"entries": [
"Humanoids, giants, and monstrosities that succumb to the nihileth's disease transform into servitors for the twisted aboleths. Most humanoids transform into nihilethic zombies, while the larger giants and monstrosities transform into nihilethic dominators. While the creatures retain much of the general shape they had in life, these servitors have translucent and slimy skin, and are adept swimmers, able to function in water or on land in service to their nihileth masters."
]
}
]
}
]
}
]
},
{
"name": "Nihilethic Zombie",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Eons ago, a group of aboleth left the Material Plane to wander through distant planes\u2014seeing them through magical scrying was not enough, so these aboleth used astral magic and bodily travel to see far beyond normal realms}.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "A Forgotten Tribe",
"entries": [
"As ages passed, memories of those who departed slowly faded from the minds of those aboleth who remained behind. Those few aboleth who did remember that long ago some of their kin had gone plane-wandering assumed that the wanderers died in distant hells or paradises."
]
},
{
"type": "entries",
"name": "Changed by Planar Wandering",
"entries": [
"The plane-wanderers hadn't died. Instead, their eons-long exposure to alien realms and the space between changed them, restructuring their life force, making them into something even more nightmarish\u2014but better able to withstand both strange hells and golden realms of eldritch delight. They returned even more corrupt and powerful than when left, and these wandering nihileths returned to the mortal world intent on spreading the influence of the Void and the utter evil they found in the vast darkness between worlds."
]
},
{
"type": "entries",
"name": "Undead Servitors",
"entries": [
"Humanoids, giants, and monstrosities that succumb to the nihileth's disease transform into servitors for the twisted aboleths. Most humanoids transform into nihilethic zombies, while the larger giants and monstrosities transform into nihilethic dominators. While the creatures retain much of the general shape they had in life, these servitors have translucent and slimy skin, and are adept swimmers, able to function in water or on land in service to their nihileth masters."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Nihilethic Zombie.webp"
}
}
]
},
{
"name": "Nkosi",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i With a thick mane of beaded locks, this leonine humanoid grins with a mouthful of pointed teeth.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Beads and Braids",
"entries": [
"The nkosi resemble bestial humans with cat's eyes, slender tails, and the fangs and fur of a lion. Most grow their hair long, braiding colorful beads into their locks to mark important events in their lives. Although the nkosi's true form is that of a feline humanoid with leonine features, the most striking feature of the nkosi is their ability to change their shape, taking the form of a lion."
]
},
{
"type": "entries",
"name": "Pridelords",
"entries": [
"Nkosi pridelords are exceptionally tall and muscular leaders. They keep impressive manes, but they are known for their roar, which wakes the feral heart inside all nkosi."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Nkosi.webp"
}
}
]
},
{
"name": "Nkosi Pridelord",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i With a thick mane of beaded locks, this leonine humanoid grins with a mouthful of pointed teeth.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Beads and Braids",
"entries": [
"The nkosi resemble bestial humans with cat's eyes, slender tails, and the fangs and fur of a lion. Most grow their hair long, braiding colorful beads into their locks to mark important events in their lives. Although the nkosi's true form is that of a feline humanoid with leonine features, the most striking feature of the nkosi is their ability to change their shape, taking the form of a lion."
]
},
{
"type": "entries",
"name": "Pridelords",
"entries": [
"Nkosi pridelords are exceptionally tall and muscular leaders. They keep impressive manes, but they are known for their roar, which wakes the feral heart inside all nkosi."
]
}
]
}
]
}
]
},
{
"name": "Noctiny",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A grinning man brandishes a staff surmounted by a rune-covered skull. Blasphemous sigils adorn his clothes, and ashes stain his skin a sickly gray.}",
"Noctiny are humanoids corrupted by fell power. Their skin is sallow and gaunt even before they smear it with ash, bone dust, and worse materials to wash all living color from their bodies. The noctiny embrace all manner of blasphemous and taboo behaviors to please their masters.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Pyramid of Power",
"entries": [
"The noctiny's lust for power drives them away from decency and reason. They are initiates who form the lowest rung of fext society. They swear themselves into service to the undead fext as thugs, servants, acolytes, and cannon fodder, and in exchange draw a trickle of power for themselves."
]
},
{
"type": "entries",
"name": "A Race Apart",
"entries": [
"Though they arise from any humanoid stock, the noctiny are corrupted by the powers they serve, changing them. Noctiny retain the cosmetic traits that identify their original race if one looks hard enough, but any connection they once had to their fellows is overpowered by their transformation into noctiny."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Noctiny.webp"
}
}
]
},
{
"name": "Oculo Swarm",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This collection of hundreds of eyes floats along, trailing ganglia and dripping caustic fluid that sizzles when it hits the ground.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Failed Experiment",
"entries": [
"Oculo swarms came about from failed experiments to create living scrying sensors. Once set loose, these horrors attain a form of distributed self-awareness. Exactly what motivates them is unknown, except that they are driven to survive."
]
},
{
"type": "entries",
"name": "Flesh Stealers",
"entries": [
"A weakened oculo swarm can reinvigorate itself by tearing fresh eyes from almost any type of living creature. If a badly depleted oculo swarm escapes from battle, it attacks lone creatures or weak groups until the mass of gore-spattered eyeballs is replenished. The more dismembered eyeballs the swarm contains, the more powerful it becomes."
]
},
{
"type": "entries",
"name": "Single Eye Scouts",
"entries": [
"The entire swarm sees what any single member sees. Before attacking or even entering a potentially dangerous area, individual eyes scout ahead for prospective victims or dangerous foes. Though harmless and easily destroyed, these lone eyes provide plenty of information to the oculo swarm before perishing."
]
},
{
"type": "inset",
"name": "Oculo Swarms in Midgard",
"entries": [
"Bemmean wizards have been known to employ oculo swarms as lie detectors during negotiations. An oculo instinctively reads eye movements, and it can communicate what it sees to the wizard by moving in a specific way or by changing the color of its irises. If negotiations go poorly, the mage gives the swarm permission to add a fresh pair of eyes to its number."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Oculo Swarm.webp"
}
}
]
},
{
"name": "Ogre Corrupted Chieftain",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Spikes adorn the green skin of this large ogre, and it brandishes a nail-studded club.}",
"Twisted by wild magic, fiendish power, or arcane disease, the corrupted chieftain has turned its mutation into an advantage. The corruption within makes this chieftain stronger and more savage than the ogres it bullies and commands.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Changed Form",
"entries": [
"The power that changed the corrupted chieftain's body caused its skin to toughen and produce dozens of bony spikes. It also caused the chieftain to become stronger, hardier, and more imposing than its ogre kin, solidifying its position as a clan's chieftain."
]
},
{
"type": "entries",
"name": "Powerful Leader",
"entries": [
"Though the corrupted chieftain remains as tactical as it was before coming into contact with the force that changed it, the power coursing through its veins gives it uncanny sway over other ogres. The chieftain can belt out orders without receiving grumbles and can even imbue a measure of its power into its underlings."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Ogre Corrupted Chieftain.webp"
}
}
]
},
{
"name": "Oozasis",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The oasis appears as an idyllic desert respite, offering water, shade, and even edible fruit and nuts in the trees above.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Mockmire",
"entries": [
"The oozasis, or oasis ooze, is also known as a mockmire in other climates. It mimics a peaceful, pristine watering hole to draw in unsuspecting prey. An oozasis cycles seemingly at random between activity and dormancy."
]
},
{
"type": "entries",
"name": "Quest Givers",
"entries": [
"Within its odd physiology stirs an ancient mind with an inscrutable purpose. Far from being a mindless sludge, its fractured intelligence occasionally reads the thoughts of visitors. At these times, it tries to coerce them into undertaking quests for cryptic reasons."
]
},
{
"type": "entries",
"name": "Ancient Minds",
"entries": [
"Some tales claim these creatures preserve the memories of mad wizards from dead empires, or that they have unimaginably ancient, inhuman origins."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Oozasis.webp"
}
}
]
},
{
"name": "Orobas Devil",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Tall and powerful, this creature resembles a strong man with well-chiseled muscles, save its equine head, flaring nostrils, and hoofed feet.}",
"Orobas devils thrive in Hell, selling their knowledge to those who have the coin or souls. The common phrase, \"never trust a gift horse,\" stems from these corrupting devils.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Horse-Headed but Wise",
"entries": [
"Orobas devils look like horrific horse-headed humans. Sulfuric smoke curls from their nostrils, and flames dance across their flails. This beast-like appearance belies their true strength; these devils possess an uncanny prescience and affinity for divination."
]
},
{
"type": "entries",
"name": "Masters of Deceit",
"entries": [
"When bargaining with an orobas, one must speak truthfully\u2014or possess an exceptionally quick tongue and the most charming smile."
]
},
{
"type": "entries",
"name": "Surrounded by Lessers",
"entries": [
"Orobas devils gather lesser devils both as chattel and defense. Their analytical minds telepathically confer the strengths and weaknesses of foes to their allies. With surprising speed, the deceivers can assess a battlefield, weigh outcomes, and redirect forces."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Orobas Devil.webp"
}
}
]
},
{
"name": "Ostinato",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A bit of catchy, repetitive music emanates from nowhere, drifting and moving as if dancing in the empty air.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Born from Drama",
"entries": [
"Incredibly moving arias, passionate performances, and ditties that drive a person mad are often the product of ostinatos. These creatures of living music are born from overwrought emotions, and they feed off the vitality and personality of mortals."
]
},
{
"type": "entries",
"name": "Song Searchers",
"entries": [
"Ostinatos wander the mortal world as repetitive snippets of song, searching for hosts and rich feeding grounds. They enter hosts secretly, remaining undetected to prolong their voracious feasting."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Ostinato.webp"
}
}
]
},
{
"name": "Owl Harpy",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This winged woman's face is wreathed in a headdress of feathers; her luminous eyes and aquiline nose lend beauty to her feral demeanor. Her sharp, taloned feet seem even more inhuman by comparison.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Harpy Queens",
"entries": [
"An owl harpy is a queen among her kind, possessing superior grace and intelligence and an owl's predatory instinct and savage appetite. Owl harpies never grow hair, only feathers, which often wreathe their faces and crown their heads like a headdress. Their taloned feet are strong and razor sharp. They are much stronger fliers than lesser harpies; they swoop and hover in mid-air with ease to tear their prey apart. They are found in temperate climates as well as in deserts and jungles."
]
},
{
"type": "entries",
"name": "Nocturnal Magic",
"entries": [
"Owl harpies practice a rare, potent magic associated with darkness and the night. They can counter most light sources easily. So refined is their hearing that neither darkness nor invisibility detracts from their ability to hunt their quarry. Their acute hearing also means that thunderous noises distress them."
]
},
{
"type": "entries",
"name": "Servants of Darkness",
"entries": [
"Owl harpies are natural bards thanks to their sharp wits, and most are zealous followers of deities and demon lords of darkness and night. Less common but not unheard of are owl harpy oracles, scholars, and collectors. These savants are known to exchange their knowledge and insights for companionship or for unusual gifts and treasures."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Owl Harpy.webp"
}
}
]
},
{
"name": "Pact Vampire",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Blood flows up the slain man's body, defying gravity as it makes its way into the skin and fanged maw of this wild-haired vampire.}",
"Pact warlocks seek transformation into a vampire while blessed by a patron of blood, destruction, or undead. The pact vampire's thirst for blood is so all-consuming that it can draw the blood of others through the air to its open maw.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Blood Line",
"entries": [
"The patron's blessing frees the warlock from some of a vampire's weaknesses, but it also secures a magical line of blood and life energy between the warlock and the patron. This drives the warlock to wantonly shed and drink blood, fueling the patron with each drop. A pact vampire must feed blood to its patron weekly by shedding the blood of other creatures and absorbing that blood into its body. A pact vampire that forgets or refuses to shed blood for its patron begins to lose vitality, steadily becoming more gaunt until it withers into a mindless, skincovered skeleton under the patron's control."
]
},
{
"type": "entries",
"name": "Transformed Vampires",
"entries": [
"Not all pact vampires start as living warlocks. Some vampires choose to make a pact with a foul power to diminish some of its weaknesses and to gain more control over its own blood and the blood of others. Such vampires transform into pact vampires, giving up some of their autonomy for greater power and safety from running water and sunlight. Regardless of how it initially transformed, a pact vampire can't change its form like a standard vampire, relying on its followers and its patron's power to ensure its safe exit from dangerous situations."
]
},
{
"type": "entries",
"name": "Poisonous Blood",
"entries": [
"A pact vampire's blood is tainted by its enhanced magical connection to its patron, and when introduced to living creatures, the vampire's blood causes the creature's blood to flow more freely. Pact vampires coat their claws in this blood to better subdue and sup from bleeding victims. Particularly brave alchemists have attempted to harvest pact vampire blood for use in treating diseases related to thick or sluggish blood, but few survive the attempt."
]
},
{
"type": "inset",
"name": "A Pact of a Different Color",
"entries": [
"The pact vampire represented here is based on the Fiend patron. Not all patrons, especially those of good alignment, would condone their warlocks seeking transformation into an especially bloodthirsty vampire. Those patrons who are associated with blood, destruction, or undeath, however, take special glee in aiding such a transformation, reveling in the blood shed by the warlock and sending their minions to assist in the mayhem.",
"If you want to bring a pact vampire into play from a different patron, consider some changes. Damage resistances, immunities, and actions like Children of the Lower Planes can be changed to reflect a different pact, such as resistance to damage from weapons not made with cold iron for a pact vampire whose patron is one of the fey lords or ladies (see Tome of Beasts) or magically calling mephits and other minor elementals for a pact vampire whose patron is a genie lord."
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "A Pact Vampire's Lair",
"entries": [
"Needing to be near civilization for ready access to the blood its patron craves, a pact vampire dwells in a city's catacombs, sewers, or other underground complex with easy access to the city's streets at night. Pact vampires often lead secret cults within the city, building its patron's followers while drinking in the blood of the victims the cult brings to it. Due to the pact vampire's more direct link to the patron than many warlocks, the lair takes on aspects of the patron and is subtly shaped by the patron's will, filling the lair with hellish heat, eldritch lights, sourceless screams, and similar effects pleasing to that particular patron."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Pact Vampire.webp"
}
}
]
},
{
"name": "Paper Drake",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i With its sharp angles and translucent skin, this draconic creature looks as if it were carefully folded from a massive sheet of paper, including its razor-sharp claws and teeth.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Book and Map Erasers",
"entries": [
"These drakes originated in exotic lands far away, where paper is as common as parchment and vellum. They now inhabit wide stretches of the world, and they seem to have edited their origins out of history. Paper drakes are a bane to historians and spellcasters. They can erase ink and pigments, and they often do so for their own aesthetic purposes. They adore the possibility of a blank page, but they also sometimes erase ink selectively to make beautiful patterns in the remaining ink."
]
},
{
"type": "entries",
"name": "Correcting Errors",
"entries": [
"Some paper drakes have a compulsion to correct errors in text or speech, and in these cases their strange ability isn't a nuisance. Indeed, these paper drakes help scribes correct mistakes, update outdated text, or erase entire volumes so they can be hand-lettered again with different text."
]
},
{
"type": "entries",
"name": "Tattoo Magicians",
"entries": [
"Paper drakes are sometimes subjected to strange magical rituals in which wizards tattoo powerful runes and symbols onto their skin. Those who survive this process gain even stranger, esoteric abilities, such as the ability to \"stamp\" text or images with their feet, the ability to make illustrations move as if alive, or even the ability to erase the memory of written words from a person's mind, much as they erase text from a page. In their regular form, paper drakes reach just over four feet in length and weight around 30 pounds. They are usually white or tan but develop a brown or yellow tone as they age."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Paper Drake.webp"
}
}
]
},
{
"name": "Planewatcher",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The brilliant lasso tightened around the eldritch monster as the faceless winged creature dragged it across a hellish landscape.}",
"A planewatcher is sworn to protect the order of the boundaries between worlds. These angelic creatures fearlessly track down people and monsters who cross the boundaries of the planes and drag them back to where they came from, willingly or otherwise. Each planewatcher is bound to a single plane of existence.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Friend or Foe",
"entries": [
"Planewatchers are dedicated to their purpose, regardless of morality. Heroes may find themselves beseeching a planewatcher for help to battle an interplanar foe, or find themselves fighting one while on a planar mission. Planewatchers track down trespassers based on the perceived threat to the multiverse."
]
},
{
"type": "entries",
"name": "Unlikely Allies",
"entries": [
"Star drakes protect the Material Plane in much the same way planewatchers protect their respective planes. Because of this, the Material Plane has fewer planewatchers than other planes, and the two beings can work in concert to maintain the natural order of the multiverse."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Planewatcher.webp"
}
}
]
},
{
"name": "Pombero",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This squat little man has long limbs and skin the color of coal. The backs of its hands and tops of its feet are covered in thick hair. Its face seems a bit too wide for its head, and its eyes gleam a little too brightly in the pale light}.",
"Pomberos are strange tricksters, born of shadows in the wild. At rest, they tend to adopt a squatting posture, which accentuates their too-long limbs. They shun bright light, though it doesn't harm them, and seek out shadows and half-light. For this reason, many people call pomberos the Night People.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Joy of Trespassing",
"entries": [
"Pomberos take delight from creeping into places where they don't belong and stealing interesting objects. A pombero's lair is littered with trinkets, both commonplace and valuable. The blame for all manner of misfortune is often laid at a pombero's hairy feet."
]
},
{
"type": "entries",
"name": "Hatred of Hunters",
"entries": [
"In contrast to their larcenous ways, pomberos take great umbrage over the killing of animals and the destruction of trees in their forests. Birds are particularly beloved pets, and they enjoy mimicking bird songs and calls most of all. Villagers in areas near pombero territory are careful to treat the animals and trees with respect, and they have a strong taboo against killing birds."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Pombero.webp"
}
}
]
},
{
"name": "Possessed Pillar",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This ancient animal-headed pillar is engraved with weathered symbols from ancient empires.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Animal Headed",
"entries": [
"Possessed pillars are carved from enormous blocks of stone to look like animal-headed gods of ancient pantheons or sometimes demonic figures of zealous cults. The most common are the jackal-faced and the ibis-headed variants, but pillars with baboon, crocodile, elephant, or hawk heads also exist."
]
},
{
"type": "entries",
"name": "Hijacked by Cults",
"entries": [
"Some such pillars are claimed by various cults and carved anew with blasphemous symbols or smeared with blood, oils, and unguents as sacrificial offerings."
]
},
{
"type": "entries",
"name": "Weapon Donations",
"entries": [
"Priests claim the weapons stolen by the pillars and distribute them to temple guards or sell them to fund temple activities."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Possessed Pillar.webp"
}
}
]
},
{
"name": "Psoglav Demon",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i An immense creature sniffs at the air, its singular eye glowing with malice.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Paid in Souls and Memories",
"entries": [
"These demonic creations are bred for protection, which they provide for a select few. The price for their guardianship is always high and never in coin. They demand everything from memories to souls in exchange for their services."
]
},
{
"type": "entries",
"name": "Fond of Trophies",
"entries": [
"Psoglav demons carry recent kills along with them as grisly toys, and they often wear strings of scalps or ears as trophies. They do not mind the stench, and enjoy gnawing bones as a pastime, the larger and more durable the better."
]
},
{
"type": "entries",
"name": "Shadow Stealers",
"entries": [
"The psoglav has a single, menacing eye that is capable of commanding a creature's shadow to separate from its owner and follow the psoglav. The psoglav's command of the shadow is tenuous, however, and the shadow returns to its owner within a few days. Psoglav demons sometimes use this to sow further fear, allowing the shadow to return and letting the victim believe the psoglav has moved on, only for the psoglav to show up days later to finish the kill."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Psoglav Demon.webp"
}
}
]
},
{
"name": "Putrid Haunt",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This shambling corpse has twigs, branches, and other debris intertwined with its body. Its gaping maw crawls with scrabbling vermin.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Swamp Undead",
"entries": [
"Putrid haunts are walking corpses infused with moss, mud, and the detritus of the deep swamp. They are the shambling remains of individuals who, either through mishap or misdeed, died while lost in a vast swampland. Their desperate need to escape the marshland in life transforms into a hatred of all living beings in death. They often gather in places tainted by evil deeds."
]
},
{
"type": "entries",
"name": "Mossy Islands",
"entries": [
"When no potential victims are nearby, putrid haunts sink into the water and muck, where moss and water plants grow over them and vermin inhabit their rotting flesh. When living creatures draw near, the dormant putrid haunt bursts from its watery hiding spot and attacks its prey, stomping foes deep into the muck. There's no planning and little cunning in their assault, but they move through the marshes more freely than most intruders, and they attack with a single-mindedness that's easily mistaken for purpose."
]
},
{
"type": "entries",
"name": "Harbor Vermin",
"entries": [
"Putrid haunt corpses create favorable conditions for leeches, insects, and other swamp vermin. They are often hosts or hiding places for large gatherings of such creatures."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Putrid Haunt.webp"
}
}
]
},
{
"name": "Queen of Night and Magic",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A fey lady of stunning beauty with hair the color of midnight stands before a shining field of stars. A gown seemingly woven from the night sky drapes her flawless ivory skin. Bright lights glitter like diamonds in her crown and raiment, and some drift about her body and dance near her hand}.",
"Her Celestial and Royal Majesty, Sarastra Aestruum, Queen of Night and Magic, is also Duchess of the Heavens, Mistress of Air and Darkness, Lady of the Summer Palace, and Bride of Shadows. The Queen rules the court of the shadow fey with grace and majesty\u2014most of the time. Queen Sarastra is the head of the Summer Court, which rules the shadow fey in its season. On the rare occasion when the courtly season turns, Sarastra steps aside in favor of her husband and rival, the Moonlit King, who is head of the Winter Court.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Shadow Sorceress",
"entries": [
"The Queen of Night and Magic does not bear her moniker lightly. She is a devastatingly potent sorceress, augmented with command over the stuff of shadows. Though her nature is undeniably dark, Queen Sarastra is hardly unreasonable. She is quick to recognize the value in any supplicant, mortal or fey, who catches her royal eye. She is never one to ignore an opportunity to further her agenda or to gain further power over the Moonlit King."
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "Fey Lords and Ladies",
"entries": [
"Fey are capricious, mischievous, and often dangerous beings. However, despite their chaotic reputations, they do follow a certain set of rules. These rules\u2014widely misunderstood by outsiders\u2014are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Heads of State",
"entries": [
"The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble's domain, in his or her eyes, a fey ruler's word is law. Outsiders might not understand the edicts and interdicts of a fey noble, but that's no protection against the harsh penalties that await any who break them, knowingly or otherwise."
]
},
{
"type": "entries",
"name": "Vacant Thrones",
"entries": [
"When a lord or lady of the fey dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the stations of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court's vacant throne."
]
}
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "The Queen of Night and Magic's Lair",
"entries": [
"The Queen of Night and Magic makes her home in the Plane of Shadows in the ancient halls of the courts of the shadow fey. Her lair is a great castle of delicate spires and graceful bridges with sprawling wings that house various members of the court."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Queen of Night and Magic.webp"
}
}
]
},
{
"name": "Queen of Witches",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This statuesque woman towers over any tall man and most ogres. Her hair falls in a cascade of curls and looks as if it is spun from copper. Her eyes are the color of moss beds, with no iris or pupil. A billowy robe of forest green enshrouds her body, and she grasps a great ring of etched silver in one massive fist}.",
"Nicnevin, the Queen of Witches, is the Mountain Ogress, Lady of Copper and Crystal, and the Moon Weaver. She is not what one usually imagines in a fey lady, but she has an imposing figure of mass and power. Her stature speaks to great physical strength and the stalwart defiance of the mountain itself, but her true power is in her command of magic.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Pact Patron",
"entries": [
"The Queen of Witches is one of the foremost patrons of those who seek power through a pact. Many hag covens offer her loyalty and tribute. She rules from beneath her mountain, attended by a court of fey witches, hags, and mortal supplicants. Her favor is highly sought after, and it is said that a single hair from her coppery head contains all the power a mortal might ever desire."
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "Fey Lords and Ladies",
"entries": [
"Fey are capricious, mischievous, and often dangerous beings. However, despite their chaotic reputations, they do follow a certain set of rules. These rules\u2014widely misunderstood by outsiders\u2014are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Heads of State",
"entries": [
"The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble's domain, in his or her eyes, a fey ruler's word is law. Outsiders might not understand the edicts and interdicts of a fey noble, but that's no protection against the harsh penalties that await any who break them, knowingly or otherwise."
]
},
{
"type": "entries",
"name": "Vacant Thrones",
"entries": [
"When a lord or lady of the fey dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the stations of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court's vacant throne."
]
}
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "The Queen of Witches's Lair",
"entries": [
"The Queen of Witches makes her lair in a cavern deep beneath a windswept, rocky mountain. Near the mountain's peak is an enormous quartz crystal that grows down to the lair. This crystal channels the light of the moon into the Queen's home when she doesn't emerge into the night sky. Her hags and attendant witches perform powerful rites in this magic-saturated sanctum."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Queen of Witches.webp"
}
}
]
},
{
"name": "Quicksilver Siege Orb",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This silver sphere, polished to a mirror-like sheen bobs gently in the air for a moment before suddenly flattening out into a round, serrated blade.}",
"The quicksilver siege orb is an alchemical construct designed for use as a siege weapon. The orb measures 3 feet in diameter and weighs 30 pounds. When it changes to disk form, its diameter increases to 6 feet, but it is only an inch thin.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Smart Silver",
"entries": [
"Arcanists replicated a semi-sentient quicksilver they found in the underworld and provided it to warring factions. The metal changes its disposition to match its form. As an orb, it is contemplative and observant. As a blade, it is aggressive, seeking to kill enemy combatants. Fortunately, it takes commands well and avoids inflicting collateral damage."
]
},
{
"type": "entries",
"name": "Autonomous Siege Weapon",
"entries": [
"A quicksilver siege orb can fit into a catapult or other throwing siege weapon while in spherical form. When it reaches its destination, it hovers in place to assess soft targets before changing into its disk form and injuring or killing those targets."
]
},
{
"type": "entries",
"name": "Customizable Alternate Form",
"entries": [
"Though the siege orb can have only one alternate form, the orb accepts instructions for several shapes beyond the standard whirling disk, such as spiked balls, borers, and other devices useful in battle."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Quicksilver Siege Orb.webp"
}
}
]
},
{
"name": "Qwyllion",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The reeking creature resembles a toothless, cadaverous hag. Its large eyes glow with unearthly green light, and ragged claws extend from its fingers.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Twisted Nymphs",
"entries": [
"Qwyllion (the name means \"polluter\" in Old Elvish) are fey who have been twisted by the corrupted magic of magical wastelands or warped by alchemical experiments into baleful versions of their former selves."
]
},
{
"type": "entries",
"name": "Frighten Animals",
"entries": [
"Besides making them hideously ugly, the transformation leaves them with a deadly gaze and the ability to control a living creature with a mere glance. Most animals can sense the corruption within the fey and refuse to approach it."
]
},
{
"type": "entries",
"name": "Goblin Mercenaries",
"entries": [
"Qwyllion are sometimes engaged by goblin sorcerers and evil mages to guard desecrated temples and despoiled gardens. The terms and payments for these arrangements vary wildly from one qwyllion to the next. Anyone who dares to employ a qwyllion must be constantly vigilant, because these creatures are prone to renege on any agreement eventually."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Qwyllion.webp"
}
}
]
},
{
"name": "Ramag",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The especially lanky man with long limbs and thick locks of hair traced magical symbols with delicate fingers, opening a small portal.}",
"The ramag were a powerful tribe of dimensional sorcerers allied with a great society of titans, and they were indeed human in ages past. Over time, strange practices warped them into their current state, and they are clearly no longer purely human. They have angular features, and their limbs grow long in proportion to their bodies, giving them a stooped posture. A ramag's hair is impossibly thick, each strand being the width of a human finger, which they wear tied back with decorative clasps.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Portal Network",
"entries": [
"The ramag used their innate magical gifts and affinity for portals to maintain powerful magical conduits. This mastery of the arcane allowed instantaneous travel to the farthest-flung outpost. The ramag still maintain a network of magical monoliths that connect the scattered districts of their home, but this network is frayed and fading."
]
},
{
"type": "entries",
"name": "Studious and Powerful",
"entries": [
"Although physically weak, the ramag are sharp-witted, studious, and naturally infused with magic. Lifetimes of exposure to the warping effect of their runaway magical energy have given them innate control over magic as well as sharp resistance to it. They are acutely aware of their responsibility for keeping magic in check and fully know the danger of uncontrolled magical energies. Even the lowliest ramag has a keen intellect and a natural understanding of magic. Many ramag take up the study of wizardry. Few become wandering adventurers, but well-equipped expeditions sometimes leave their homeland to inspect the surrounding countryside."
]
},
{
"type": "inset",
"name": "Ramag in Midgard",
"entries": [
"The ramag all live within the twelve scattered districts of their home city, Ramagani (home, in their dialect), with eleven districts in the Abandoned Lands of the Southlands and one on an island off the coast. Though the districts are far apart, the ramag consider them all part of one great metropolis. The inhabited districts are guarded by powerful ramag spellcasters and by the Stormwatch\u2014a garrison of arcane warriors who operate enchanted lightning ballistae in defense of the city. A lightning ballista functions identically to a standard ballista but does an additional {@dice 1d10} lightning damage with each hit."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Ramag.webp"
}
}
]
},
{
"name": "Rat King",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A great knot of scabrous rats scrabbles together as a mass, with skulls, bones, and flesh entangled in the whole. Teeth, eyes, and fur all flow as a single disturbing rat swarm walking on two legs.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Fused at the Tail",
"entries": [
"A rat king forms when dozens of rats twist their tails together in a thick knot of bone and lumpy cartilage\u2014and offer praise to the rat demon Chittr'k'k (see{@i Creature Codex}). Its numbers and powers grow quickly"
]
},
{
"type": "entries",
"name": "Rule Sewers and Slums",
"entries": [
"The rat king is a cunning creature that stalks city sewers, boneyards, and slums. Some even command entire thieves' guilds or hordes of beggars that give it obeisance. They grow larger and more powerful over time until discovered."
]
},
{
"type": "entries",
"name": "Plague and Dark Magic",
"entries": [
"The rat king is the result of plague infused with twisted magic, and a malignant ceremony that creates one is called \"Enthroning the Rat King.\" Rats afflicted with virulent leavings of dark magic rites or twisted experiments become bound to one another. As more rats add to the mass, the creature's intelligence and force of will grow."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Rat King.webp"
}
}
]
},
{
"name": "Ratatosk",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The chattering squirrel creature has tiny tusks and fur that shimmers in a way that defies the surrounding light.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Sleek-Furred Celestials",
"entries": [
"The ratatosk is a celestial being that is very much convinced of its own indispensable place in the multiverse. Its fur is sleek, and it takes great pride in the cleaning and maintenance of its tusks."
]
},
{
"type": "entries",
"name": "Planar Messengers",
"entries": [
"Ratatosks were created to carry messages across the planes, bearing word between gods and their servants. Somewhere across the vast march of ages, their nature twisted away from that purpose. Much speculation as to the exact cause of this change continues to occupy sages."
]
},
{
"type": "entries",
"name": "Maddening Gossips",
"entries": [
"Ratatosks are insatiable tricksters. Their constant chatter is not the mere nattering of their animal counterparts; it is a never-ending celestial gossip network. Ratatosks delight in learning secrets and spreading those secrets in mischievous ways. It's common for two listeners to hear vastly different words when a ratatosk speaks\u2014and for that misunderstanding to lead to blows."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Ratatosk.webp"
}
}
]
},
{
"name": "Ratfolk",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The halfling-sized, furred creature has a twitching snout, bony feet, and a long, pink tail.}",
"The ratfolk are canny survivors, rogues, and tricksters. Their strong family ties make it easy for them to found or join criminal societies\u2014though others serve as expert scouts and saboteurs, able to infiltrate army camps, city sewers, and even castle dungeons with equal ease. Ratfolk leaders are often spellcasters and rogues.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Adaptable",
"entries": [
"Ratfolk swim well and can survive on little. Some groups are endemic to tropical and subtropical islands. Others inhabit forests, sewers, labyrinths, and ancient, ruined cities."
]
},
{
"type": "entries",
"name": "Fast Fighters",
"entries": [
"Ratfolk prefer light weapons and armor, fighting with speed and using numbers to bring down a foe. They have been known to ally themselves with goblins, darakhul, and kobolds on occasion, but more often prefer to serve a \"Rat King\" who may or may not be a rat of any kind. Such rat rulers might include a wererat, a rat king, an ogre, a minor demon, or an intelligent undead."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Ratfolk.webp"
}
}
]
},
{
"name": "Ratfolk Rogue",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The halfling-sized, furred creature has a twitching snout, bony feet, and a long, pink tail.}",
"The ratfolk are canny survivors, rogues, and tricksters. Their strong family ties make it easy for them to found or join criminal societies\u2014though others serve as expert scouts and saboteurs, able to infiltrate army camps, city sewers, and even castle dungeons with equal ease. Ratfolk leaders are often spellcasters and rogues.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Adaptable",
"entries": [
"Ratfolk swim well and can survive on little. Some groups are endemic to tropical and subtropical islands. Others inhabit forests, sewers, labyrinths, and ancient, ruined cities."
]
},
{
"type": "entries",
"name": "Fast Fighters",
"entries": [
"Ratfolk prefer light weapons and armor, fighting with speed and using numbers to bring down a foe. They have been known to ally themselves with goblins, darakhul, and kobolds on occasion, but more often prefer to serve a \"Rat King\" who may or may not be a rat of any kind. Such rat rulers might include a wererat, a rat king, an ogre, a minor demon, or an intelligent undead."
]
}
]
}
]
}
]
},
{
"name": "Ravenala",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The tree steps forward on bark-covered legs. Its head is crowned by long-stemmed, green-paddled fronds and spiked seed pods, and its dangling arms end in hooked, wooden talons.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Leafy Advisors",
"entries": [
"Wise and long-lived like treants, ravenalas tend their coastal forest homes far from most societies. Tribal humanoids respect and venerate ravenalas and sometimes seek their advice or aid in times of great need. Ravenalas seldom interact with others unless approached."
]
},
{
"type": "entries",
"name": "Prisoner's Lamentation",
"entries": [
"Unlike treants, ravenalas avoid physical conflict in favor of diplomacy and compromise. If annoyed, they imprison hostile creatures within their trunks rather than killing or eating the attackers. Trapped creatures must sing their own lament as they are carried off to a distant locale away from the ravenala's home."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Ravenala.webp"
}
}
]
},
{
"name": "Ravenfolk Doom Croaker",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The creature's face resembles that of a great raven or crow, and it is covered in feathers from head to toe, though without wings.}",
"The ravenfolk are an avian race of scoundrels, schemers, and sneaks\u2014but they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory). He placed this new race into the world alongside elves, dwarves, humans, and others to be his eyes and ears.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Odin's Children",
"entries": [
"To this day, the ravenfolk are Odin's agents and embody his thought and memory. They are thieves of objects, yes, but primarily, they are thieves of secrets. Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers, but when the ravenfolk swear an oath, they abide by it. Odin grants the best of his ravenfolk magical runespears and runestaves, weapons enchanted to serve his messengers. The ravenfolk consider them special tokens meant for their use, and no one else's."
]
},
{
"type": "entries",
"name": "Flightless But Bold",
"entries": [
"Though they have no wings and normally cannot fly, the physiology of ravenfolk is strikingly similar to that of true avians. They stand roughly 5 feet tall and, because of their hollow bones, weigh just 95\u2013105 pounds. Albino ravenfolk are often found in southern climates. Ravenfolk eat almost anything, but they prefer raw meat and field grains, such as corn, soy, and alfalfa. They even scavenge days-old carrion, a practice that repulses most other humanoids."
]
},
{
"type": "entries",
"name": "Feather Speech",
"entries": [
"The ravenfolk have two languages: a verbal language full of croaks and whistles and a language of feathers. Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk, and though others may use magic to understand it, it can't be used by creatures without feathers."
]
},
{
"type": "inset",
"name": "Ravenfolk in Midgard",
"entries": [
"If the ravenfolk of Midgard have a homeland, it is Beldestan to the East, on a branch of Wotan's tree in the North, or a high cliff of Horus' hidden temple in the South. They have settlements in Trollheim, Vidim, Domovogrod, Zobeck, Nuria Natal, and the Dragon Empire, but none are large.",
"They avoid the West and the Seven Cities most of the time and are highly honored in Nuria Natal, where they serve the temples of Horus as sworn guardians, assassins, and seekers of forgotten arcana. Some are said to be members of the Emerald Order, a society devoted to arcane mysteries."
]
}
]
}
]
}
]
},
{
"name": "Ravenfolk Scout",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The creature's face resembles that of a great raven or crow, and it is covered in feathers from head to toe, though without wings.}",
"The ravenfolk are an avian race of scoundrels, schemers, and sneaks\u2014but they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory). He placed this new race into the world alongside elves, dwarves, humans, and others to be his eyes and ears.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Odin's Children",
"entries": [
"To this day, the ravenfolk are Odin's agents and embody his thought and memory. They are thieves of objects, yes, but primarily, they are thieves of secrets. Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers, but when the ravenfolk swear an oath, they abide by it. Odin grants the best of his ravenfolk magical runespears and runestaves, weapons enchanted to serve his messengers. The ravenfolk consider them special tokens meant for their use, and no one else's."
]
},
{
"type": "entries",
"name": "Flightless But Bold",
"entries": [
"Though they have no wings and normally cannot fly, the physiology of ravenfolk is strikingly similar to that of true avians. They stand roughly 5 feet tall and, because of their hollow bones, weigh just 95\u2013105 pounds. Albino ravenfolk are often found in southern climates. Ravenfolk eat almost anything, but they prefer raw meat and field grains, such as corn, soy, and alfalfa. They even scavenge days-old carrion, a practice that repulses most other humanoids."
]
},
{
"type": "entries",
"name": "Feather Speech",
"entries": [
"The ravenfolk have two languages: a verbal language full of croaks and whistles and a language of feathers. Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk, and though others may use magic to understand it, it can't be used by creatures without feathers."
]
},
{
"type": "inset",
"name": "Ravenfolk in Midgard",
"entries": [
"If the ravenfolk of Midgard have a homeland, it is Beldestan to the East, on a branch of Wotan's tree in the North, or a high cliff of Horus' hidden temple in the South. They have settlements in Trollheim, Vidim, Domovogrod, Zobeck, Nuria Natal, and the Dragon Empire, but none are large.",
"They avoid the West and the Seven Cities most of the time and are highly honored in Nuria Natal, where they serve the temples of Horus as sworn guardians, assassins, and seekers of forgotten arcana. Some are said to be members of the Emerald Order, a society devoted to arcane mysteries."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Ravenfolk Scout.webp"
}
}
]
},
{
"name": "Ravenfolk Warrior",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The creature's face resembles that of a great raven or crow, and it is covered in feathers from head to toe, though without wings.}",
"The ravenfolk are an avian race of scoundrels, schemers, and sneaks\u2014but they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory). He placed this new race into the world alongside elves, dwarves, humans, and others to be his eyes and ears.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Odin's Children",
"entries": [
"To this day, the ravenfolk are Odin's agents and embody his thought and memory. They are thieves of objects, yes, but primarily, they are thieves of secrets. Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers, but when the ravenfolk swear an oath, they abide by it. Odin grants the best of his ravenfolk magical runespears and runestaves, weapons enchanted to serve his messengers. The ravenfolk consider them special tokens meant for their use, and no one else's."
]
},
{
"type": "entries",
"name": "Flightless But Bold",
"entries": [
"Though they have no wings and normally cannot fly, the physiology of ravenfolk is strikingly similar to that of true avians. They stand roughly 5 feet tall and, because of their hollow bones, weigh just 95\u2013105 pounds. Albino ravenfolk are often found in southern climates. Ravenfolk eat almost anything, but they prefer raw meat and field grains, such as corn, soy, and alfalfa. They even scavenge days-old carrion, a practice that repulses most other humanoids."
]
},
{
"type": "entries",
"name": "Feather Speech",
"entries": [
"The ravenfolk have two languages: a verbal language full of croaks and whistles and a language of feathers. Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk, and though others may use magic to understand it, it can't be used by creatures without feathers."
]
},
{
"type": "inset",
"name": "Ravenfolk in Midgard",
"entries": [
"If the ravenfolk of Midgard have a homeland, it is Beldestan to the East, on a branch of Wotan's tree in the North, or a high cliff of Horus' hidden temple in the South. They have settlements in Trollheim, Vidim, Domovogrod, Zobeck, Nuria Natal, and the Dragon Empire, but none are large.",
"They avoid the West and the Seven Cities most of the time and are highly honored in Nuria Natal, where they serve the temples of Horus as sworn guardians, assassins, and seekers of forgotten arcana. Some are said to be members of the Emerald Order, a society devoted to arcane mysteries."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Ravenfolk Warrior.webp"
}
}
]
},
{
"name": "Red Hag",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The red-skinned woman steps forward, sunlight glinting in her raven hair as red magic swirls around her.}",
"An elder race\u2014older than the elves, and as old as the dragons, they claim\u2014red hags are the most cunning and longest-lived of the hags, with a lifespan of more than a thousand years.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Beautiful and Strong",
"entries": [
"Unlike many of their hag kin, red hags are not horrid to look upon, and most are considered comely in their own right. Few know anything about them, and the red hags do little to enlighten scholars, preferring seclusion."
]
},
{
"type": "entries",
"name": "Tied to Nature",
"entries": [
"Red hags have a deep connection with all elements of nature, and they often make their homes in deep forests, in caves, or alongside coastlines."
]
},
{
"type": "entries",
"name": "Blood Magic",
"entries": [
"Because of their connection to nature, red hags often serve as druids. Within their druidic circles they practice blood sacrifices and perform ritualistic blood magic\u2014both to slake their craving for humanoid blood, but also as a means to venerate goddesses of dark magic. The ancient hags all answer to a hierarchy with the most powerful spellcasters at the top."
]
},
{
"type": "inset",
"name": "Red Hags in Midgard",
"entries": [
"Red hags are more sociable among their own kind than other hags are, and they sometimes live in small communities in remote areas. In ancient times, they settled together in larger clusters and ruled small cities of mixed populations\u2014especially in Old Verrayne. Their current leader is Blood Mother Margase, an ancient druid.",
"Their greatest city, Talitheos, an island metropolis of vast wealth and magical knowledge, sunk during the cataclysm, and the hags have been seeking its ruins ever since."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Red Hag.webp"
}
}
]
},
{
"name": "Red-Banded Line Spider",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Bands of red swirl along the abdomen of this small, black spider.}",
"Red-banded line spiders are named for both the deep red swirls on their abdomens, unique to each spider, and for their peculiar hunting technique. The largest ones hunt in the dark canopy of temperate and subtropical forests.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Hand-Sized Hunters",
"entries": [
"These furry, brown spiders are not enormous monsters, but they are big enough to be alarming. A typical one is as big as a human hand with fingers spread wide, but some grow as large as small dogs."
]
},
{
"type": "entries",
"name": "Webbed Line",
"entries": [
"Line spiders don't spin webs but instead perch and watch for prey. When prey wanders near, the spider launches a line of webbing to snare it, then pounces unerringly along that line to deliver a deep bite. Their potent venom can incapacitate creatures much larger than themselves, and they quickly devour flesh with their powerful jaws."
]
},
{
"type": "entries",
"name": "City Dwellers",
"entries": [
"Line spiders are often found in cities, and their size makes them a good replacement for a garroter crab in certain forms of divination. They're favorites among exotic pet dealers\u2014usually with their venom sacs removed, sometimes not. Goblins, kobolds, and some humans use them rather than cats to control a mouse or rat infestation, and they make reasonably good pets if they're kept well-fed. If they get hungry, line spiders may devour other small pets or even their owners."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Red-Banded Line Spider.webp"
}
}
]
},
{
"name": "Redcap",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This grizzled, weather-beaten creature looks like a sour old man, complete with scraggly beard. It carries a great pike and wears a blood-soaked hat and heavy boots shod with iron. It grins with massive yellow teeth}.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Blood-Soaked Caps",
"entries": [
"Redcaps are exceedingly dangerous creatures who wear the mark of their cruelty and evil quite literally. The caps from which they take their name define their very existence\u2014these caps must constantly be revived with fresh blood."
]
},
{
"type": "entries",
"name": "Compelled to Kill",
"entries": [
"Redcaps aren't cruel and murderous by choice, but by necessity. A redcap must frequently bathe its cap in fresh, humanoid blood to sustain itself. If it fails to do so every three days, the creature withers and dies quickly. A redcap whose hat is nearly dry is a desperate, violent force of nature that prefers to die in battle rather than waste away to nothing."
]
},
{
"type": "entries",
"name": "Bandits and Mercenaries",
"entries": [
"Most long-lived redcaps are drawn to serve in marauding armies or make a living through constant banditry."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Redcap.webp"
}
}
]
},
{
"name": "Rift Swine",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This enormous pig is as large as an ox, and its mouth bristles with mismatched tusks. Its body is a lopsided mass of tumorous flesh that gives way to eyes and vestigial mouths, while long tentacles trail from its sides.}",
"From time to time, a breach forms in the fabric of the multiverse, and the Material Plane is bathed in the energy of alien dimensions. Living creatures exposed to this incursion can undergo horrible mutations, turning into monstrous mockeries of their former shapes. One example of this phenomenon is the rift swine: once-ordinary pigs transformed into slavering horrors after being bathed in eldritch light.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Destructive Herds",
"entries": [
"Rift swine travel in small herds. Their effect on an area can be catastrophic\u2014they eat nearly anything, possess a fiendish cunning, and delight in the destruction they cause. A rift swine has difficulty perceiving anything smaller than itself as a threat, leading it to attack most other creatures on sight and fighting until it is destroyed."
]
},
{
"type": "entries",
"name": "Abyssal Meat",
"entries": [
"Rumors of vast herds of hundreds of rift swine on strongly chaos-aligned planes, cultivated by the lords of those places as a food source, are thankfully unconfirmed."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Rift Swine.webp"
}
}
]
},
{
"name": "Rime Worm",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The long, crusty slug sparkles like ice, and long tendrils dangle from its gaping mouth.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Ice Burrowers",
"entries": [
"The rime worm's tendrils help it burrow through ice and snow as well as absorb sustenance from prey. Their pale, almost translucent, skin is coated with ice crystals, making them difficult to spot in their snowy habitat."
]
},
{
"type": "entries",
"name": "Spray Black Ice",
"entries": [
"The worms are fierce hunters, and their abilities to spray skewers of ice and freeze their prey make them extremely dangerous."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Rime Worm.webp"
}
}
]
},
{
"name": "Rime Worm Grub",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The long, crusty slug sparkles like ice, and long tendrils dangle from its gaping mouth.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Ice Burrowers",
"entries": [
"The rime worm's tendrils help it burrow through ice and snow as well as absorb sustenance from prey. Their pale, almost translucent, skin is coated with ice crystals, making them difficult to spot in their snowy habitat."
]
},
{
"type": "entries",
"name": "Spray Black Ice",
"entries": [
"The worms are fierce hunters, and their abilities to spray skewers of ice and freeze their prey make them extremely dangerous."
]
}
]
}
]
}
]
},
{
"name": "Risen Reaver",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A body that might once have been human now has four legs and nightmarishly long, thick arms. What's worse, its skin has been flayed off, revealing the dead muscle and sinew beneath.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Spirt of War",
"entries": [
"The risen reaver is an undead creature born from a warrior fallen on the battlefield. Its body becomes an avatar of combat, with four legs and a pair of long, heavy arms. In the process, it sheds its skin, becoming entirely undead muscle, bone, and sinew."
]
},
{
"type": "entries",
"name": "Absorb Weapons",
"entries": [
"When risen reavers take form, they absorb all weapons around them. Some of these weapons pierce their bodies, while others become part of the risen reaver's armament. Their four legs are tipped with blades on which they walk like metallic spiders. Their arms are covered in weaponry infused into their flesh, which they use to crush and flay any living creatures they encounter"
]
},
{
"type": "entries",
"name": "Battle Mad",
"entries": [
"Risen reavers are battle-maddened spirits of vengeance and slaughter, obsessed with the chaos of combat that led to their own death. They hunt the living with the sole purpose of killing, and they thrive on violence and murder. As they died, so should others die."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Risen Reaver.webp"
}
}
]
},
{
"name": "River King",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This powerfully muscled elf lord wears a cloak of foam-trimmed dark blue and a vest of woven green reeds and willow branches. His crown shines like the sun on a lake, and his flowing hair curls and moves even when there is no wind. An orb of blue light that ripples like water circles his hand}.",
"His Rippling Majesty, Ulorian the River King, also bears the titles Defender of the Pearl Tower and Master of the Deep Forest. A lean elf noble with whipcord muscles and flowing grace, the River King rules over the Rippling Court and ultimately all the river elves of the forest. His court resides just beyond the river's reflection, in a realm of fey glamour and silty water.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "A Fickle Friend",
"entries": [
"The River King is a stern ruler with a great love for his people and a quick temper for those who threaten his domain. As much a force of nature as he is a monarch, the River King is known to sometimes forget promises that were made in sincerity, and dealing with him can be perilous at the best of times. \"The river may change its course when it wills\" is the usual expression among his court when His Rippling Majesty has had a sudden change of heart."
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "Fey Lords and Ladies",
"entries": [
"Fey are capricious, mischievous, and often dangerous beings. However, despite their chaotic reputations, they do follow a certain set of rules. These rules\u2014widely misunderstood by outsiders\u2014are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Heads of State",
"entries": [
"The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble's domain, in his or her eyes, a fey ruler's word is law. Outsiders might not understand the edicts and interdicts of a fey noble, but that's no protection against the harsh penalties that await any who break them, knowingly or otherwise."
]
},
{
"type": "entries",
"name": "Vacant Thrones",
"entries": [
"When a lord or lady of the fey dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the stations of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court's vacant throne."
]
}
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "The River King's Lair",
"entries": [
"The Court of the River King is a pair of small islands in the middle of a wide, swift river that flows from the mortal realm through a dimension of fey magic. The western keep houses servants, and the eastern is built above the Great Rippling Hall. The Great Rippling Hall is a bubble whose walls and ceiling are the river itself. A driftwood throne dominates the main hall."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/River King.webp"
}
}
]
},
{
"name": "Roachling Lord",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The creature is humanoid but disturbingly roachlike. Its legs are too short, its arms too long, and its back is covered by a carapace. Atop those features is an incongruously humanlike face}.",
"Combining the worst of human and cockroach qualities, these nimble creatures have a talent for stealth and for fighting dirty. Due to their natural resilience against disease, roachlings are comfortable with filth. \"Good hygiene\" is a foreign concept. This leaves most humanoids repulsed by the roachlings' smell.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Clever Combatants",
"entries": [
"Though skittish and easily frightened, roachlings are practical, not cowards. They understand survival often depends on remaining unseen and out of reach, and they are adept at hit-and-run tactics."
]
},
{
"type": "entries",
"name": "Cautious and Family-Oriented",
"entries": [
"Because most humanoids shun roachlings, they are naturally cautious around others, and they extend their trust to non-roachlings slowly. They live and associate with a tight-knit, extended family, which is led by a male or female roachling lord, and they put the needs of their community above all. A roachling away from or without a family often bonds with those it trusts most."
]
},
{
"type": "entries",
"name": "Fused Carapace",
"entries": [
"Roachlings have prominent, whip-like antennae, a carapace covering much of their backs, and small spines on their legs and arms. They have short, noticeably bowed legs, and their hair is dark. Their thick, hardened skin appears shiny and slightly oily, although it is dr. Roachlings have an internal skeleton, however, not the exoskeleton of a true insect."
]
}
]
}
]
}
]
},
{
"name": "Roachling Skirmisher",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The creature is humanoid but disturbingly roachlike. Its legs are too short, its arms too long, and its back is covered by a carapace. Atop those features is an incongruously humanlike face}.",
"Combining the worst of human and cockroach qualities, these nimble creatures have a talent for stealth and for fighting dirty. Due to their natural resilience against disease, roachlings are comfortable with filth. \"Good hygiene\" is a foreign concept. This leaves most humanoids repulsed by the roachlings' smell.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Clever Combatants",
"entries": [
"Though skittish and easily frightened, roachlings are practical, not cowards. They understand survival often depends on remaining unseen and out of reach, and they are adept at hit-and-run tactics."
]
},
{
"type": "entries",
"name": "Cautious and Family-Oriented",
"entries": [
"Because most humanoids shun roachlings, they are naturally cautious around others, and they extend their trust to non-roachlings slowly. They live and associate with a tight-knit, extended family, which is led by a male or female roachling lord, and they put the needs of their community above all. A roachling away from or without a family often bonds with those it trusts most."
]
},
{
"type": "entries",
"name": "Fused Carapace",
"entries": [
"Roachlings have prominent, whip-like antennae, a carapace covering much of their backs, and small spines on their legs and arms. They have short, noticeably bowed legs, and their hair is dark. Their thick, hardened skin appears shiny and slightly oily, although it is dr. Roachlings have an internal skeleton, however, not the exoskeleton of a true insect."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Roachling Skirmisher.webp"
}
}
]
},
{
"name": "Rotting Wind",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A noxious wind brings a chilling gust to the air, turning nearby foliage to rot.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Air of Tombs",
"entries": [
"A rotting wind is an undead creature made up of the foul air and grave dust sloughed off by innumerable undead creatures within lost tombs and grand necropolises."
]
},
{
"type": "entries",
"name": "Scouts for Undead Armies",
"entries": [
"A rotting wind carries the foul stench of death upon it, sometimes flying before undead armies and tomb legions or circling around long-extinct cities and civilizations."
]
},
{
"type": "entries",
"name": "Withering Crops",
"entries": [
"Rotting winds sometimes drift mindlessly across a moor or desert, blighting all life they find and leaving only famine and death in their wake. This is especially dangerous when they drift across fields full of crops. They can destroy an entire harvest in minutes."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Rotting Wind.webp"
}
}
]
},
{
"name": "Rubezahl Demon",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A pair of immense, branching antlers arches above this man's coldly gleaming eyes, and wicked claws tip his long fingers.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Assume Mortal Form",
"entries": [
"Rubezahls are capricious creatures with an affinity for weather, particularly lightning. Like the ever-changing weather, they are driven by constantly shifting motivations and mannerisms. They are consummate tricksters who delight in taking the form of innocuous mortals, like traveling monks, tinkers, or lost merchants. They love to play the friend with their nearly undetectable lies, slipping into the confidence of unsuspecting mortals before murdering them."
]
},
{
"type": "entries",
"name": "Counting Demons",
"entries": [
"Rubezahls have a weakness, however. They are known as counting demons, and a savvy mortal who knows its nature can confound one with groups of objects: a handful of coins, a basket of apples, even a bed of flowers. If the objects are clearly pointed out to the rubezahl, the creature becomes distracted until it counts each item in the group. Unfortunately for mortals, rebezahls can count startlingly fast; even a mound of gravel takes no more than a few moments for a rubezahl to assess. Rubezahl loathe being compelled this way, and they are driven to annihilate any mortal bold enough to exploit this weakness."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Rubezahl Demon.webp"
}
}
]
},
{
"name": "Rum Gremlin",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Found on docks and ships, these small, pot-bellied creatures have bright green hair, orange eyes, and a drunken stare. They reveal mouths filled with razor-sharp teeth behind lopsided grins.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Drunken Aura",
"entries": [
"Rum gremlins make their homes near the docks of seaside towns and some are known to stow away on ships. Each rum gremlin radiates a magic aura that causes those nearby to experience the effects of being drunk. Those affected find it difficult to stay on their feet and may become sick if exposed to rum gremlins for too long."
]
},
{
"type": "entries",
"name": "Sailor Victims",
"entries": [
"The little horrors often create distracting sounds and small traps. Rum gremlins prey on sailors and dockworkers, working in groups to swarm affected victims who they drag into their lairs below docks or in the holds of ships. They also take great delight in the collateral damage their magic can wreak, frequently sparking accusations and quarrels in places they inhabit before picking off isolated victims."
]
},
{
"type": "entries",
"name": "Rat Friends",
"entries": [
"Rum gremlins are often found with rat swarms or doppelrats they have trained to help protect their nests. The sound of bells drives rum gremlins into a rage, and they will go to great lengths to destroy the source of their torment."
]
},
{
"type": "inset",
"name": "Rum Gremlins in Midgard",
"entries": [
"Legends say the rum gremlins originated when Loki bet Ninkash she couldn't craft a brew potent enough to knock him out in a drinking contest. Ninkash won the contest, but a band of mites watching the contest made off with the remaining beer and transformed into the first rum gremlins."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Rum Gremlin.webp"
}
}
]
},
{
"name": "Rust Drake",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This rust-covered dragon could easily be mistaken for a pile of scrap metal.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Shedding Rust",
"entries": [
"Aside from fangs and claws like iron spikes, this dragon-like creature seems to be nothing more than a collection of rust. Each beating of its wings brings a shower of flakes."
]
},
{
"type": "entries",
"name": "Warped Metallics",
"entries": [
"Many sages claim that rust dragons are a perversion of nature's order obtained either by the corruption of a metallic dragon's egg or the transformation of such a dragon by way of a ritual. Others disagree and propose another theory about a malady that affects the skin of young metallic dragons and ferrous drakes alike. So far, no one has discovered the truth about their origins."
]
},
{
"type": "entries",
"name": "Filthy Scrap Metal Eaters",
"entries": [
"These foul creatures feed on rust and are known as disease carriers."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Rust Drake.webp"
}
}
]
},
{
"name": "Salt Devil",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The creature's skin sparkles with fine salt crystals as it brandishes a scimitar and jagged claws.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Sparkly Crystals",
"entries": [
"Salt devils have sharp, crystalline teeth, sparkling skin studded with fine salt crystals, and long claws that leave jagged, burning wounds. They can also fight with salt\u2011encrusted blades seemingly forged from thin air."
]
},
{
"type": "entries",
"name": "Servants of Mammon",
"entries": [
"Salt devils claim to serve the devil-god Mammon. They often ally with gnolls and slavers with whom they seek out oases to use as ambush sites or just to poison the water."
]
},
{
"type": "entries",
"name": "Slavers and Corruptors",
"entries": [
"Salt devils create slave markets and salt mines, where they thrive on the misery of those indentured into their service. They often forge alliances with mortals when partners are needed for an endeavor, and they are less grasping and greedy than one might expect of Mammon's servants, preferring to encourage corruption in others."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Salt Devil.webp"
}
}
]
},
{
"name": "Salt Golem",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A crudely sculpted, roughly humanoid crystalline form shuffles about on wide, stump-like feet. Tiny salt crystals fall from its body in a glittering cloud with every step.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Coastal Druids",
"entries": [
"These unnatural creatures are created by druids and others living in coastal or desert regions, or by those who seek to wage war with creatures susceptible to the warding powers of salt. Stories tell of a druid who built a squad of nine salt golems to combat a rampaging zmey. The salt warriors waged a long hunt and eventually killed the powerful dragon in its lair while the creator druid and her wizard companion reaped the spoils of its hoard."
]
},
{
"type": "entries",
"name": "Crystalline and Silent",
"entries": [
"A salt golem has a crudely formed humanoid body made of crystalline salts. It wears no clothing or armor and carries no weapons or other possessions. It cannot speak\u2014the only sound it makes is the susurrus of sliding sand as it moves. A salt golem is incapable of strategy or tactics. It mindlessly fights until it destroys its opponents or until ordered to stop by its creator."
]
},
{
"type": "entries",
"name": "Valuable Remains",
"entries": [
"A salt golem stands about eight feet tall and weighs around 1,000 pounds. A salt golem's body is formed from a composite of 1,000 pounds of rare salts and minerals worth at least 2,500 gp."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Salt Golem.webp"
}
}
]
},
{
"name": "Sand Hag",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This withered crone glares malevolently, her face framed by lank, gray hair. Her malicious grin is filled with shark teeth and drool trickles from her lips.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Hatred of Beauty",
"entries": [
"Dressed in tattered robes and skeletally thin, sand hags are terrifying crones that haunt desert ruins and forgotten oases. Their hatred for things of beauty and peace is terrible to behold. A sand hag uses her illusions and mimicry to lure travelers into an ambush."
]
},
{
"type": "entries",
"name": "False Oasis",
"entries": [
"These hags delight in tricking a caravan into an illusory oasis, killing all the riding animals and pack animals so the travelers can't flee, and then terrifying and slaughtering them one by one."
]
},
{
"type": "entries",
"name": "Drain Bodies",
"entries": [
"For the slaughter of animals or humanoids, a sand hag prefers to rely on her claws, which drain the moisture from her victims. They leave the mummified remnants in postures of life\u2014tied to a saddle or atop a guard tower\u2014to terrify others."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Sand Hag.webp"
}
}
]
},
{
"name": "Sand Silhouette",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A person made of sand emerges from the dune, a sandstorm of wailing souls swirling around it.}",
"Sand silhouettes are spirits of those who died in desperation in sandy ground, buried during sandstorms, thrown into dry wells, or the victims of a dune collapse.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Sand Bodies",
"entries": [
"If disturbed or agitated, these restless souls cause the sand around them to swirl and form into a loose vortex that vaguely resembles their physical body in life. They can control these shapes as they controlled their physical bodies."
]
},
{
"type": "entries",
"name": "Traceless Movement",
"entries": [
"Sand silhouettes glide through the sand without leaving a trace or creating any telltale sign of their approach, which makes it easy for them to surprise even cautious travelers with sudden attacks from below."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Sand Silhouette.webp"
}
}
]
},
{
"name": "Sand Spider",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Two speckled, tan legs erupt from the sand, plunging forward with murderous speed. The legs are quickly followed by the body of a large, orange and tan furred spider.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Drag Prey into Tunnels",
"entries": [
"Sand spiders lurk beneath the arid plains and dry grasslands. These carnivores hunt desert dwellers and plains travelers by burrowing into loose sand so they are completely hidden from view. When prey walks over their trap, the spider lunges up from hiding, snares the prey, and drags it down beneath the sand, where it can wrap the prey in webbing before quickly stabbing it to death."
]
},
{
"type": "entries",
"name": "Spider Packs",
"entries": [
"More terrifying than a lone sand spider is a group of sand spiders hunting together. They build connected lair networks called clusters, containing one female and two or three males. They work together with one sand spider attacking to draw attention, and the others attacking from trapdoors in the opposite direction, behind the skirmish line."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Sand Spider.webp"
}
}
]
},
{
"name": "Sandman",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Stick-thin and moon-faced with a raptor's eyes and a mane of hawk feathers, this grinning humanoid pirouettes as nimbly as a dancer. Between its long, taloned fingers trickles sand that gleams with the cold light of stars.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Bringers of Nightmares",
"entries": [
"Sandmen are sinister-looking bringers of sleep and dreams. Visiting the mortal world each night, sandmen ensure that their targets slumber deeply and experience vivid dreams that swell the dream realm's power. Some sandmen develop a talent for a specific flavor of dream; fantasies of lost love or childhood, prophecies and religious visions, or terrible nightmares."
]
},
{
"type": "entries",
"name": "Abduct Dreamers",
"entries": [
"Powerful dreamers attract both the attention and the protection of sandmen: children, madmen, would-be tyrants, and heroes. They protect such charges fiercely but have also been known to abduct them, taking them on wild adventures to inspire yet greater dreams. To them, all dreams are vital and good, be they uplifting or terrifying. Although they bring horrific nightmares as well as idyllic dreams, sandmen are not specifically baneful. Their actions are motivated by their connection to the dream realm, not by concerns over good and evil."
]
},
{
"type": "entries",
"name": "Ethereal Dreamscapes",
"entries": [
"When not on the Material Plane, sandmen ride bubble-like dreamscapes through the Ethereal Plane, breaching the Sea of Possibilities, nurturing and harvesting its contents. Sandmen are a common and welcome sight in markets across the Fey Realms, elemental planes, and even in Hell\u2014anywhere that dreams or nightmares are a valuable commodity. They are merciless to any who threaten the sanctity of dreams, but especially dream eaters."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Sandman.webp"
}
}
]
},
{
"name": "Sandwyrm",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The large, bleached bones protruding from the desert sand suddenly shift and reveal themselves to be the boney spikes of a great reptile.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Hidden by Sand",
"entries": [
"These lethargic, horned, yellow-scaled lizards spend most of their lives underground, lying in wait under the desert sand with their long-necked, spine-tailed bulk hidden below the surface. Only the long, jagged bones lining their backs are exposed. These bones resemble a sun-bleached ribcage so perfectly that it attracts carrion birds\u2014and curious travelers. When prey passes between the \"ribs,\" the sandwyrm snaps the rows of bone tightly over its prey. Once its victim is restrained, the sandwyrm paralyzes its meal with repeated stings before carrying it away."
]
},
{
"type": "entries",
"name": "Torpid and Slow",
"entries": [
"Sandwyrms sometimes wait for weeks in torpid hibernation before footsteps on the sand alert it to a fresh meal approaching. To guard against lean weeks, sandwyrms store excess prey in subterranean lairs. They're not above eating carrion if fresh meat isn't available. When outmatched in a fight, sandwyrms retreat to their lairs with their paralyzed prey."
]
},
{
"type": "entries",
"name": "Peculiar Drakes",
"entries": [
"Sandwyrms evolved as an offshoot to drakes or wyverns rather than from true dragons; their anatomy suggests they were originally four-limbed creatures and that their forearms are recent additions to the animal's body. The bones on their backs may have once been wings, suggesting that sandwyrms are the remnants of some primordial, winged reptiles that migrated to the deep deserts."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Sandwyrm.webp"
}
}
]
},
{
"name": "Sap Demon",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The axe mark in the tree oozes with viscous sap that forms into a small, vaguely humanoid shape at the tree's roots. It half walks and half flows forward.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Tree Oozes",
"entries": [
"Despite the name, sap demons aren't true demons. They are sentient oozes that form when an enchanted tree is cut or injured. A few hours after the injury, they pool into a shape that vaguely resembles their tree's attacker; if the tree cutter had a beard, the sap demon's human-like head drips in the vague shape of a beard. After dispatching the tree's attacker, most sap demons return to the tree, though some remain curious or malevolent enough to continue exploring the world."
]
},
{
"type": "entries",
"name": "Reckless Possessors",
"entries": [
"A sap demon earns its name from its ability to possess another creature by oozing down its throat. Once inside, the sap demon makes the host bleed as the tree bled and is reckless with the body. However, no matter how the body is bandaged or cured, the host perpetually bleeds."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Sap Demon.webp"
}
}
]
},
{
"name": "Sarcophagus Slime",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The sarcophagus opens to reveal an eerie, scintillating light. Wisps of gelid amber ectoplasm undulate outward from a quivering mass with a blackened skull at its center.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Vigilant Slime",
"entries": [
"Sarcophagus slimes are amorphous undead guardians placed in the tombs of the powerful to guard them and to wreak terrible vengeance on would-be defilers of the ancient crypts. The slimes seethe with baleful energy, and their blackened skulls retain a simple watchfulness."
]
},
{
"type": "entries",
"name": "Muddled Origins",
"entries": [
"Many sages speculate that the first sarcophagus slime was spawned accidentally, in a mummy creation ritual that gave life to the congealed contents of canopic jars rather than the intended, mummified body. Others maintain sarcophagus slime was created by a powerful necromancer-pharaoh bent on formulating the perfect alchemical sentry to guard his crypt."
]
},
{
"type": "entries",
"name": "Death to Tomb Robbers",
"entries": [
"These ectoplasmic slimes are the bane of burglars and a constant danger for excavators and antiquarians exploring ruins or tombs. The rituals for their creation have not been entirely lost; modern necromancers still create these undead abominations for their own fell purposes, and tomb robbers are turned into slimes if they lack proper caution."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Sarcophagus Slime.webp"
}
}
]
},
{
"name": "Sathaq Worm",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This titanic worm's rocky hide is rough and hard as stone. Its yawning gullet writhes with miniature worms like itself.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Elemental Predators",
"entries": [
"Sathaq worms are nightmarish predators from the Plane of Elemental Earth with rugged brown hide embedded with stones. They devour stone and flesh with equal ease."
]
},
{
"type": "entries",
"name": "Guts Filled with Larvae",
"entries": [
"Sathaq worms are solitary; they approach each other only to mate. Their young incubate inside the worms' gullets. Creatures they swallow are simultaneously digested by the parent worm and devoured by the larvae."
]
},
{
"type": "entries",
"name": "Painful Presence",
"entries": [
"Ultrasonic noise and magical ripples that tear at flesh and bone make the very presence of a sathaq worm extremely uncomfortable for creatures of the Material Plane."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Sathaq Worm.webp"
}
}
]
},
{
"name": "Savager",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A porcupine-quilled creature built like a grizzly bear with claws and fangs like scimitars rises on its hind legs. Its forelegs are mangled and scabbed, and its eyes shine with hatred and anticipation.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Driven by Dark Spirits",
"entries": [
"While many druids claim these bear-like animals are not cursed or enchanted, the savager's habit of killing any living creature on sight is not natural behavior. Hunger doesn't explain their attacks, since savagers eat only part of their kills before abandoning the meal and looking for other animals to attack. Some dark forest spirit drives them."
]
},
{
"type": "entries",
"name": "Gnaws Itself",
"entries": [
"When there are no other creatures nearby to attack, a savager gnaws on its own forelimbs, resulting in scabs, scars, and calluses so thick and numb that they protect the savager from even the sharpest of swords."
]
},
{
"type": "entries",
"name": "Rare Meetings",
"entries": [
"The only creature a savager won't attack on sight is another savager, giving each other a wide berth or meeting briefly to produce young. A savager litter contains anywhere from ten to twenty-five cubs, all of them born able to walk and fend for themselves."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Savager.webp"
}
}
]
},
{
"name": "Scheznyki",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The small, dwarf-like creature is bootless with broken, dirty toenails and wearing rough burlap and a leather tam hat. It brandishes a pick as it grins maliciously.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Corrupted Dwarves",
"entries": [
"These small, vicious, dwarf-like fey haunt abandoned quarries and ancient ruins, killing and robbing unsuspecting visitors. Legend says the scheznykis are lazy dwarves corrupted by the fey, though others claim that these are dwarves who swore allegiance to fey lords and ladies long ago."
]
},
{
"type": "entries",
"name": "Magical Hats",
"entries": [
"Scheznykis prize their tam hats and viciously hunt down any who steal their hats. When a scheznyki dies or if its hat is separated from it for more than 24 hours, some of the scheznyki's magic imbues the hat (see Scheznyki's Hat sidebar)."
]
},
{
"type": "entries",
"name": "Arcane Beards",
"entries": [
"The majority of a scheznyki's magic is tied to its beard, and its beard hair is a valuable component for creating exotic inks. If the majority of its beard is cut off, the scheznyki can't cast spells until its beard regrows. If the scheznyki loses its hat and beard within the same 24-hour period, it falls into a deep, wasting coma and dies in 24 hours, crumbling to dust. If its beard is magically mended or regrown, or its hat restored to its head before this happens, the scheznyki recovers immediately."
]
},
{
"type": "inset",
"name": "Scheznyki's Hat",
"entries": [
"When a scheznyki dies or 24 hours after its hat is stolen, its hat is imbued with the scheznyki's magic and becomes a vanisher hat."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Scheznyki.webp"
}
}
]
},
{
"name": "Scorpion Cultist",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"Trained as part guardian and part assassin, the cultists of Selket are organized into cells that strike in the name of the Scorpion Goddess. The scorpion cultists watch for those who blaspheme the name of their goddess or defile her sacred places. Their enemies find themselves the target of poisoned blades or an apparent accident, while those who praise Selket or care for the desert nomads are quietly helped. On special missions, scorpion cultists might doff their traditional garb and infiltrate towns or cities."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Scorpion Cultist.webp"
}
}
]
},
{
"name": "Sea Dragon Wyrmling",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This aquamarine dragon has a shark's head that tapers off into a sleek eel-like body. Its large fins double as wings.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Divine Dragons",
"entries": [
"Sea dragons are the children of the ocean and believe they are semi-divine beings, worthy of worship. Given their size and power, they might be right; certainly, they are often companions or steeds to gods of the sea. Despite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna."
]
},
{
"type": "entries",
"name": "Shipwreck Art",
"entries": [
"Sea dragons love collecting treasure. They especially prize the sunken, treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon's lair when they catch stray beams of light. Sea dragons take more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods."
]
},
{
"type": "entries",
"name": "Sunken Memorials",
"entries": [
"A sea dragon's lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed."
]
},
{
"type": "inset",
"name": "Priests of Seggotan",
"entries": [
"Every sea dragon is devoted to the dragon god of the sea. As a result, many sea dragons use the innate spellcasting variant. Sea dragons favor spells that manipulate water or the weather, emulate storms, deal lightning or cold damage, divine the future, or conjure sea creatures to fight alongside the dragon."
]
},
{
"type": "inset",
"name": "Sea Dragons in Midgard",
"entries": [
"Sea dragons are the offspring of Seggotan, the dragon god of time and the sea. A sea dragon shares its god's idea that everything in the sea is the property of Seggotan, and they expect lesser beings to respect that truth. The sea dragons are among the most powerful allies of the Mharoti Empire, securing seaways and acting as a communion point for the tidal priests. Thankfully for the Empire's enemies, the most ancient sea dragons are too consumed with contemplation of time and their inscrutable duties in the depths of the ocean to make war."
]
}
]
}
]
}
]
},
{
"name": "Selang",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This grinning humanoid looks like a handsome man, if not for his glowing red eyes, insectoid legs, and antennae.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Dark Satyrs",
"entries": [
"The selang or dark satyrs are twisted and vicious fauns who have abandoned nature worship and instead venerate ancient gods of deep and malign intelligence. Selangs seek to help those evil gods enter the mortal world by opening dark portals and bridging a path to realms beyond mortal understanding."
]
},
{
"type": "entries",
"name": "Battle Song and Laughter",
"entries": [
"Selangs relish battle, pain, and torture. They find violence thrilling and bloodshed exciting, and they often laugh, sing, and boast shamelessly during combat. Although they are the diplomats and spokesmen of the old gods, their manic speech and alien logic can sometimes be hard to follow. They are most comfortable with the slithering tones of Void Speech."
]
},
{
"type": "entries",
"name": "Blasphemous Music",
"entries": [
"Selang cults and settlements are often found at the sites sacred to the dark gods, making hypnotic and alien harmonies with swarms of dorreqi. They are rarely the strongest soldiers, instead encouraging evil humanoids or other creatures of martial mien to fill the ranks, while the dark satyrs use their magic and poison against their foes."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Selang.webp"
}
}
]
},
{
"name": "Serpopard",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The spotted and scaly quadruped runs on hairless leonine paws, while its draconic head perches atop a sinuous, serpentine neck.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Swaying, Snakelike Cats",
"entries": [
"Serpopards are 13 feet long and weigh 600 pounds, with little gender dimorphism. They have feline bodies but long, serpentine necks topped by vaguely draconic heads. Their hairless paws have wickedly curved, retractable talons. A serpopard's neck is in constant motion, swaying like a cobra, allowing it to track foes on all sides and to strike in unexpected directions."
]
},
{
"type": "entries",
"name": "Easily Distracted",
"entries": [
"Serpopards are foul-tempered predators and scavengers, and they are known to occasionally cannibalize their weakest pack mate. They actively hunt humanoids when possible and also attack other predators to steal their kills\u2014or to kill and eat the predators, then take their kills. Serpopards are not tenacious hunters, however. They can be distracted from a pursuit by the appearance of an easier meal."
]
},
{
"type": "entries",
"name": "Musk Glands",
"entries": [
"In some culture, serpopard pelts and musk glands are prized for use in fashion and perfumes. Images of these odd animals appear regularly in ancient tomb iconography and temple decoration."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Serpopard.webp"
}
}
]
},
{
"name": "Shadhavar",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The gray unicorn appears desiccated with its skeleton clearly visible beneath its taut flesh. A haunting melody surrounds it.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Shadow Horses",
"entries": [
"Shadhavar are natives of the Plane of Shadow. Although they resemble undead unicorns, they are living creatures imbued with shadow essences."
]
},
{
"type": "entries",
"name": "Fey and Undead Riders",
"entries": [
"While the shadhavar are intelligent creatures, they sometimes serve as mounts for the shadow fey, noctiny, hobgoblins, wights, or other creatures. They expect to be treated well during such an arrangement; more than one unkind rider has ridden off on a shadhavar and never returned."
]
},
{
"type": "entries",
"name": "Deceptive Hunters",
"entries": [
"Shadhavar use their hollow horn to play captivating sounds for defense or to draw in prey. They hunt when they must and are not discriminating about their quarry, but shadhavar primarily eat carrion. Despite their horrific appearance, they are not naturally evil."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Shadhavar.webp"
}
}
]
},
{
"name": "Shadow Beast",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A mass of shadows and cloudstuff, never touching the ground, extends clawed hands as it reveals a glint of jagged teeth.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Called from the Void",
"entries": [
"Shadow beasts are thought to be the result of shadow fey dabbling in the magic of the Void, transforming the shadow fey into something wholly different. Almost shapeless and largely incorporeal, through an act of will they can form rough semblances of their old bodies when needed."
]
},
{
"type": "entries",
"name": "Hate the Past",
"entries": [
"The motivations of these creatures are inscrutable. They despise light and anything that reminds them of light or of their former existence. Beyond that, little is understood about them."
]
},
{
"type": "entries",
"name": "Cryptic Messages",
"entries": [
"Shadow beasts are seldom found in groups, but when they are, they seem to have no difficulty or reluctance about operating and fighting together. They have been known to deliver cryptic and threatening messages, but speaking is difficult for them. At times, they perform arcane rituals with the aid of evil humanoids and the use of dark materials. In these rituals, they sacrifice magical energies and life blood as well as the tears of innocents and the souls of the damned."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Shadow Beast.webp"
}
}
]
},
{
"name": "Shadow Fey",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A gray-skinned elf steps out of the darkness itself. Its pair of onyx horns seems to absorb the light around it. It gives a friendly smile, revealing small fangs}.",
"To most, the shadow fey are little more than a dancing shadow among the leaves. To savants, they are the creatures that taught the shadowdancers all they know\u2014and kept many secrets to themselves. They were once elves like all others, dwelling in mortal lands beneath the sun. An ancient catastrophe drove them to darkness, and now they are creatures of the shadow. Though they can be found on the Material Plane, they are inextricably tied to the Plane of Shadow, and that is the seat of their power and culture. Their bond with darkness allows the shadow fey to slip through distant spaces, traversing darkness itself from one place to another.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Shadow Elves",
"entries": [
"Shadow fey superficially resemble other elves, but they're rarely mistaken for their light-bound cousins. Skin tones among the shadow fey range from alabaster white to ebony black, with shades of gray in between, but they otherwise lack color. A few have a scintillating shimmer to their skin. Many shadow fey grow horns that sweep out from their hair, varying in size from subtle nubs to obvious spikes. Others have shocking sets of teeth."
]
},
{
"type": "entries",
"name": "Dual Natured",
"entries": [
"The shadow fey are contradictory beings. They boast some of the best features of elves, tempered by aspects of a fouler nature. They can be deliberate and purposeful, but they're also given to perplexing whimsy. Mortal creatures trying to fathom shadow fey motivations are in for a maddening experience; they are often illogical, capricious, and seemingly thrive on annoying others."
]
},
{
"type": "entries",
"name": "Split Rulership",
"entries": [
"The Summer Court and Winter Court each rule the shadow fey in the appropriate season. The turning of these seasons follows no clear calendar or schedule, though it is skewed toward summer. The Queen of Night and Magic and the Moonlit King each claim dominion in turn, ruling over the Summer and Winter courts respectively."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Shadow Fey.webp"
}
}
]
},
{
"name": "Shadow Fey Duelist",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The pale-skinned elf wears a gleaming breastplate and tight-fitting clothing. He moves like the wind, evading blows with effortless skill. When he stops and smiles, his blade is slick with crimson}.",
"Shadow fey duelists are elite warriors, often of noble lineage. Swift and sure beyond compare, duelists are often taller and more wiry than others of their kind. Their armor, clothing, and weapons are of exquisite make, fashioned from only the finest materials, as befits their station.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Deadly Nobles",
"entries": [
"A nobleman or woman of the shadow fey is not to be taken lightly\u2014many courtiers or politicians are deadly with their slim blades, and they are known to distill virulent poisons. Often a skilled duelist serves as a champion for her liege, standing in the noble's stead in challenges or serving as an elite bodyguard."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Shadow Fey Duelist.webp"
}
}
]
},
{
"name": "Shadow Fey Enchantress",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This ravishing shadow fey woman moves with alluring grace. Her voice rings like a bell, and in her hearing, worldly cares and sorrows melt away.}",
"Beyond even great physical beauty, the sheer presence of a shadow fey enchantress can lay the most stalwart foes low. Almost universally female, Enchantresses are beautiful beyond compare.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Enchanting Shadows",
"entries": [
"Enchantresses are also powerful spellcasters who infuse their words and manner with the beguiling power of shadow to turn enemies against one another with a few words and a deadly smile. They augment the force of their minds with fey-wrought blades, infusing their weapons with power that shreds their victims' psyche as well as their flesh."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Shadow Fey Enchantress.webp"
}
}
]
},
{
"name": "Shadow Fey Forest Hunter",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The shadows flicker slightly, the only warning before a hail of arrows erupts from the concealed elf hidden in the gloom.}",
"Dressed in exquisitely wrought mail and leather jerkins, forest hunters are even more lithe and graceful than most shadow fey.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Shadow Stalkers",
"entries": [
"Forest hunters roam the deep woods connected to the Plane of Shadow, as well as the forests' dark reflections within the Plane of Shadow. They are skilled trackers and stalkers, hunting animals and more dangerous game. Many forest hunters serve in the Wild Hunt. A hunter that has at one time ridden at the Lord of the Hunt 's side is afforded great respect, even fear, because of the common belief that such a hunter can implore the Lord of the Hunt to notice an enemy."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Shadow Fey Forest Hunter.webp"
}
}
]
},
{
"name": "Shadow Fey Guardian",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A hulking brute, this elvish figure towers over his fellows and wields massive weapons. Patches of his body are swallowed by inky blackness that writhes and crawls, and his eyes are hollow black pits.}",
"Shadow fey guardians are massive creatures trained and bred for battle. They appear as massive versions of shadow fey, but the stuff of shadow corrupts them even more than their brethren, expanding their size and power to an ogreish strength. Patches of shadow swallow parts of their body and crawl about, revealing and obscuring more by inches at a time. They stand nearly 10 feet tall and weigh over 700 pounds.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Loyal Protectors",
"entries": [
"Guardians are fanatically loyal to their superiors. Employed as house guards or even personal bodyguards for important shadow fey, guardians are unshakable in their duty. The shadow reaches into their minds and souls, so that not even powerful magic can bend their hearts or break their resolve. Guardians are independent thinkers, but they discharge their duty with single-minded dedication."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Shadow Fey Guardian.webp"
}
}
]
},
{
"name": "Sharkjaw Skeleton",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A skeletal humanoid made entirely of shark's jaws steps out from the water, dripping strands of seaweed.}",
"Made from numerous, interlocking shark's jaws, these horrors are animated through foul magic into a large, vaguely humanoid shape. Sahuagin priests animate them to guard sepulchers of bones. These sharkjaw skeletons lie among great piles of bones, waiting to rise up and attack any uninvited souls who invade the sanctity of sahuagin holy sites. Others guard pirate treasures or ancient shipwrecks.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Undead Automaton",
"entries": [
"Sharkjaw skeletons do nothing without orders from their creator, and they follow those instructions explicitly. A sharkjaw skeleton's creator can give it new commands while near the skeleton. Otherwise, a sharkjaw skeleton follows its last instructions to the best of its ability and to the exclusion of all else, though it fights back if attacked."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Sharkjaw Skeleton.webp"
}
}
]
},
{
"name": "Shellycoat",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Despite being short and squat, this creature's relationship with a troll is undeniable. The kinship is most notable in the long arms and thick, pebbly hide.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Long Handed and Toad-like",
"entries": [
"The shellycoat is a warped and spiteful creature also called the Iamh fada, or \"long hands.\" They are frequently referred to as bridge trolls. Despite being fey, they are distantly related to true trolls. Unlike those tall, lanky creatures, a shellycoat is dwarfish and toad-like, with short, bent, legs and especially long arms with swollen, distended joints. It can further dislocate and stretch these joints to alarming lengths."
]
},
{
"type": "entries",
"name": "Bridges and Pools",
"entries": [
"The shellycoat can be found in abandoned wells or behind waterfalls, in deep tide pools, or beneath the ice of frozen ponds, but their preferred haunt has always been under bridges. They are most active during nighttime and on heavily overcast days, because of their mortal dread of sunlight. A shellycoat's favored tactic is to lie in wait under the water, ice, or bridge and surprise its prey. It strikes outward or upward from its hiding place to snatch passersby, livestock, and lone travelers or fishermen. Prey is dragged down to the shadows and water to be robbed and devoured."
]
},
{
"type": "entries",
"name": "Shining Garments",
"entries": [
"Shellycoats always fashioned themselves coats, cloaks, or shirts of colored pebbles, glass, and polished river shells. These adornments are crude but beautiful and sometimes magical."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Shellycoat.webp"
}
}
]
},
{
"name": "Shoggoth",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The giant, gelatinous blob of flesh releases whistles, trills, and chirps as it rolls forward, forming and reabsorbing mouths, eyes, and ears across its body.}",
"A shoggoth is an intelligent, gelatinous blob capable of manipulating and reshaping its body. Created by an elder race as servants, the shoggoths rebelled long ago and slew their masters without pity. Since that time, they've lived in isolated or desolate regions, devouring whatever they encounter and absorbing its flesh into their own amorphous, shifting forms.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Constant Growth",
"entries": [
"Shoggoths continue growing throughout their lives, though the eldest among them grow very slowly indeed. Some shoggoths may shrink from starvation if they deplete a territory of resources."
]
},
{
"type": "entries",
"name": "Mutable Form",
"entries": [
"A shoggoth can form any number of eyes, mouths, tentacles, or other appendages as needed, though it lacks the control to take and maintain the shape of another creature."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Shoggoth.webp"
}
}
]
},
{
"name": "Shroud",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The translucent person calls out a name in a barely audible whisper.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Bitter Spirits",
"entries": [
"Shrouds are transitional creatures: remnants of wicked people who died but refuse to rest in peace, yet have not grown strong enough to become shadows. They are aggressive enemies of all living creatures and the light that nurtures life. Shrouds blend naturally into darkness, but they stand out starkly in bright light."
]
},
{
"type": "entries",
"name": "Thin Outlines",
"entries": [
"Shrouds look like flickering shadowy outlines of the people they were before they died, retaining the same height and body type."
]
},
{
"type": "entries",
"name": "Repetitive Speech",
"entries": [
"Shrouds cannot converse, but they occasionally can be heard cruelly whispering a name, term, or phrase over and over again: something that must have had meaning to them in life."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Shroud.webp"
}
}
]
},
{
"name": "Skein Witch",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The androgynous humanoid appears mummified in writhing, diamond thread. Its skin is translucent, and dozens of quivering hourglasses sit suspended inside its body in place of organs.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Shepherd Destiny",
"entries": [
"Skein witches are curators of destiny and enforcers of what must be. They voyage across the planes, weaving the strands of fate at the behest of their goddess-creator. Although they carry out their charge without regard to petty mortal concerns, they can be persuaded to bend fate for powerful petitioners whose interests align with those of their goddess."
]
},
{
"type": "entries",
"name": "Surrounded by Guardians",
"entries": [
"Despite their supernatural abilities, a skein witch's physical body is frail. Because of that, they tend to surround themselves with undead, constructs, or other brutish, soulless guardians cut free from the thread of fate."
]
},
{
"type": "entries",
"name": "Fear of Cards",
"entries": [
"If a deck of many things is brought close to a skein witch, the witch emits a psychic wail and disintegrates."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Skein Witch.webp"
}
}
]
},
{
"name": "Skin Bat",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A repulsive, batlike creature darts from the darkness. Its body consists entirely of rotting sheets of stolen skin. Though its large eyes are glassy and lifeless, an unmistakably evil intent glimmers within them as a toothless mouth spreads wide in hunger}.",
"Skin bats are undead creatures created from skin flayed from the victims of sacrificial rites. They are given a measure of unlife by a vile ritual involving immersion in Abyssal flesh vats and invocations to Camazotz and similar demon lords. They feed on the skin of living beings to replenish their own constantly rotting skin. Their acidic saliva acts as a paralytic poison and leaves ugly scars on those who survive an attack. The typical skin bat has an 8-foot wingspan. The color of their skin matches that of their prey, so a skin bat's coloration can change over time. A skin bat weighs about 15 pounds.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Cliff and Dungeon Dwellers",
"entries": [
"Skin bats prey on the unwary but do not develop sinister plots of their own. Their flocks can be encountered in isolated areas accessible only by flight or by climbing treacherous cliffs. Skin bats can exist in any climate. In cool climes, they feed only infrequently, because the cold preserves their forms and reduces the need to replenish decaying flesh. This also explains why they are attracted to the dark depths of ageless dungeons. In wet, tropical climes where their skin decomposes rapidly, skin bats are voracious feeders by necessity."
]
},
{
"type": "entries",
"name": "Accidental Treasures",
"entries": [
"Skin bats have no use for magic items or wealth, but occasionally a ring or necklace from a past victim gets embedded in their fleshy folds, where it becomes an unintended trophy."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Skin Bat.webp"
}
}
]
},
{
"name": "Skitterhaunt",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This large beetle moves erratically, leaking noxious fluid from its cracked exoskeleton.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Ooze Vermin",
"entries": [
"This parasitic ooze lives in the shells of monstrous vermin, such as beetles, scorpions, and spiders, which it has infested and killed. A skitterhaunt creature might be mistaken for its original, living version at a glance, but the sluggish, erratic movements and oozing carapace of skitterhaunts quickly reveal their true nature."
]
},
{
"type": "entries",
"name": "Wide Range of Prey",
"entries": [
"A skitterhaunt infection can decimate whole nests of vermin. When those are in short supply, these oozes move on to prey on other species, such as ants, crabs, and other creatures with exoskeletons or similar hard outer shells."
]
},
{
"type": "entries",
"name": "Hosts Required",
"entries": [
"Skitterhaunts can't survive long outside their host creatures; they quickly liquefy and lose their cohesion. A body abandoned by a skitterhaunt is an eerie, hollowed-out husk with a strong, acidic odor."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Skitterhaunt.webp"
}
}
]
},
{
"name": "Slow Storm",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Wisps of humid wind revolve around this spiny ball. Two massive black eyes and a dark mouth are the only features visible through its static-straight quills.}",
"Despite its perhaps comical appearance, a slow storm is a creature of wind, lightning, and chaos, able to send minute electrical shocks into creatures that cause pain every time the creature moves. It turns the bodies of physically able creatures against them, forcing them to choose between relative inactivity or ever-increasing pain.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Small Central Core",
"entries": [
"The nucleus of a slow storm is a sphere of ice and stone, and it is surrounded by protective, high-speed winds."
]
},
{
"type": "entries",
"name": "Static Generator",
"entries": [
"A slow storm has no internal organs other than its brain, and it lives on the energy and moisture it drains from opponents. Its quills not only deflect debris but also generate static electricity that it uses when attacking."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Slow Storm.webp"
}
}
]
},
{
"name": "Smaragdine Golem",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This large statue of emerald-green crystal has a humanoid body with the head of an ibis. Tiny symbols and runes are etched into it, and portions of it are inlaid with bits of gold.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Occult Initiates",
"entries": [
"Smaragdine golems are crafted by disciples of occult esoterica to guard their secret meeting halls, sacred texts, and the arcane books of power."
]
},
{
"type": "entries",
"name": "Emerald Body",
"entries": [
"Though they seem to be made entirely of emeralds (and some are used in their construction), a smaragdine golem's body is closer to enchanted glass than to gemstones, a sad truth that has disappointed many plunderers."
]
},
{
"type": "entries",
"name": "A Maker's Privilege",
"entries": [
"Though smaragdine golems are sometimes given to powerful mages, scholars, theurgists, and hierophants as a token of esteem, they are always subject first to the magic and orders of their creators."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Smaragdine Golem.webp"
}
}
]
},
{
"name": "Snow Queen",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This severe elf has pale, almost white skin and tightly braided blond hair. Her gown is exquisite, fashioned of luminous blue fabric that catches light and shines from within. Lacy ice crystals accent the gown, and a snow-white mantle cascades from her shoulders. Icicles radiate in a crownlike halo behind her head, drifting gracefully through the air}.",
"Her Crystalline Majesty, Morrinn, is the cold-hearted Snow Queen, Daughter of Boreas. The Snow Queen rules a northern kingdom in the remote, frozen reaches of the world. Perpetually shrouded in snow and ice, her domain is inhospitable to outsiders. She rules from a castle of delicate spires carved entirely out of ice. The dwelling catches and reflects even the faintest glimmer of light, shining like a beacon and enticing travelers to risk the dangerous winter realm.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Queen of Giants",
"entries": [
"The Snow Queen is proud and cruel to any who cross her. Her daughters, the ice maidens, roam her kingdom with ease. Travelers who can't give a good reason to be moving through the Queen's territory meet a quick end in the maidens' chilly embrace. The Snow Queen commands the loyalty of winter-born tribes of fraughashar, ogres, frost giants, thursir giants, and trollkin. She is said to have mocked both Thor and Loki and often leads their priests astray into winter storms."
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "Fey Lords and Ladies",
"entries": [
"Fey are capricious, mischievous, and often dangerous beings. However, despite their chaotic reputations, they do follow a certain set of rules. These rules\u2014widely misunderstood by outsiders\u2014are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Heads of State",
"entries": [
"The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble's domain, in his or her eyes, a fey ruler's word is law. Outsiders might not understand the edicts and interdicts of a fey noble, but that's no protection against the harsh penalties that await any who break them, knowingly or otherwise."
]
},
{
"type": "entries",
"name": "Vacant Thrones",
"entries": [
"When a lord or lady of the fey dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the stations of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court's vacant throne."
]
}
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "The Snow Queen's Lair",
"entries": [
"The Snow Queen's lair is a castle made of ice. Sunlight and moonlight flash through the delicate spires and translucent walls, setting the palace agleam even in the deepest night. The castle reflects its mistress: beautiful, cold, and unforgivingly deadly."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Snow Queen.webp"
}
}
]
},
{
"name": "Son of Fenris",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The massive wolf lumbers forward, malice gleaming in its black eyes. Two snake-like tongues slither in its jaws, and green scales peek from beneath its black fur.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Demonic Wolves",
"entries": [
"Demonic black eyes, two snakelike tongues, and green-black scales beneath their black fur betray the sons of Fenris's unnatural origins."
]
},
{
"type": "entries",
"name": "Hibernate Until Ravenous",
"entries": [
"Sons of Fenris slumber beneath the snow for months, waking when they grow ravenous or when prey approaches. When hunting, they revel in wanton savagery and destruction, killing entire herds to delight in blood."
]
},
{
"type": "entries",
"name": "Desperate Worshipers",
"entries": [
"Despite their fierce nature, all the sons of Fenris are divine offspring and wise in divine lore, attracting desperate souls who offer them worship and sacrifice in exchange for aid. The sons of Fenris enjoy this adulation, and they provide protection and wisdom to their followers. Sometimes, they gather enormous war bands and go reaving."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Son of Fenris.webp"
}
}
]
},
{
"name": "Soul Eater",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The creature walks on crab-like legs, carrying a fleshy, ectoplasm-filled mass on its back.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Merchants from the Lower Planes",
"entries": [
"Soul eaters are soul-collecting fiends from the Lower Planes where they freely barter for prey. When a soul eater dies, the souls it carried are released and returned to their bodies or to their appropriate final destinations. Regardless, a dead soul eater has no souls for the demons and devils who value souls as currency. This gives soul eaters a measure of safety and power in the Lower Planes, and many of them operate as neutral merchants among other fiends."
]
},
{
"type": "entries",
"name": "Hatred of the Sun God",
"entries": [
"Soul eaters bear a particular antipathy for followers of the deities of the sun. They go to great lengths to kill any such deity's clergy, even defying the wishes of their fiendish superiors on occasion."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Soul Eater.webp"
}
}
]
},
{
"name": "Spark",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This mote of electrical energy floats menacingly, erupting in a shower of sparks and tendrils of lightning. When it disappears, it leaves only the whiff of ozone.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Born in Storms",
"entries": [
"When a great storm rips across a world in the Material Plane, it sometimes tears loose the fabric of reality, releasing sentient creatures composed entirely of elemental energy. Occasionally when a spark forms, an oppositely charged mate is created at the same time. When this happens, the two always stay within 300 feet of one another."
]
},
{
"type": "entries",
"name": "Seek Hosts",
"entries": [
"Fueled by its frenetic thought patterns and erratic actions, a spark jolts through its new world to find a physical body, drawn by an urge to know form. Some spellcasters deliberately seek out sparks for symbiosis. Spellcasters devoted to deities or study of the elements may reach an agreement with sparks, allowing the elementals to ride within their bodies for the sparks' lifetime. Sparks rarely survive longer than a year, even within a symbiotic relationship with a mortal form. When they expire, they wink out and return to the elemental planes."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Spark.webp"
}
}
]
},
{
"name": "Spawn of Akyishigal",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This human-sized insectoid has a tail that splits near the end curling over its back. Both ends bear needle-stingers dripping with poison.}",
"Spawn of Akyishigal are found in abundance wherever the demon lord abides. He has also been known to send them to his followers if their need is great and the spawn's presence somehow benefits Akyishigal.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Lords of Vermin",
"entries": [
"Vermin of all types instinctively obey mental commands from a spawn of Akyishigal. What's more, these repulsive beings can vomit thousands of roaches that also do the spawn's bidding. They take particular delight in belching roaches directly onto their foes, but they've also been known to use roaches and vermin as a means of cutting off an enemy's retreat or of hindering pursuit when the spawn itself wants to escape."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Spawn of Akyishigal.webp"
}
}
]
},
{
"name": "Spawn of Arbeyach",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This insectile humanoid's mouth stretches over dripping mandibles that are poorly concealed behind an ill-fitting mask of flesh. Its eyes have compound irises, and barbed stingers sprout between the fingers at the ends of its long, segmented limbs.}",
"Spawn of Arbeyach are extensions of the will of Hell's Prince of Swarms, Arbeyach, and often serve him in the mortal world as the arch-devil carries out their master's wishes. To this end, they often inhabit hives of tosculi that worship Arbeyach.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Skin and Carapace",
"entries": [
"Spawn of Arbeyach are roughly humanoid, with many insectoid qualities, including a hardened carapace and oddly-jointed limbs. Their faces, arms, and legs are covered with a largely decorative skin which stretches and tears to reveal insectile traits."
]
},
{
"type": "entries",
"name": "Hive Dwellers",
"entries": [
"They dwell in hive structures comprised of natural growth and rigid architecture. The hives are built in isolated, easily-defensible locales, and visitors often must climb or fly to reach them."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Spawn of Arbeyach.webp"
}
}
]
},
{
"name": "Spectral Guardian",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A luminous green mist swirls into the form of an ancient warrior. Dented armor and a ragged cloak enshroud the warrior's skeletal body, and its grinning skull leers out from an open helm.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Worn Finery",
"entries": [
"Composed of faintly glowing green vapor, the spectral guardian is a skeletal being encased in ancient armor or noble's finery. The cloth is worn and tattered, spiraling away into mist at the edges, and the creature glides with the faintest whisper of sound."
]
},
{
"type": "entries",
"name": "Eternal Disgrace",
"entries": [
"The spectral guardian is the spirit of an ancient warrior or noble, bound to serve in death as it failed to do in life. A broken oath, an act of cowardice, or a curse laid down by the gods for a terrible betrayal leaves an indelible mark on a soul. After the cursed creature's death, its spirit rises in a place closely related to its disgrace. Compelled by the crushing weight of its deeds, the spectral guardian knows no rest or peace."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Spectral Guardian.webp"
}
}
]
},
{
"name": "Spider of Leng",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i These bloated purple spiders have small claws on their front legs that serve as handlike manipulators. Their abdomens are a sickly purple-white.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Hate Humanoids",
"entries": [
"The nefarious spiders of Leng are highly intelligent. They are a very ancient people, steeped in evil lore and hideous malice, with an abiding hatred for all humanoid races. They sometimes keep ghostwalk spiders as guardians or soldiers."
]
},
{
"type": "entries",
"name": "Dangerous Blood",
"entries": [
"Their blood is poisonous and corrosive to most creatures native to the Material Plane. The folk of Leng prize it in the making of etheric harpoons and enchanted nets."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Spider of Leng.webp"
}
}
]
},
{
"name": "Spider Thief",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This clockwork spider creature is the size of a dog. Each of its eight sharp, sickle-like feet stabs or sinks slightly into the ground. Razor wire enwraps its body, while gyros whirl visibly in its faceless, clockwork head}.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Wire Fighters",
"entries": [
"A spider thief never initiates combat unless ordered to, but it always defends itself against attack. Its initial attack is whirling its razor line to entangle a target. Once it snares a foe, the spider thief keeps attacking that foe until the victim stops resisting or the victim escapes from the spider's wire."
]
},
{
"type": "entries",
"name": "Completely Loyal",
"entries": [
"This clockwork machine follows orders from its master even if they lead to its destruction, and it fights until destroyed or told to stand down. The machine recognizes only its creator as its master."
]
},
{
"type": "entries",
"name": "Guild Tools",
"entries": [
"The spider thief got its name because of its ability to climb walls and to effortlessly cross gaps between buildings, making it an excellent accomplice for enterprising thieves. Some thieves' guilds make extensive use of them, and many freelance rogues use them as partners."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Spider Thief.webp"
}
}
]
},
{
"name": "Spinosaurus Dinosaur",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This massive, blue-skinned saurian lumbers out of the river, depositing a platoon of armed lizardfolk on the bank before releasing a terrifying roar.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Friend to Lizardfolk",
"entries": [
"The spinosaurus is a special saurian bred for size and loyalty by lizardfolk. Lizardfolk prize them like prime warhorses, and lavish them with food and care. As spinosauruses age slowly, most large lizardfolk tribes have several young spinosauruses and one adult spinosaurus in their care, reserving the massive adult for major engagements or when the entire tribe must move at once."
]
},
{
"type": "entries",
"name": "Enormous Size and Color",
"entries": [
"This immense saurian has a long, tooth-filled maw, powerful claws, and colorful spines running the length of its back. An adult spinosaurus is 70 feet long and weighs 35,000 pounds or more, while a young spinosaurus is a mere 20 feet long, weighing 6,000 pounds or more."
]
},
{
"type": "entries",
"name": "Swift Predator",
"entries": [
"A spinosaurus is at home on both land and water, chasing prey from one to the other when necessary. Though they are carnivores, they have an affinity for lizardfolk and other reptilian humanoids, eating such creatures only if the creatures horribly mistreat them or if they experience extreme starvation with such creatures as the only option for food."
]
},
{
"type": "inset",
"name": "Spinosauruses in the Southlands",
"entries": [
"The lizardfolk of Veles-Sa in the Southlands use spinosauruses as a mode of transportation. The creatures are large enough to pull barges or to carry a crew of raiders anywhere on the rivers, and they are swift overland. Lizardfolk scouts are especially fond of these enormous reptiles, as they are powerful combatants and can carry a dozen lizardfolk warriors.",
"In addition to their role as trained raiders in Veles-Sa, some spinosauruses live in or along most of the major river systems of the Southlands\u2014including the River Nuria. There they are also called \"river dragons\" or sometimes \"river walkers,\" and they are frequently associated with the worship of Baal-Hotep and Set. They are kept as sacred animals in several river temples, where they are fed regular meals and have been known to grow to enormous size and strength.",
"Finally, along the Spice Coast, spinosauruses carry high-value spice cargoes along the coast when banditry is rife or when a lizardfolk mercenary company is available to guard materials going north toward Mhalmet, Nuria, or Ishadia. These Spice Coast beasts are often especially bred for gaudy coloration: green-andorange, blue\u2011and-gold, and even red-and-black bloodlines have been spotted in the Spice Coast harbors."
]
},
{
"type": "inset",
"name": "Spinosauruses as Mounts",
"entries": [
"Spinosauruses mate each year in the winter. A male spinosaurus brings food and helps build an enormous nest of reeds, sticks, and mud. Then the male departs, leaving the female to lay and care for the eggs. Spinosaurus eggs are typically found in nests along riversides or deep in marshes. They are sometimes stolen and sold, generally to lizardfolk and sometimes to daring humans with a knack for training animals. These eggs are worth as much as 2,000 gp apiece; live young are worth twice that. Characters eager for spinosaurus mounts, however, should note that buying or domesticating such an enormous carnivore requires vast quantities of food and patience. They do not take easily to domestication.",
"Before it can be ridden in combat, a spinosaurus must practice bearing the weight of its trainer and passengers. They rarely master more than a handful of tricks, but they are extremely comfortable in the water and can be trained to be are aware that some of their riders may not breathe water.",
"An adult spinosaurus can carry up to six tons as cargo. Riding a spinosaurus requires an exotic saddle, riding platform, or howdah."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Spinosaurus Dinosaur.webp"
}
}
]
},
{
"name": "Spire Walker",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This miniscule creature kicks up a ghostly, sparkling fire when it jostles and jigs. Lightning sparks fly between it and its perch.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Storm Dancers",
"entries": [
"When storm clouds gather over cities, harbors, and twisted badlands, electrical energy fills the air. During these times, miniscule fey dance on church steeples, desolate peaks, and ships' masts. Also called corposanti by scholars, spire walkers are nature spirits that delight in grandiose displays of thunderbolts. They can be found frolicking in a thunderstorm or keeping company with blue dragons or storm giants\u2014though these larger creatures often chase them off for being a nuisance."
]
},
{
"type": "entries",
"name": "Small and Metallic",
"entries": [
"Spire walkers stand no more than a foot tall, with dusky blue-gray skin and shocks of silvery, slate, or pale blue hair. Spire walkers prefer clothing in metallic hues with many buttons, and they always carry a handful of tiny copper darts that they hurl at each other during their incomprehensible games. When excited, they emit a sparking glow from the tips of their noses, eyebrows, ears, and pointy shoes. They play rough-and-tumble games among themselves and enjoy pranking bystanders with frightening but mostly harmless electric shocks. If a spire walker perishes during the fun, the others pause just long enough to say \"awww, we'll miss you\" and go through their comrade's pockets before continuing with the game."
]
},
{
"type": "entries",
"name": "Love Copper and Amber",
"entries": [
"Spire walkers like gold but they love copper. They prefer it over all other metals, and they keep the copper pieces in their pockets brilliantly polished. They also value amber gems. Among a group of spire walkers, the leader is not the cleverest or most ruthless, but the one displaying the most ostentatious amber jewel."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Spire Walker.webp"
}
}
]
},
{
"name": "Star Drake",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Twinkling motes of light move around the mottled, metallic scales of this dragon's body. Light reflections twinkle like starlight across its metallic scales.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Returned Travelers",
"entries": [
"A drake's curiosity sometimes drives it to seek experiences beyond its plane, and it finds companions with which it travels the multiverse. Such drakes return clearly changed in appearance, demeanor, and ability. Regardless of which type of drake embarked on the journey, the creature always returns as a star drake."
]
},
{
"type": "entries",
"name": "Mortal Protectors",
"entries": [
"Star drakes consider themselves protectors of the Material Plane. They view those from other planes as meddlers in the affairs of humanoid races, regarding fiends and celestials as equally threatening. Star drakes might negotiate with, drive off, or destroy such meddlers."
]
},
{
"type": "entries",
"name": "Unlikely Allies",
"entries": [
"Inexplicably, planewatchers can recognize when a drake that is exploring the planes is in the process of becoming a star drake, and they typically leave these drakes to their exploring. After a drake's metamorphosis, planewatchers often aid the drake, seeing it as a sort of kindred spirit."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Star Drake.webp"
}
}
]
},
{
"name": "Star-Spawn of Cthulhu",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This enormous and strange octopoid creature has clawed hands, a powerful but distended cranium, and winglike spines on its back.}",
"These masters of psychic communication and dimensional manipulation can transport themselves and others across enormous distances.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Mastery of Life and Destruction",
"entries": [
"The star-spawn of Cthulhu harnessed mysterious energies of life and destruction to grow new life with remarkable speed (and some degree of wastage and cancerous tumors) and to turn living flesh into miasmic vapor through nothing more than focused attention."
]
},
{
"type": "entries",
"name": "Rituals to Cthulhu",
"entries": [
"Their goals are simple: oppose the mi-go and aid dread Cthulhu. The star\u2011spawn destroy creatures that will not serve as slaves and sacrifices, rather than allowing them to serve another master. Above all, they insist that all creatures venerate great Cthulhu and sacrifice life and treasure in his name. Their ultimate aim is to bend the heavens themselves and ensure that the stars are rightly positioned in their orbits to herald Cthulhu's inevitable return."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Star-Spawn of Cthulhu.webp"
}
}
]
},
{
"name": "Steam Golem",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i With wicked axe blades fastened along its arms and bronze runes inlaid on its armored torso, this golem is a smooth-running machine of death.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Boilers and Hydraulics",
"entries": [
"A steam golem is built around a central boiler with clockwork gears and hydraulic cylinders powering its legs and arms. Most steam golems have axe blades welded onto each of their arms, and many have one arm extended in a single, long-hafted axe. They tower 10 feet tall, and their legs are often built with reversed knee joints for greater leverage when they move. The eyes of a steam golem glow orange or red from its internal fires."
]
},
{
"type": "entries",
"name": "Steam Whistle",
"entries": [
"A steam golem has four to six vents for releasing steam. These whistles are mounted over the shoulders and can be heard at distances up to a mile in open terrain."
]
},
{
"type": "entries",
"name": "Fuel Required",
"entries": [
"A steam golem's machinery consumes 30 pounds of coal and 100 gallons of water per day if it engages in more than brief combat. When resting or standing guard, a steam golem needs only one third of those amounts."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Steam Golem.webp"
}
}
]
},
{
"name": "Strife",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The small, childlike creature with purple skin and an overly large mouth hovers in the shadows of the alleyway behind the tavern, giggling with delight as it watches fights break out.}",
"This strange, childlike fey feeds off the negative feelings that manifest from mortals who spread rumors and falsehoods about one another.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "False Legends",
"entries": [
"Due to its ability to remain unseen and its appearance wherever discord rises, many in the mortal world believe this fey is the physical embodiment of a feeling, a magical manifestation brought on by strong mortal emotions. Delighting in rumors and misinformation, the fey don't correct these interpretations and proudly use the mortal moniker, strife."
]
},
{
"type": "entries",
"name": "Invasive Fey",
"entries": [
"Though strifes aren't physical embodiments of mortal emotions, negative feelings between mortals create a weakening between the Material Plane and the realms of the fey, allowing strifes to enter the material world. Once on the Material Plane, a strife lurks in the shadows of a settlement, fueling rumors until the populace erupts with chaos and discord. Travelers might come across a settlement and be greeted with abnormal hostility when a strife is present. Once its work is done, the strife returns to the fey realms to tell tales of its work before finding a new settlement to disturb. The most successful of strifes have caused kingdoms to fall to civil war when the government was painted as unfit by a strife's work. The strife does not revel in bloodshed, but in the unrest of the days or weeks that precede it."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Strife.webp"
}
}
]
},
{
"name": "Stryx",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The brown owl in the tree suddenly opens its beak. Instead of a hoot, it reveals very human teeth and speaks.}",
"Stryxes are the result of the Moonlit King's mad experiments deep within the Plane of Shadows. They resemble owls and can pass as normal birds as long as they don't speak or open their mouths. The stryx have a larger mouth hidden behind their beaks, filled with gleaming human teeth. Stryxes range in color from pale gray to sooty black, with gleaming eyes.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Strange Alchemy",
"entries": [
"Stryxes are unnatural beings that came about through terrible manipulation of normal owls and kidnapped humans. The Moonlit King of the shadow fey, banished and imprisoned in his tower, is desperate to touch the outside world. His crazed experiments blended shreds of mortal souls into shadowy owls and thus brought the stryx into being."
]
},
{
"type": "entries",
"name": "The Shadow's Eyes",
"entries": [
"The truth of the stryx is all but unknown outside the Moonlit King's inner circle, where these creatures serve as the king's eyes and ears. Stryxes thrive in the Plane of Shadow and on the Material Plane equally, and they enjoy attaching themselves to powerful beings as spies, servants, and translators. Their purposes are muddied, however, because they constantly relay what they learn to their mad creator."
]
},
{
"type": "inset",
"name": "Stryx Familiars",
"entries": [
"Stryxes make excellent spies, and they delight in serving others. The strange owls often become outstanding spies and translators by bonding themselves to a master. Some spellcasters seek out the stryx and strike a bargain to gain the creature's service as a familiar. While most stryxes make a show of hard bargaining, secretly they are eager to strike the deal. Stryxes that serve spellcasters have the following trait.",
{
"type": "entries",
"name": "Familiar",
"entries": [
"The stryx can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the stryx senses as long as they are within 1 mile of each other. While the stryx is within 10 feet of its companion, the companion shares the stryx's Keen Hearing and Sight trait. At any time and for any reason, the stryx can end its service as a familiar, ending the telepathic bond."
]
}
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Stryx.webp"
}
}
]
},
{
"name": "Stuhac",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This pale-skinned, white-bearded hermit wears a winter cloak and travels the mountain paths, cliff sides, and trade routes alone.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Feigns Weakness",
"entries": [
"Living in isolated mountain passes and foraging along little-traveled slopes, the stuhac is a master of stealth and deception. Wrapping heavy furs around itself, it poses as a feeble hermit or traveler needing assistance. Only after its victims have been lured away from warmth and safety does the stuhac drop its disguise and show its true nature: the withered traveler's gnarled hands uncurl to reveal jagged yellow claws, its cataract-ridden eyes are exposed as waxen orbs wobbling loosely in their sockets, and its clothing is revealed to be woven layers of yellowed tendon and ligament."
]
},
{
"type": "entries",
"name": "Hideous Garments",
"entries": [
"The stuhac's most prized possessions are its \"clutters,\" garments woven of layered and tangled ligaments and tendons. These grisly trophies are taken from scores of victims, and stuhacs treasure each bit of their disgusting attire. When two stuhacs meet, they compare their garb, swapping anecdotes of their most horrifying kills and deceptions. Stuhacs weave new ligaments into their clutters while their still-living victims watch. Lying in crippled agony, they cannot flee as the stuhac tears fresh material from their bodies for its garments. To keep screams from disturbing their work, these monsters first sever their victim's vocal chords."
]
},
{
"type": "entries",
"name": "Devour Victims",
"entries": [
"Once its clutters are done, the stuhac feeds on its live victim, devouring everything but the bones. Finding a clean-picked humanoid skeleton along a mountain path is a reliable sign of a stuhac's presence."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Stuhac.webp"
}
}
]
},
{
"name": "Stygian Fat-Tailed Scorpion",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The scorpion's black carapace gleams in the desert sun, and its tail drips translucent venom.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Highly Venomous",
"entries": [
"Known for its small size and aggressive behavior, the Stygian fat-tailed scorpion brings a swift death to those who feel its toxic sting."
]
},
{
"type": "entries",
"name": "Pit Traps",
"entries": [
"A Stygian fat-tailed scorpion is no more than a foot long, with a tail about the same length. It weighs no more than five pounds for the largest specimens. They make excellent guard animals that require little food or care, and they are often kept at the bottom of pits or in rarely used tunnels."
]
},
{
"type": "entries",
"name": "Valuable Venom",
"entries": [
"A dose of fat-tailed scorpion venom can be worth 4,000 gp or more to the right buyer."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Stygian Fat-Tailed Scorpion.webp"
}
}
]
},
{
"name": "Subek",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The merchant displayed his wares and smiled, the kindness in his eyes and softness of his smile juxtaposed with his crocodilian body and fangs.}",
"For most of the year, the subek are a kindly people, advising others and lending their physical and intellectual prowess to local projects. During the flood season, however, subek become violent and territorial, ruthlessly killing and consuming all trespassers.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Riverbank Homes",
"entries": [
"Subek are crocodilian humanoids that dwell along the banks of great rivers. They have muscular physiques, surprisingly dexterous hands, and a frightening maw of sharp teeth. They are 9 feet tall, average 700 pounds, and can live up to 300 years. During the dry season, subek are friendly and thoughtful scholars, historians, and artisans."
]
},
{
"type": "entries",
"name": "Flood Fever",
"entries": [
"Subek are well aware of their destructive and violent nature. When the waters rise, they distance themselves from other cultures, warning locals to keep away until the river recedes. Most migrate up or down river to an area with few inhabitants; some even construct underground prisons or cages and pay brave retainers to keep them locked up and fed during their time of savagery. During flood fever, subek do not recognize friends or colleagues. They discard all trappings of civilization and kill non-subek creatures indiscriminately. Once the fever clears, they remember nothing of their actions, though they are surrounded by undeniable, grisly reminders."
]
},
{
"type": "entries",
"name": "Keep Their Distance",
"entries": [
"Despite the danger, subek are tolerated and even prized for their skill as engineers, historians, and teachers. They live on the outskirts of many human towns, maintaining a cautious distance from their neighbors. Subek marriage is pragmatic; they live with a mate long enough to foster a single egg and raise the hatchling for a decade before parting ways."
]
},
{
"type": "entries",
"name": "Curious Duality",
"entries": [
"Subek scholars and oracles debate their duality. Some believe it to be an ancient curse, a shared ancestry with an ancient savage people, or some loathsome and primitive part of their soul exerting control. A rare few\u2014shamans and oracles, mostly\u2014embrace their duality and choose to live year-round in remote regions far from civilization."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Subek.webp"
}
}
]
},
{
"name": "Suturefly",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This darting creature resembles a dragonfly, but with three pairs of gossamer wings and a body made from splintered wood. Flashes of bright colors run along its body.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Sew Mouths Shut",
"entries": [
"Forest folk rarely speak when sutureflies dart through the trees, because these creatures listen for lies and sew any offender's mouth, nose, and eyes shut. Some say the old woods hide nothing but liars, and that is why the deepest forest is shrouded in silence. Others say that the forest uses sutureflies to smother those who break its covenants or reveal its secrets. Adventurers see a suturefly's handiwork more often than they glimpse one of the creatures directly: corpses with mouths and noses stitched shut lie in the underbrush, mysterious people whose mouths are ringed with black puncture marks observe intruders from afar, and dryads step from trees, their eyes sewn shut against the evils of civilization."
]
},
{
"type": "entries",
"name": "Seek Out Curses",
"entries": [
"Numerous suturefly varieties exist. Some attack based on verbal triggers other than lies. Black-banded sutureflies, for instance, detect curses and religious blasphemies. When attacking, sutureflies dart from hiding to surprise opponents. Once they sew someone's mouth closed, they target the same victim's nose, unless threatened by another opponent. Sutureflies attack until they have sewn all of their opponents' mouths, eyes and noses closed or until they're destroyed."
]
},
{
"type": "inset",
"name": "Sutureflies in Midgard",
"entries": [
"In the Mistwallows of the deep Margreve, a green and gold variety of suturefly attacks briar folk, hags, and any others who allow magic to escape their lips. Sutureflies dart, hover, and strafe with perfect maneuverability. Most are six inches long, but rangers who've ventured deep into the Margreve claim to have discovered detached suturefly wings over 5 feet long, likely from a creature capable of sewing shut the eyes and mouths of giants.",
"Folk of the outer Margreve release sutureflies from wooden coffers at forest trials to encourage witnesses to tell the truth. In the heart of the woods, one of Baba Yaga's daughters polices her \"flock\" of stolen children with sutureflies."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Suturefly.webp"
}
}
]
},
{
"name": "Swamp Adder",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The vicious snake with a squat, diamond-shaped head, a puffed neck, and a peculiar yellow band around its body slithered slowly through the marsh.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Marsh Hunter",
"entries": [
"This venomous snake\u2014sometimes known as the \"speckled band\"\u2014is native to the marshes of southern realms, where it devours waterfowl and incautious halflings."
]
},
{
"type": "entries",
"name": "Bred for Venom",
"entries": [
"The swamp adder is simultaneously feared and prized for its potent paralytic venom. A swamp adder is quite thin, and the largest weigh as much as 50 pounds. A dose of paralytic swamp adder venom is worth 3,000 gp or more in some markets."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Swamp Adder.webp"
}
}
]
},
{
"name": "Swarm of Fire Dancers",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A swirling mass of tiny, blue flames dances with the likeness of a skull embedded in each little, flickering fire.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Stunted Elementals",
"entries": [
"Fire dancers are tiny fire elementals. Speculation varies whether they're simply immature or somehow stunted. They may be castoffs from larger, fiery elemental beings. A single, solitary fire dancer is no more than a semi-sentient spark with a fragment of life and lofty but unrealistic ambitions. In large numbers, they're a menace."
]
},
{
"type": "entries",
"name": "Unite and Grow Strong",
"entries": [
"Larger fire elementals are usually content merely to exist on their plane of origin. Fire dancers possess (and some argue are infected with) mortal qualities\u2014they seek to reach a greater potential, which smacks of envy, ambition, and resentment. They realize that there is power in numbers and that, when united, they are a force to be reckoned with. A single fire dancer is no more threatening than a tiny candle flame, burning hot and blue. When thousands join together, though, the result is an inferno. Each fire dancer shapes itself into the likeness of a creature's (typically humanoid) skull to cause fear in its victims."
]
},
{
"type": "entries",
"name": "Shared Goals",
"entries": [
"Lone fire dancers have some individuality, and like-minded fire dancers gather together in swarms to accomplish shared goals. Savvy bards, conjurers, and enchanters who summon or interact with swarms of fire dancers know to quickly determine the swarm's goal and use that to manipulate it. They must be careful to maintain the upper hand, though, for these creatures are surly allies at the best of times."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Swarm of Fire Dancers.webp"
}
}
]
},
{
"name": "Swarm of Manabane Scarabs",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i These clicking, turquoise-colored beetles have faintly luminescent golden glyphs on their backs, which grow brighter as they slowly draw near.}",
"Manabane scarabs are vermin infused with the ancient magic of fallen desert empires.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Devour Magic",
"entries": [
"Whether from gnawing on the flesh of the undead or nesting in areas rife with lingering enchantment, these beetles have developed a taste for the power of magic even as its power has marked them. The graven glyphs on their carapaces resemble the priestly cuneiform of long-dead kingdoms, and the more magical energy they consume, the brighter they glow. Manabane scarabs pursue magic without hesitation or fear, tirelessly seeking to drain it for sustenance."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Swarm of Manabane Scarabs.webp"
}
}
]
},
{
"name": "Swarm of Prismatic Beetles",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A dazzling explosion of multicolored lights erupts from this cloud of flying beetles, flashing every color of the rainbow.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Flesh-Eating Beauties",
"entries": [
"The depths of the jungle are filled with beautiful-but-lethal wildlife, and prismatic beetles are superlative examples of this. These flesh-eating, venomous insects distract and subdue their prey with sparkling beauty even as they devour it alive. Individual prismatic beetles sparkle like precious gems in the light. Tosculi traders, gnolls, and humans often incorporate their carapaces into decorative jewelry or use them as special components in enchantment and illusion spells and items."
]
},
{
"type": "entries",
"name": "Hypno-Paralytic",
"entries": [
"When swarming in the thousands, these beautiful bugs create a hypnotic cascade of glimmering hues capable of enthralling creatures. As they descend on their dazed prey, the beetles' bites slowly paralyze their victims while their toxins distract the mind with feelings of euphoria and delight."
]
},
{
"type": "entries",
"name": "Predator Partners",
"entries": [
"Although carnivorous, prismatic beetles are not overly aggressive; they attack other creatures only when hungry or threatened. Even when they're not attacking, however, they can be a threat. More than one unwary traveler has stopped to admire what they thought was a docile swarm of prismatic beetles and became captivated. The unfortunates are often killed and eaten by a lurking jungle predator, as such animals know the beetles can attract prey."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Swarm of Prismatic Beetles.webp"
}
}
]
},
{
"name": "Swarm of Sluaghs",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This tiny humanlike creature has a torso that trails away in place of legs, eyes that are black voids, and long, pale arms ending in sharp claws.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Cowards Alone",
"entries": [
"These tiny, malevolent fey dwell in darkness. Alone they are cowards, but they are rarely encountered alone. They are most active during the winter, especially during winter's long nights. They usually speak to their victims as they attack, but those shouts are little more than whispers to the ears of their prey."
]
},
{
"type": "entries",
"name": "Chilling Touch",
"entries": [
"Sluaghs feed by draining their prey of warmth with their chilling claws. They devour small animals if nothing more appetizing is available, though they prefer humanoid prey. Their victims have unnaturally cold skin with a pale, blue tint. Swarms of sluaghs serve hags, devils, trollkin, and evil fey who know the blood rituals to summon and direct them. Shadow fey and drow send them against other elves, often targeting the defenders of elven settlements."
]
},
{
"type": "entries",
"name": "Legless Flocks",
"entries": [
"Sluaghs are tiny, gaunt humanoid creatures the size of a weasel. They have no legs; instead their torso tapers off in a disquieting way. Though they can fly, they can also pull themselves quickly across the ground with their arms. They are always draped in black, though their actual skin and hair are pale white. They have sharp claws and fangs, and their eyes are entirely black. In masses, they somewhat resemble a flock of strange birds."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Swarm of Sluaghs.webp"
}
}
]
},
{
"name": "Swarm of Wharflings",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The hairless canine scurries along the pier, dripping with water and carrying a fish in its jaws. Its finned claws click on the planks as a fishmonger yells from behind it.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Waterborne Packs",
"entries": [
"Wharflings are hairless, aquatic canines with large, webbed feet and oversized mouths. Adept fish catchers, wharflings establish dens near the shores of oceans, lakes, and rivers, and they often move in family groups of three or more."
]
},
{
"type": "entries",
"name": "Thieving Gits",
"entries": [
"Those who have been bitten by a wharfling rightly fear their needle-like teeth, but most coastal communities hate the animal more for its propensity for theft. Their lairs are filled with stolen metal trinkets."
]
},
{
"type": "entries",
"name": "Beach Swarms",
"entries": [
"Periodically, wharflings congregate in huge numbers and tear along the shoreline for miles before returning to their dens. Why they gather this way is unknown, but most locals know to avoid the shore on these nights."
]
}
]
}
]
}
]
},
{
"name": "Swarm of Wolf Spirits",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A pack of ghostly wolves appears in a swirl of greenish fog, coalescing from the fog itself.}",
"When a pack of wolves dies of hunger or chill in the deep winter, sometimes the pack leader's rage at a cruel death\u2014or the summoning call of a necromancer\u2014brings the entire pack back to the mortal world as a slavering pack of greenish, translucent apparitions that glides swiftly over snow and ice, or even rivers and lakes.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Dozen-Eyed Hunters",
"entries": [
"At night such a swarm can appear as little more than a mass of swirling mist, but when it prepares to attack, the mist condenses into a dozen or more snarling wolf heads with glowing red eyes that trail off into tendrils of fog. A wolf spirit swarm does not eat, but the urge to hunt and kill is as strong as ever."
]
},
{
"type": "entries",
"name": "Absorb Their Kill",
"entries": [
"Most such swarms serve powerful undead, warlocks, noctiny, or orcish shamans as guardians and enforcers, terrifying horses and henchmen alike. The souls of those slain by the pack are said to join it."
]
},
{
"type": "entries",
"name": "Howl Before Combat",
"entries": [
"Hirelings, mounts, and familiars often panic at the sound of a spirit pack's chilling howl. Packs of wolf spirits are canny enough to always howl for a time before rushing a herd or encampment."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Swarm of Wolf Spirits.webp"
}
}
]
},
{
"name": "Temple Dog",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Looking like a mix between a large dog and a lion, the creature glares at everyone who passes the threshold of the temple it guards.}",
"A temple dog is an imposing guardian used by various deities to protect their temples. They are fiercely loyal and territorial. Often depicted in temple statuary, the creature has a largely canine body, soft but short hair, a thick hairy tail, and a mane like a lion's around a dog's face with a short snout.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Divine Colors",
"entries": [
"Coloration and other features of the temple dog vary to match the deity who created it, and sometimes a temple dog's coloration is quite fanciful. Greenish-bronze temple dogs are known, as are those the color of cinnabar or lapis. Even coats resembling fired ceramic of an orange hue have been seen guarding some temples. These unusual casts make it easy for a temple dog to be mistaken for statuary."
]
},
{
"type": "entries",
"name": "Travel with Priests",
"entries": [
"As a temple protector, it rarely leaves the grounds of the temple to which it has been attached, but temple dogs do accompany priests or allies of the temple during travel. The temple dog cannot speak, but it understands the words and needs of those it accompanies. Temple dogs are notorious for biting their prey, then shaking the victim senseless in their massive jaws."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Temple Dog.webp"
}
}
]
},
{
"name": "Tendril Puppet",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Vines crawl across the body and out of the eyes and mouth of this shambling human.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Plant Servants",
"entries": [
"Over time, a vine lord eventually commands a small army of plant creatures, fey, and even plant-based undead, such as vine troll skeletons, to enact its will. When no other allies present themselves, vine lords turn to creating tendril puppets by planting vine roots into humanoids. The vines eventually kill and animate the humanoids, which become mindless servants and expendable scouts. The puppets are connected to each other and the vine lord through a magical \"root mind\" that relays information almost instantaneously."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Tendril Puppet.webp"
}
}
]
},
{
"name": "Thuellai",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This raging cloud of animate mist and ice has icicle shards for eyes and claws.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Servants of the North Wind",
"entries": [
"These fast-flying creatures of air and ice were created by the lord of the north wind, Boreas, to be his heralds, assassins, and hunting hounds. They appear as a swirling blizzard, often blending in with snowstorms to surprise their victims."
]
},
{
"type": "entries",
"name": "Terrifying Blizzards",
"entries": [
"Thuellai love to engulf creatures in their blizzards, to lash buildings with ice and cold, and to trigger avalanches with their whirlwinds. They thrive on destruction and fear, and they share their master's unpredictable nature."
]
},
{
"type": "entries",
"name": "Immune to Steel",
"entries": [
"Northerners especially fear the thuellai because of their resistance to mundane steel, their terrifying howls, and their ability to cause madness."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Thuellai.webp"
}
}
]
},
{
"name": "Thursir",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The giant's hair and beard are plaited with rings and other bits of decorative stone and metal, and it carries a large, rune-inscribed hammer.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Forge Masters",
"entries": [
"Greedy and aggressively competitive, thursir dwell in vast caverns under frozen mountains where they labor to forge chains, armor, and massive engines of war. Smaller than many giants, thursir have a natural affinity for metalworking. Armor or weapons forged by a thursir giant are of the highest quality, and other giants often seek thursir smiths to outfit their people in times of strife."
]
},
{
"type": "entries",
"name": "Enormous Appetites",
"entries": [
"When not toiling at the forge, these giants entertain themselves with gluttonous feasts and boisterous wrestling competitions, or they raid human settlements for food and valuables."
]
},
{
"type": "entries",
"name": "Divided Society",
"entries": [
"Female thursir rarely leave thursir dwellings, tending the family and hearth and performing much of a community's labor, while male thursir spend their time crafting, metalworking, and going to war. However, female thursir have the most affinity for magic and make up the bulk of the thursir's priesthood and spellcasters. Priestesses hold especially high standing in thursir society and often operate as valued advisors to clan leadership or accompany the most powerful units of warriors into battle, tending wounds and boosting morale."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Thursir.webp"
}
}
]
},
{
"name": "Titanoboa",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This titanic green serpent raises its enormous head high, its body extending in seemingly endless coils.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Territorial and Aggressive",
"entries": [
"Territorial and voracious, the rare titanoboa devours all trespassers in its domain. Stronger and faster than the giant anaconda, the true king of the rainforest is also more stubborn, fighting off entire groups of hunters and poachers. When stalking prey, these great serpents strike from ambush, swallowing even some dinosaurs in one bite."
]
},
{
"type": "entries",
"name": "Blinding Scales",
"entries": [
"Against groups of foes, titanoboas trust in their ability to dazzle their enemies with the light reflected from their scales, using this distraction to entwine the stunned foes in crushing coils."
]
},
{
"type": "entries",
"name": "Slow to Mate",
"entries": [
"Titanoboas mate rarely. They live for hundreds of years and never stop growing, which makes the need for propagation less urgent. When two titanoboas nest, the result is a brood of a half-dozen smaller snakes. An adult titanoboa is at least 80 feet long and weighs 6,000 pounds or more."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Titanoboa.webp"
}
}
]
},
{
"name": "Tophet",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i An enormous bronze and iron statue filled with fire towers above the ring of chanting, frenzied worshipers.}",
"Worshipers of fire gods use tophets to incinerate sacrifices in their flaming maws. A tophet has a large opening in the front where the flames can be seen; sometimes this is an enormous mouth, and at other times it is a large hole in the tophet's belly. Horns and expressions of anger or wide\u2011mouthed laughter are common.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Eager for Sacrifices",
"entries": [
"Among fire cultists, it's widely known that when a tophet's hands are raised above its mouth, it is demanding a sacrifice to roll down its palms and into its fiery maw."
]
},
{
"type": "entries",
"name": "Heed Musical Commands",
"entries": [
"Flutes and drums can be used to control the actions of a tophet during sacrifices. They have the fortunate side effect of drowning out the cries and screams of living sacrifices."
]
},
{
"type": "entries",
"name": "Magical Fires",
"entries": [
"The fires within a tophet's bronze body are largely magical and fueled by sacrifices. They don't require more than a symbolic amount of wood or coal to keep burning, but they do require sacrifices of food, cloth, and living creatures to keep them under control. A tophet that is not granted a sacrifice when it demands one might go on a fiery rampage, burning down buildings, granaries, or barns until its hunger is satisfied."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Tophet.webp"
}
}
]
},
{
"name": "Tosculi Drone",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This humanoid wasp's gossamer wings beat out a soft, droning buzz. Flashing blades sing in each of her four clawed hands, and the air around her shimmers with magical dust. Dozens more humanoid wasps in a variety of iridescent colors surround her, weapons raised protectively}.",
"The tosculi are waspfolk that share the Golden Song of the hive, which unites them under the command of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Bow Raiders",
"entries": [
"Tosculi elite bow raiders are smarter and more capable than drones and common warriors, with midnight black or deep green carapaces that shine with colorful iridescence. Their wings are blood red streaked with dark crimson veins. As rare and prized members of the hive, a bow raider's life is never thrown away or risked unnecessarily. Seldom does a tosculi warband contain more than a handful of these elite soldiers, and they frequently hold positions of command. Elite bow raiders always lead the honor guard for their queen, both within the hive and on those rare occasions when the queen ventures outside."
]
},
{
"type": "entries",
"name": "Drones",
"entries": [
"Tosculi drones are the workers of the tosculi hive: the smallest, weakest, least intelligent, and most abundant of the waspfolk. Their carapaces are mostly iridescent blue with gold abdomens and lower legs, and they have vestigial wings, allowing them to glide but not truly fly. Drones function primarily as menial workers but, during times of war, they also act as highly expendable scouts and soldiers. Because the warriors know whatever a drone knows\u2014thanks to the queen\u2014a drone doesn't need to survive its scouting mission to deliver useful information."
]
},
{
"type": "entries",
"name": "Warriors",
"entries": [
"Tosculi warriors are overseers of work crews and battle groups of drones, directing activities and relaying commands. Though subservient to the queen's orders, they are capable of acting independently or following their own best judgment, if necessary. The warriors' most important role in the hive is procuring live hosts for incubating tosculi eggs. Creatures paralyzed by warriors are brought to the queen's chamber to have eggs implanted in them, and after a few weeks, the larva hatches, devouring its still-living host."
]
},
{
"type": "entries",
"name": "Hive Queen",
"entries": [
"The hive queen is the nerve center of a tosculi hive-city, simultaneously one of a hive's greatest strengths and weaknesses. The queen serves as a unifying force. She binds her swarm with an ironclad sense of purpose through a psychic web, known as the Golden Song, that links all tosculi within a hive. When the hive queen nears the end of her life, she selects the most promising of her immature heirs and feeds the heir a special concoction. This speeds the heir's maturation and makes her ready to become a full-fledged hive queen. The daughter's first action upon her metamorphosis is to devour her mother and all her sisters, absorbing and becoming the emitter of that hive's song. If a hive queen dies with no heir to anchor the hive mind or if the daughter's accession is disrupted, the hive-city plunges into chaos. Tosculi bereft of the hive-mind go berserk. A few fortunate ones might escape and become lone renegades, but their existence without the comforting presence of the hive is miserable and short. Unless one of the hive-queen's surviving daughters is mature enough and ruthless enough to step in and assert control, the hive is doomed."
]
}
]
}
]
}
]
},
{
"name": "Tosculi Elite Bow Raider",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This humanoid wasp's gossamer wings beat out a soft, droning buzz. Flashing blades sing in each of her four clawed hands, and the air around her shimmers with magical dust. Dozens more humanoid wasps in a variety of iridescent colors surround her, weapons raised protectively}.",
"The tosculi are waspfolk that share the Golden Song of the hive, which unites them under the command of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Bow Raiders",
"entries": [
"Tosculi elite bow raiders are smarter and more capable than drones and common warriors, with midnight black or deep green carapaces that shine with colorful iridescence. Their wings are blood red streaked with dark crimson veins. As rare and prized members of the hive, a bow raider's life is never thrown away or risked unnecessarily. Seldom does a tosculi warband contain more than a handful of these elite soldiers, and they frequently hold positions of command. Elite bow raiders always lead the honor guard for their queen, both within the hive and on those rare occasions when the queen ventures outside."
]
},
{
"type": "entries",
"name": "Drones",
"entries": [
"Tosculi drones are the workers of the tosculi hive: the smallest, weakest, least intelligent, and most abundant of the waspfolk. Their carapaces are mostly iridescent blue with gold abdomens and lower legs, and they have vestigial wings, allowing them to glide but not truly fly. Drones function primarily as menial workers but, during times of war, they also act as highly expendable scouts and soldiers. Because the warriors know whatever a drone knows\u2014thanks to the queen\u2014a drone doesn't need to survive its scouting mission to deliver useful information."
]
},
{
"type": "entries",
"name": "Warriors",
"entries": [
"Tosculi warriors are overseers of work crews and battle groups of drones, directing activities and relaying commands. Though subservient to the queen's orders, they are capable of acting independently or following their own best judgment, if necessary. The warriors' most important role in the hive is procuring live hosts for incubating tosculi eggs. Creatures paralyzed by warriors are brought to the queen's chamber to have eggs implanted in them, and after a few weeks, the larva hatches, devouring its still-living host."
]
},
{
"type": "entries",
"name": "Hive Queen",
"entries": [
"The hive queen is the nerve center of a tosculi hive-city, simultaneously one of a hive's greatest strengths and weaknesses. The queen serves as a unifying force. She binds her swarm with an ironclad sense of purpose through a psychic web, known as the Golden Song, that links all tosculi within a hive. When the hive queen nears the end of her life, she selects the most promising of her immature heirs and feeds the heir a special concoction. This speeds the heir's maturation and makes her ready to become a full-fledged hive queen. The daughter's first action upon her metamorphosis is to devour her mother and all her sisters, absorbing and becoming the emitter of that hive's song. If a hive queen dies with no heir to anchor the hive mind or if the daughter's accession is disrupted, the hive-city plunges into chaos. Tosculi bereft of the hive-mind go berserk. A few fortunate ones might escape and become lone renegades, but their existence without the comforting presence of the hive is miserable and short. Unless one of the hive-queen's surviving daughters is mature enough and ruthless enough to step in and assert control, the hive is doomed."
]
}
]
}
]
}
]
},
{
"name": "Tosculi Hive Queen",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This humanoid wasp's gossamer wings beat out a soft, droning buzz. Flashing blades sing in each of her four clawed hands, and the air around her shimmers with magical dust. Dozens more humanoid wasps in a variety of iridescent colors surround her, weapons raised protectively}.",
"The tosculi are waspfolk that share the Golden Song of the hive, which unites them under the command of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Bow Raiders",
"entries": [
"Tosculi elite bow raiders are smarter and more capable than drones and common warriors, with midnight black or deep green carapaces that shine with colorful iridescence. Their wings are blood red streaked with dark crimson veins. As rare and prized members of the hive, a bow raider's life is never thrown away or risked unnecessarily. Seldom does a tosculi warband contain more than a handful of these elite soldiers, and they frequently hold positions of command. Elite bow raiders always lead the honor guard for their queen, both within the hive and on those rare occasions when the queen ventures outside."
]
},
{
"type": "entries",
"name": "Drones",
"entries": [
"Tosculi drones are the workers of the tosculi hive: the smallest, weakest, least intelligent, and most abundant of the waspfolk. Their carapaces are mostly iridescent blue with gold abdomens and lower legs, and they have vestigial wings, allowing them to glide but not truly fly. Drones function primarily as menial workers but, during times of war, they also act as highly expendable scouts and soldiers. Because the warriors know whatever a drone knows\u2014thanks to the queen\u2014a drone doesn't need to survive its scouting mission to deliver useful information."
]
},
{
"type": "entries",
"name": "Warriors",
"entries": [
"Tosculi warriors are overseers of work crews and battle groups of drones, directing activities and relaying commands. Though subservient to the queen's orders, they are capable of acting independently or following their own best judgment, if necessary. The warriors' most important role in the hive is procuring live hosts for incubating tosculi eggs. Creatures paralyzed by warriors are brought to the queen's chamber to have eggs implanted in them, and after a few weeks, the larva hatches, devouring its still-living host."
]
},
{
"type": "entries",
"name": "Hive Queen",
"entries": [
"The hive queen is the nerve center of a tosculi hive-city, simultaneously one of a hive's greatest strengths and weaknesses. The queen serves as a unifying force. She binds her swarm with an ironclad sense of purpose through a psychic web, known as the Golden Song, that links all tosculi within a hive. When the hive queen nears the end of her life, she selects the most promising of her immature heirs and feeds the heir a special concoction. This speeds the heir's maturation and makes her ready to become a full-fledged hive queen. The daughter's first action upon her metamorphosis is to devour her mother and all her sisters, absorbing and becoming the emitter of that hive's song. If a hive queen dies with no heir to anchor the hive mind or if the daughter's accession is disrupted, the hive-city plunges into chaos. Tosculi bereft of the hive-mind go berserk. A few fortunate ones might escape and become lone renegades, but their existence without the comforting presence of the hive is miserable and short. Unless one of the hive-queen's surviving daughters is mature enough and ruthless enough to step in and assert control, the hive is doomed."
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "A Tosculi Hive Queen's Lair",
"entries": [
"Hive queens make their lairs deep within the most protected part of the hive. Dozens of corridors lead to her lair, allowing the hive's tosculi to reach their queen at a moment's notice should she need it. This is also the place where tosculi eggs hatch, making it a critical location for the survival of the hive. When encountered in her lair, the tosculi hive queen has a challenge rating of 13 (10,000 XP)."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Tosculi Hive Queen.webp"
}
}
]
},
{
"name": "Tosculi Warrior",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This humanoid wasp's gossamer wings beat out a soft, droning buzz. Flashing blades sing in each of her four clawed hands, and the air around her shimmers with magical}dust. Dozens more humanoid wasps in a variety of iridescent colors surround her, weapons raised protectively.",
"The tosculi are waspfolk that share the Golden Song of the hive, which unites them under the command of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Bow Raiders",
"entries": [
"Tosculi elite bow raiders are smarter and more capable than drones and common warriors, with midnight black or deep green carapaces that shine with colorful iridescence. Their wings are blood red streaked with dark crimson veins. As rare and prized members of the hive, a bow raider's life is never thrown away or risked unnecessarily. Seldom does a tosculi warband contain more than a handful of these elite soldiers, and they frequently hold positions of command. Elite bow raiders always lead the honor guard for their queen, both within the hive and on those rare occasions when the queen ventures outside."
]
},
{
"type": "entries",
"name": "Drones",
"entries": [
"Tosculi drones are the workers of the tosculi hive: the smallest, weakest, least intelligent, and most abundant of the waspfolk. Their carapaces are mostly iridescent blue with gold abdomens and lower legs, and they have vestigial wings, allowing them to glide but not truly fly. Drones function primarily as menial workers but, during times of war, they also act as highly expendable scouts and soldiers. Because the warriors know whatever a drone knows\u2014thanks to the queen\u2014a drone doesn't need to survive its scouting mission to deliver useful information."
]
},
{
"type": "entries",
"name": "Warriors",
"entries": [
"Tosculi warriors are overseers of work crews and battle groups of drones, directing activities and relaying commands. Though subservient to the queen's orders, they are capable of acting independently or following their own best judgment, if necessary. The warriors' most important role in the hive is procuring live hosts for incubating tosculi eggs. Creatures paralyzed by warriors are brought to the queen's chamber to have eggs implanted in them, and after a few weeks, the larva hatches, devouring its still-living host."
]
},
{
"type": "entries",
"name": "Hive Queen",
"entries": [
"The hive queen is the nerve center of a tosculi hive-city, simultaneously one of a hive's greatest strengths and weaknesses. The queen serves as a unifying force. She binds her swarm with an ironclad sense of purpose through a psychic web, known as the Golden Song, that links all tosculi within a hive. When the hive queen nears the end of her life, she selects the most promising of her immature heirs and feeds the heir a special concoction. This speeds the heir's maturation and makes her ready to become a full-fledged hive queen. The daughter's first action upon her metamorphosis is to devour her mother and all her sisters, absorbing and becoming the emitter of that hive's song. If a hive queen dies with no heir to anchor the hive mind or if the daughter's accession is disrupted, the hive-city plunges into chaos. Tosculi bereft of the hive-mind go berserk. A few fortunate ones might escape and become lone renegades, but their existence without the comforting presence of the hive is miserable and short. Unless one of the hive-queen's surviving daughters is mature enough and ruthless enough to step in and assert control, the hive is doomed."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Tosculi Warrior.webp"
}
}
]
},
{
"name": "Treacle",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The trapped rabbit squeals as it pulls against the rope binding it. Suddenly, the rabbit's form shifts, revealing it to be a pale, pearlescent ooze ready to pounce on prey.}",
"A curious bunny, an abandoned toy, or a delicate songbird can spell slow death for the unprepared. Beneath any of these facades may lurk a treacle waiting to feed on a gullible victim, mewling and cooing all the while. Whether by natural selection or arcane tampering, these compact oozes prey on kindness.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Diet of Blood",
"entries": [
"Treacles feed on blood but lack the natural weapons or acid of larger slimes. To survive, prey must welcome and embrace them, unaware of the threat. The treacles' soft bodies absorb psychic impressions and take the shape of unthreatening creatures. In the wild, treacles assume the form of an animal's offspring to lie close and feed."
]
},
{
"type": "entries",
"name": "Pet Polymorph",
"entries": [
"Among humanoids, treacles transform into pets, toys, or injured animals. Treacles don't choose their forms consciously, instead relying on a primitive form of telepathy to sense which shapes a potential victim finds least threatening or most enticing. They can hold a new shape for several hours, even if the intended victim is no longer present."
]
},
{
"type": "entries",
"name": "Slow Drain",
"entries": [
"Once they have assumed a nonthreatening form, treacles mewl, sing, or make pitiful noises to attract attention. Once they're in contact with a potential victim, treacles drain blood slowly, ideally while their prey sleeps. If threatened or injured, treacles flee. A sated treacle detaches from its victim and seeks a cool, dark place to rest and digest."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Treacle.webp"
}
}
]
},
{
"name": "Trollkin Reaver",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The humanoid's skin is thick and knobby, and it sports wicked talons and tusks.}",
"In the north, the masses huddle in fear at night, dreading the horns and howls of reavers come to slaughter and pillage.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Fearsome Savages",
"entries": [
"Trollkin have a well-deserved reputation for savagery, and the reavers help reinforce that perception among their neighbors. With claws and fangs larger and sharper than their brethren, reavers are a sight to behold."
]
},
{
"type": "entries",
"name": "War Leaders",
"entries": [
"Raiding is a staple industry among the trollkin, and the reavers lead the most savage raiding parties in search of wealth, slaves, and supplies. They often recruit other creatures or mercenaries into their bands. It is not uncommon to see bloodthirsty humans, gnolls, or hobgoblins in a reaver's band."
]
},
{
"type": "entries",
"name": "Spirit Talkers",
"entries": [
"Trollkin reavers are quite fearful of spirits and ghosts, and they listen to their clan shaman and to the words of powerful fey or giants. They prefer to raid only in times of good omens."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Trollkin Reaver.webp"
}
}
]
},
{
"name": "Tusked Skyfish",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This creature looks like an enormous flying jellyfish, with long, wicked tusks curving from its gaping mouth and tentaclewhiskers trailing behind it.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Alchemical Flotation",
"entries": [
"These aerial jellyfish waft through the air like balloons, suspended by internal alchemical reactions. This mode of movement takes them vertically when they wish or allows them to drift with the winds. They can reach altitudes of 30,000 feet."
]
},
{
"type": "entries",
"name": "Shocking Tendrils",
"entries": [
"Tusked skyfish catch slow-moving or inattentive prey in their tentacles, and they sometimes fish in shallow lakes and streams. They can suppress their natural electrical charge, allowing them to manipulate objects or interact with other creatures safely."
]
},
{
"type": "entries",
"name": "Slow Mounts",
"entries": [
"When fitted with special, electricity-resistant saddles, tusked skyfish can be ridden without harming their riders, although their slow speed makes them most suitable for casual excursions or unhurried long-distance travel. Genies, their offspring, and their servitors seem to find tusked skyfish congenial beasts of burden."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Tusked Skyfish.webp"
}
}
]
},
{
"name": "Umbral Vampire",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This deathly pale, gaunt human has stringy hair and wears scant rags. Misty strands of darkness leak from its empty eye sockets, yawning nasal cavity, and mouth.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Cursed Origin",
"entries": [
"Legends speak of an ancient city whose origins are lost to the ages, where a cabal of wizards with the power to manipulate the flow of time made its citizens immortal. When the wizards fell and no longer held back the ravages of time, the citizens aged centuries in moments. Instead of dying, the wretches lingered on in their dark realm."
]
},
{
"type": "entries",
"name": "Bound to Darkness",
"entries": [
"All umbral vampires originate in the City Fallen into Shadow, and under most circumstances, they're encountered only in that forsaken place. Despite the terrors it holds, adventurers continue to seek the city, chasing legends of potent artifacts and boundless treasure accumulated during its golden age. Occasionally, an umbral vampire slips into the mortal world, where it hides in a place seldom or never touched by sunlight and emerges at night to search for victims."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Umbral Vampire.webp"
}
}
]
},
{
"name": "Uraeus",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A sleek serpent wends through the air, held aloft on bronze-feathered wings. The flying cobra flares its hood and hisses, hurling a spray of orange sparks from its fanged mouth.}",
"Uraeuses resemble vibrantly colored cobras. The serpent's scales are the rich, gold-flecked blue of lapis lazuli and its eyes gleam white. However, its most distinguishing feature is its pair of feathery, bronze wings. It glides gracefully through the air with a deliberate vigilance that reveals its intelligence. A uraeus grows up to three feet long, and weighs around five pounds.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Divine Protectors",
"entries": [
"Uraeuses are celestial creatures that carry a spark of divine fire within them, and they thirst for purpose when they arrive on the Material Plane. Whether the creature was deliberately summoned or found its way to the Material Plane through other means, a uraeus is created to protect. Once it finds a worthy charge, it devotes its fiery breath and searing venom to protecting that ward. A uraeus is fanatically loyal to the creature it protects. Only gross mistreatment or vicious evil can drive a uraeus to break its bond and leave."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Uraeus.webp"
}
}
]
},
{
"name": "Urochar",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This gigantic crimson leech slithers upright on four muscular tentacles. At the top of its writhing trunk, a great lidless eye glows with baleful orange light, surrounded by quivering, feathered antennae.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Underworld Wanderers",
"entries": [
"Sometimes fearfully called \"strangling watchers,\" the urochar are among the most dreaded monsters of the underworld. They have long plagued the drow, grimlocks, and other humanoids of the deep paths. They seek out death and the dying all the way to the banks of the River Styx."
]
},
{
"type": "entries",
"name": "Devour the Dying",
"entries": [
"Urochars feast on the final moments of those caught in their crushing tentacles. Though powerful, urochars are quite passive. They watch the life and death struggles of other creatures and take action only to drink in a dying being's final moments from a nearby crevice or overhang."
]
},
{
"type": "entries",
"name": "Immortal",
"entries": [
"Strangling watchers are effectively immortal. Gargantuan specimens in the deepest reaches of the underworld are several millennia old."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Urochar.webp"
}
}
]
},
{
"name": "Ushabti",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The eye sockets of the funerary figure's ornate death mask suddenly ignite with a golden radiance. With the creak of long-unused limbs, this towering figure in ancient armor raises its weapons once more.}",
"Ushabtis are placed in tombs as servants in the afterlife for those buried there\u2014as both a laborer in the kingdom of the dead and a guardian in the kingdom of the living. These sentinels tend to the physical work and maintenance required after death that is beyond the abilities of those of flesh and blood. Dressed in ceremonial regalia, they are sometimes mistaken for living beings by those who would intrude upon their domain, but careful examination reveals faintly glowing hieroglyphs graven into their garments and bodies.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Tomb Guardians",
"entries": [
"Ushabtis are most commonly encountered as guardians\u2014a function they fulfill effectively, fiercely attacking anything that threatens their sworn charge. An ushabti is sometimes obvious from the blood of its victims staining its form. Some ceaselessly babble ancient scriptures or invocations to the gods of death. Tombs are often littered with bones of tomb robbers an ushabti has dispatched."
]
},
{
"type": "entries",
"name": "Serene Repose",
"entries": [
"Most ushabtis have human faces and proportions, with features resembling a death mask. When at rest, they stand or lie with arms folded across their chests, clutching their ceremonial weapons. Many variations have been found, however, including some that are animal-headed, completely monstrous, or have abstract or fanciful designs, such as a sun-sphere head or a body made of papyrus scrolls."
]
},
{
"type": "entries",
"name": "Sacrificial Corruptions",
"entries": [
"Some dark practitioners use sacrifices\u2014willing or not\u2014as undying servants of their godkings and god-queens. Generals, trusted advisors, and close allies have willingly accompanied their dying lords into the afterlife through this horrifying transformation. The sacrifices are tightly bound in linens and sealed within a sarcophagus among a swarm of flesh-eating scarabs that, over a period of days to weeks, fully consume their bodies. The servant's devotion to their task and the anguish of their passing transforms the scarab colony and animates the funerary wrappings to carry on with the sacred duty. Most view this as a corruption of the process for creating ushabtis, reducing the time and cost of construction with blood and resulting in a weaker, uncontrollable guardian. Though a corrupted ushabti fulfills its duties to protect its dead charges, it views living creatures as meals for the scarab colony within its wrappings, regardless of that creature's identity."
]
},
{
"type": "inset",
"name": "Ushabti in Midgard",
"entries": [
"In Midgard, ushabtis are common in the Southlands as funerary figures. Originally gifted to his faithful by the wise god Eshu\u2014whether this was truly as a gift or as trickery depends on the scholar telling the tale\u2014these constructs gained near universal usage among the priests of other faiths. In Nuria Natal, they take on many more utilitarian roles for the living, not being confined to merely serving the dead, such as by protecting travelers and offerings at roadside shrines and as bodyguards and servants for the living god\u2011kings and other important figures.",
"Of note, a corrupted ushabti is viewed with some esteem in Nuria Natal, assuming the sacrifice was willing. These ushabti are sometimes called imy-ut ushabtis."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Ushabti.webp"
}
}
]
},
{
"name": "Ushabti Royal Guard",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The eye sockets of the funerary figure's ornate death mask suddenly ignite with a golden radiance. With the creak of long-unused limbs, this towering figure in ancient armor raises its weapons once more.}Ushabtis are placed in tombs as servants in the afterlife for those buried there\u2014as both a laborer in the kingdom of the dead and a guardian in the kingdom of the living. These sentinels tend to the physical work and maintenance required after death that is beyond the abilities of those of flesh and blood. Dressed in ceremonial regalia, they are sometimes mistaken for living beings by those who would intrude upon their domain, but careful examination reveals faintly glowing hieroglyphs graven into their garments and bodies.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Tomb Guardians",
"entries": [
"Ushabtis are most commonly encountered as guardians\u2014a function they fulfill effectively, fiercely attacking anything that threatens their sworn charge. An ushabti is sometimes obvious from the blood of its victims staining its form. Some ceaselessly babble ancient scriptures or invocations to the gods of death. Tombs are often littered with bones of tomb robbers an ushabti has dispatched."
]
},
{
"type": "entries",
"name": "Serene Repose",
"entries": [
"Most ushabtis have human faces and proportions, with features resembling a death mask. When at rest, they stand or lie with arms folded across their chests, clutching their ceremonial weapons. Many variations have been found, however, including some that are animal-headed, completely monstrous, or have abstract or fanciful designs, such as a sun-sphere head or a body made of papyrus scrolls."
]
},
{
"type": "entries",
"name": "Sacrificial Corruptions",
"entries": [
"Some dark practitioners use sacrifices\u2014willing or not\u2014as undying servants of their godkings and god-queens. Generals, trusted advisors, and close allies have willingly accompanied their dying lords into the afterlife through this horrifying transformation. The sacrifices are tightly bound in linens and sealed within a sarcophagus among a swarm of flesh-eating scarabs that, over a period of days to weeks, fully consume their bodies. The servant's devotion to their task and the anguish of their passing transforms the scarab colony and animates the funerary wrappings to carry on with the sacred duty. Most view this as a corruption of the process for creating ushabtis, reducing the time and cost of construction with blood and resulting in a weaker, uncontrollable guardian. Though a corrupted ushabti fulfills its duties to protect its dead charges, it views living creatures as meals for the scarab colony within its wrappings, regardless of that creature's identity."
]
},
{
"type": "inset",
"name": "Ushabti in Midgard",
"entries": [
"In Midgard, ushabtis are common in the Southlands as funerary figures. Originally gifted to his faithful by the wise god Eshu\u2014whether this was truly as a gift or as trickery depends on the scholar telling the tale\u2014these constructs gained near universal usage among the priests of other faiths. In Nuria Natal, they take on many more utilitarian roles for the living, not being confined to merely serving the dead, such as by protecting travelers and offerings at roadside shrines and as bodyguards and servants for the living god\u2011kings and other important figures.",
"Of note, a corrupted ushabti is viewed with some esteem in Nuria Natal, assuming the sacrifice was willing. These ushabti are sometimes called imy-ut ushabtis."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Ushabti Royal Guard.webp"
}
}
]
},
{
"name": "Valkyrie",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i These warrior women, armed with cruel-looking swords, sit astride massive winged wolves. Each of them is as beautiful, graceful, and fierce as a well-honed war axe.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Choosers of the Slain",
"entries": [
"Valkyries are sent by Odin to decide the course of battles and harvest the souls of brave fallen warriors. Riding winged wolves (use the statistics of a winter wolf with a flying speed of 80 feet and a neutral alignment), they visit battlefields to do their master's will, surrounded by crows and ravens. Valkyries remain hidden among the ravens during these missions, acting only when fate decrees."
]
},
{
"type": "entries",
"name": "Love Battle",
"entries": [
"Valkyries love battle and bloodshed, and their presence on the battlefield inspires warriors to great acts of valor and heroism."
]
},
{
"type": "entries",
"name": "Neutral Parties",
"entries": [
"Valkyries seldom interfere in mortal affairs, save to ensure the proper course of battles. When duty demands, as a punishment, or when they fall in love, a valkyrie may wander the mortal world."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Valkyrie.webp"
}
}
]
},
{
"name": "Vapor Lynx",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The great cat pads along noiselessly, while tendrils of smoke drift off its sleek, gray coat, leaving misty whorls in its wake. Its lips curl up into a fang-revealing smile as its body fades into fog.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Split the Herd",
"entries": [
"Vapor lynxes are capricious hunters. Devious, manipulative, and mischievous, they toy with their prey before killing it. They rarely enjoy a stand-up fight, instead coalescing in and out of the fog to harass victims and cut large groups into smaller, more manageable morsels."
]
},
{
"type": "entries",
"name": "Dreary Marshlands",
"entries": [
"Their tactics have earned vapor lynxes a nasty reputation and the occasional bounty on their heads. Additionally, their magical nature makes them valuable to practitioners of the magical arts, and their beautiful, thick coats tempt many a furrier into hunts they may not be prepared to handle. For these reasons, vapor lynxes avoid civilization, fearing organized reprisal. Instead, they haunt marshes and swamps, where natural fog makes hunting easier. If an intelligent humanoid passes their way, they are happy for a change in diet."
]
},
{
"type": "entries",
"name": "Chatty with Dinner",
"entries": [
"Although reclusive, vapor lynxes are intelligent, speaking both Common and Sylvan. They are particularly prideful and take joy in bantering with potential meals to belittle and frighten them. Survivors of vapor lynx encounters invariably mention their needling and self-aggrandizement."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Vapor Lynx.webp"
}
}
]
},
{
"name": "Venomous Mummy",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This shambling corpse warrior is draped in stained linen wrappings. Green liquid drips from rents in the fabric.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Servant of the Scorpion Goddess",
"entries": [
"These mummies are crafted by the faithful of a goddess of poison and scorpions to guard holy sites and tombs and to serve as agents of the goddess's retribution. Should the goddess's faithful feel themselves slighted by an individual or a community, they perform dangerous rituals to awaken these creatures from the crypts of her temples. Venomous mummies delight in wreaking deadly vengeance against those who disrespect the goddess."
]
},
{
"type": "entries",
"name": "Death to Blasphemers",
"entries": [
"In most cases, retribution is limited to people who actually undertook acts of blasphemy. However, if the priests determine that an entire community has grown heretical, they may set mummies loose against the entire populace."
]
},
{
"type": "entries",
"name": "Deadly Smoke",
"entries": [
"Though fire destroys many undead, burning a venomous mummy releases a toxic smoke."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Venomous Mummy.webp"
}
}
]
},
{
"name": "Vesiculosa",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A glittering pool stands among lush and verdant fruiting plants.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Underground Oasis",
"entries": [
"A vesiculosa is a huge, burrowing pitcher plant that dwells in deserts and oases, spurring nearby growth and luring in prey with soporific scents and tainted water. A vesiculosa's body is buried in the ground, with only its roots in the open in ropy tangles. It leaves the mouth of its water-filled central pitcher open on the surface of the ground, looking like a small oasis. When creatures fall to its sleep-inducing water, the vesiculosa uses its roots to pull them into the soil, waiting for them to die before feasting on the nutrients left by the decaying flesh."
]
},
{
"type": "entries",
"name": "Rich Sapphire Heartvine",
"entries": [
"A vesiculosa's heartvine resembles a lump of sapphire and is highly prized by alchemists. It can be reached with an hour or two of hard digging once the plant has been killed."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Vesiculosa.webp"
}
}
]
},
{
"name": "Vila",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A woman with hair the color of spring grass, skin like polished wood, and eyes as gray as a storm rides through the forest on the back of a large deer.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Dryad Cousins",
"entries": [
"The vila are kin to the dryads, and like their cousins, they serve as protectors of the deepest forests."
]
},
{
"type": "entries",
"name": "Demand Oaths",
"entries": [
"Where dryads beguile to accomplish their goals, the vila coerce and threaten. They demand oaths from interlopers and enforce the oaths fiercely. Vila delight in testing the virtue of travelers and in tormenting the uncharitable and cruel with misfortune."
]
},
{
"type": "entries",
"name": "Hunt with a Pack",
"entries": [
"Vila rarely travel or fight alone; they are often seen in the company of alseid, wolves, wampus cats, or deer. In combat, they sometimes ride fleet-footed deer, the better to harry opponents or escape if events turn against them."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Vila.webp"
}
}
]
},
{
"name": "Vile Barber",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A pale, scrawny fellow clad in a black leather apron and slender ebon gloves grins from the shadows. A maw of needle-sharp teeth and a wicked straight razor at his side are clear warnings that his enemies should hasten their footsteps.}",
"Vile barbers are sadistic fey who move through the shadows to execute their bloody, malevolent wills. Known as barbers for both the use of wicked blades and their proclivity for slashing the necks of their victims, these insidious fey are found lurking in dark and harrowed places like back-alley streets or abandoned, deep-shaded cemeteries.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Fey Punishers",
"entries": [
"Called the siabhra (pronounced she-uvh-ra) among the fey courts, vile barbers are fickle creatures. They are sent to punish those who have offended the fey lords and ladies (see Tome of Beasts), and their cruelty and cunning help them write messages in blood and skin. They scar those who have spoken ill of the fey, and they slowly bleed out those who have harmed or murdered the fey. Some of these deaths are made quite public to reinforce the power of the barber's lord."
]
},
{
"type": "entries",
"name": "Slippery Fighters",
"entries": [
"Vile barbers can slip through shadows, catching foes off guard or escaping a foe that has the upper hand. They delight in close combat and in inflicting wounds that terrify onlookers."
]
},
{
"type": "entries",
"name": "Assassins and Envoys",
"entries": [
"Vile barbers frequently consort with hags and prowl the places these wicked crones cannot go as emissaries and assassins. Information on the vile barbers is scant; most adventurers who meet them don't live to share the findings or to see the vile barber lick its bloody blade clean."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Vile Barber.webp"
}
}
]
},
{
"name": "Vine Lord",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Covered with dark green bark and twining tendrils, this longlimbed humanoid exudes a palpable aura of horror.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Melding of Flesh and Vine",
"entries": [
"Vine lords are formed from the union of a vine-infested humanoid and the force-grown descendants of plantfolk. Their servants include most plant creatures, including the tendril puppets the vine lord creates."
]
},
{
"type": "entries",
"name": "Walking Forests",
"entries": [
"Vine lords seek to expand and empower forests and jungles in the service of their patron gods and demons or simply to expand their own power. In many cases, they compel trees to walk into grasslands or plowed fields on moonless nights, claiming that territory for the trees."
]
},
{
"type": "entries",
"name": "Plant Servants",
"entries": [
"Over time, a vine lord eventually commands a small army of plant creatures, fey, and even plant-based undead, such as vine troll skeletons, to enact its will. When no other allies present themselves, vine lords turn to creating tendril puppets by planting vine roots into humanoids. The vines eventually kill and animate the humanoids, which become mindless servants and expendable scouts. The puppets are connected to each other and the vine lord through a magical \"root mind\" that relays information almost instantaneously."
]
},
{
"type": "inset",
"name": "Vine Lords in Midgard",
"entries": [
"Vine lords owe much of their parentage to the Kijani, the original inhabitants of Kush. They are agents of the Green Walker, working to spread the Living Jungle beyond its current borders. Vine lords marshal jungle denizens to fight for them as tendril puppets, and they often entice druid circles with promises of great power."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Vine Lord.webp"
}
}
]
},
{
"name": "Vine Troll Skeleton",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Moss and flowering vines cover the hulking skeleton.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Corrupted Earth Magic",
"entries": [
"Vine troll skeletons guard duskthorn dryad glades and the sacred circles of druids; others serve the vila or even moss lurker colonies as guardians. In each case, they were created by corrupted earth magic for a purpose, and that energy empowers great strength and endurance\u2014but little in the way of wits."
]
},
{
"type": "entries",
"name": "Constant Regrowth",
"entries": [
"The vines holding the skeleton together regenerate quickly. This powerful magic allows vine troll skeletons to reattach severed limbs. Just like with their living cousins, only fire or acid can destroy vine troll skeletons, rendering the living vines harmless."
]
},
{
"type": "entries",
"name": "Bound to a Tree's Heart",
"entries": [
"Vine troll skeletons are direct offshoots of the main vine wrapped around a duskthorn dryad 's tree, a treant, or a weeping treant. They are created by enchanting a dead troll's heart and fusing that heart with the vines of a duskthorn dryad or with the heartwood of a tree or treant, calling on magic similar to that involved in binding a dryad to her tree. Killing the duskthorn dryad or destroying the heart at the center of the parent tree kills the skeleton bound to that heart. Because of this, vine troll skeletons are single-minded defenders of their parent tree or duskthorn dryad."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Vine Troll Skeleton.webp"
}
}
]
},
{
"name": "Void Dragon Wyrmling",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon's body.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Children of the Stars",
"entries": [
"Void dragons drift through the empty spaces beyond the boundaries of the mortal world and wander between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves."
]
},
{
"type": "entries",
"name": "Witnesses to the Void",
"entries": [
"Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the Void itself. They carry a piece of that nothing with them, and it flows out of them to break the minds of lesser beings when the dragons fly into a rage."
]
},
{
"type": "entries",
"name": "Voracious Scholars",
"entries": [
"Despite their removed existence and strange quirks, Void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures."
]
}
]
}
]
}
]
},
{
"name": "Voidling",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Writhing black tendrils stretch from this indistinct orb of pure shadow. The faintest flicker of something green, like an eye, appears for a moment in the center of the globe and then fades to black again.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Called from Darkness",
"entries": [
"Voidlings are creatures of the darkest part of the Void, the cold space between the stars. They are drawn to mortal realms by practitioners of foul, corrupting magic known to break the minds of those who wield it. They frequently are summoned servants to Void dragons, and they have been seen as wardens of the temples on the Plateau of Leng."
]
},
{
"type": "entries",
"name": "Sustained by Darkness",
"entries": [
"Voidlings are said to devour life and knowledge, and they subsist on darkness. The places they inhabit are known for their dank chill and obscurity. Voidlings are summoned by those hungry for power at any cost, and\u2014despite their dark reputation\u2014they serve well for years or even decades, until one day they turn on their summoners. If they slay their summoner, they grow in strength and return to the Void. Exactly what voidlings seek when they have not been summoned\u2014and what triggers their betrayals\u2014is a mystery."
]
},
{
"type": "entries",
"name": "Cold Tendrils",
"entries": [
"Creatures of utter darkness, they can barely be said to have a shape. They consist largely of lashing tendrils of solid shadow. The tendrils meet at a central point and form a rough sphere in which something like an eye appears intermittently. Though their tentacles stretch ten feet long, the core of a voiding is no more than four feet across, and it weighs nothing, darting through either air or Void with impressive speed."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Voidling.webp"
}
}
]
},
{
"name": "Volguloth",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i What at first appears to be a humanoid wearing voluminous robes is a thin, fiendish figure whose skin drapes about its form like a wet shroud.}",
"These minor fiends are often found in the service of more powerful fiends or, occasionally, powerful mortals. Volguloths are quiet, efficient killers and often act as assassins. They are sadistic and cruel, reveling in the deaths they cause, and are loathe to turn their stealthy skills to less violent tasks, such as theft or reconnaissance.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Skin Shroud",
"entries": [
"A volguloth's skin behaves more like a sinuous sheet of muscle, contracting and expanding as the volguloth requires. Typically, it drapes the fiend's form like a robe. However, the volguloth can tighten it to a rumpled but close-fitting hide or extend it into long sheets. This allows it to glide short distances or enwrap and smother victims, engulfing them in the folds of its skin and squeezing them until they run out of air."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Volguloth.webp"
}
}
]
},
{
"name": "Vættir",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The creature's blue-black skin is stretched taut over its bones, and its lips are drawn back in a cruel grimace. It holds a bronze axe high over its head, and its eyes glow an icy blue.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Servants of the Land",
"entries": [
"Servants of the land, vættir haunt those who disrespect the wild or ancient laws and traditions. Regardless of where they're found, vættir always wear ancient mail and carry bronze axes."
]
},
{
"type": "entries",
"name": "Jealous and Wrathful",
"entries": [
"A wrathful vættir rises from its burial mound when its grave goods are stolen or when it is disrespected. Vættir jealously guard both honor and treasures, and they may be relentless enemies over matters as small as an accidental word or a single coin."
]
},
{
"type": "entries",
"name": "Dangerous Helpers",
"entries": [
"Vættirs will answer a summons for aid by descendants or nearby villages. Summoned vættir wander into longhouses or taverns and sit down beside those who call them, ready to serve. However, there's always a price, and a vættir's help is often more than bargained for."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Vættir.webp"
}
}
]
},
{
"name": "Wampus Cat",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A raven-haired young woman rises to the surface of the water as she swims, singing softly to herself. Her lower body is revealed to be that of a mountain lion, and her sweet song suddenly turns to a yowl of rage.}",
"Wampus cats are all born from an ancient shaman's curse. Trollkin, orc, goblin, and human shamans alike all claim to be able to transform those who practice forbidden magic into wampus cats.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Forest Streams",
"entries": [
"The wampus cat stalks the shores of woodland waterways, using her magic to disguise her true form and lure unsuspecting victims to the water's edge. She is particularly fond of attacking bathers or those pulling water from a stream."
]
},
{
"type": "entries",
"name": "Hatred of the Holy",
"entries": [
"While she prefers to feast on intelligent male humanoids, she holds special animosity toward holy men of any kind. Unless near starvation or if provoked, however, she will not kill women. Indeed, a wampus cat may strike up a temporary friendship with any woman who is having difficulties with men, though these friendships typically last only as long as their mutual enemies live. Some witches are said to gain their trust and keep them as companions."
]
},
{
"type": "entries",
"name": "Swamp Team Ups",
"entries": [
"Will-o'-wisps and miremals enjoy working in tandem with wampus cats; the wisps alter their light to mimic the flicker of a torch or candle and illuminate the disguised cat, the better to lure in victims, then assist the cat in the ensuing battle. Miremals use a tall story to lure travelers into a swamp when the hour grows late, then abandon them."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Wampus Cat.webp"
}
}
]
},
{
"name": "War Ostrich",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The large, flightless bird dove in and out of battle, screeching defiantly as its rider drove a spear into its foes.}",
"In the wild, war ostriches are dangerous and skittish, prone to lashing out with punishing kicks while sprinting around the battlefield. Humanoids in grasslands use them to create chaos by driving a flock of fast-moving war ostriches into a caravan or enemy troop formations.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Faster than Horses",
"entries": [
"War ostriches have been domesticated for centuries. They are a fearsome sight on the field of combat when bearing warriors into battle. War ostriches are heavily employed in regions where horses are rare or impractical or where their leaping ability enables cavalry to charge over broken ground. Stubborn and willful, these creatures are difficult to train. Once trained though, they are loyal and fierce mounts, fighting to the death in battle alongside their riders."
]
},
{
"type": "inset",
"name": "War Ostriches in Midgard",
"entries": [
"War ostriches are commonly found throughout the Southlands both as wild and domestic animals. The people of Nuria Natal, in particular, use war ostriches as beasts of burden and mounts along the River Nuria, switching to camels for long treks across the Crescent or Sarklan Deserts. Further south, gnolls and nkosi both hunt and domesticate war ostriches, and many warriors decorate their armor, clothing, or hair with the feathers of favored mounts who helped the warrior achieve greatness in battle."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/War Ostrich.webp"
}
}
]
},
{
"name": "Water Leaper",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The frogheaded, legless creature with wide, batlike wings opens its gaping maw and shrieks. Its long, sinuous tail whips around it, tipped in a barb dripping with poison.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Gliding Wings",
"entries": [
"The creature has no legs or arms, but it sports a pair of wide, membranous wings. It uses its wings to glide beneath the water and to soar through the air."
]
},
{
"type": "entries",
"name": "Scourge of Waterways",
"entries": [
"Water leapers plague fresh lakes and rivers. They prey on animals that come to the water's edge to drink, as well as on fishermen that ply their trade in the water leaper's territory. Stories circulate among fishers of waterways known for broken lines and missing bait. Fishers give these areas a wide berth for fear of water leapers. Desperate or unwary fishers who ignore the warnings are never seen again; drifting, empty boats are the signs of their passing."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Water Leaper.webp"
}
}
]
},
{
"name": "Weeping Treant",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This twisted tree's face is made of cracked, black bark knotted into vaguely humanoid features, and thick tears of sap run down its face.}",
"Weeping treants clearly are related to other treants, but they are smaller than the normal variety. Their gnarled trunks are twisted, and their wood often groans when they move.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Forest Wardens",
"entries": [
"Weeping treants are protectors of dark, shadowy forests\u2014particularly forests in the Plane of Shadow\u2014and they are as long-lived as the trees themselves. They act as guardians for an entire forest or for something specific within the forest, and they have no pity for those carrying axes or fire."
]
},
{
"type": "entries",
"name": "Skeptical Mein",
"entries": [
"Weeping treants are terrifying and relentless when fighting in defense of their charge. They are inherently distrustful, particularly of anything not of the natural or shadow world, and they're notoriously difficult to fool or deceive."
]
},
{
"type": "entries",
"name": "Enchanted Bitter Tears",
"entries": [
"Sages and scholars debate why these creatures weep, but no one has come forward with a compelling reason beyond \"it's what trees do.\" The weeping treants themselves refuse to speak on the matter. Their tears are occasionally components in druidic spells or items."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Weeping Treant.webp"
}
}
]
},
{
"name": "Wharfling",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The hairless canine scurries along the pier, dripping with water and carrying a fish in its jaws. Its finned claws click on the planks as a fishmonger yells from behind it.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Waterborne Packs",
"entries": [
"Wharflings are hairless, aquatic canines with large, webbed feet and oversized mouths. Adept fish catchers, wharflings establish dens near the shores of oceans, lakes, and rivers, and they often move in family groups of three or more."
]
},
{
"type": "entries",
"name": "Thieving Gits",
"entries": [
"Those who have been bitten by a wharfling rightly fear their needle-like teeth, but most coastal communities hate the animal more for its propensity for theft. Their lairs are filled with stolen metal trinkets."
]
},
{
"type": "entries",
"name": "Beach Swarms",
"entries": [
"Periodically, wharflings congregate in huge numbers and tear along the shoreline for miles before returning to their dens. Why they gather this way is unknown, but most locals know to avoid the shore on these nights."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Wharfling.webp"
}
}
]
},
{
"name": "White Ape",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This hulking primate looms over others of its kind. Its filthy white fur is matted and yellowed, and a deranged look haunts its blood-red eyes.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Awakened by Sorcery",
"entries": [
"White apes were once docile, gentle giants that roamed forested hills and savannah lands. Two thousand years ago, a kingdom of mages awakened the apes and employed them as soldiers and servants, protecting and replacing the mages who were slowly dying of an unknown disease. When the mages died out, the apes remained."
]
},
{
"type": "entries",
"name": "Arcane Wasting",
"entries": [
"The enchantment that imbued the apes with intelligence also bleached their fur white and made them carriers of the arcane wasting disease that hastened their creators' demise. The apes are immune to the wasting's effects, but they can pass it to humanoids. Among spellcasters, the wasting spreads like a plague."
]
},
{
"type": "entries",
"name": "Driven Away",
"entries": [
"Their long relationship with the ancient mages built in the white apes a culture of communal knowledge and protection. This drives many white ape tribes to seek partnerships and companionship with nearby humanoid settlements. Unfortunately, their carrying of the arcane wasting disease leaves many humanoids terrified of them, viciously driving away the apes. They are acutely aware of the injustice that was done to them, and generations of exile have turned their desire for companionship to animosity, especially toward the spellcasters that are so susceptible to the disease they carry."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/White Ape.webp"
}
}
]
},
{
"name": "Wind Dragon Wyrmling",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Howling wind encircles the dragon, filling and pushing its wings without the need for them to beat.}Wind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe\u2011inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Braggarts and Bullies",
"entries": [
"Wind dragons number among the greatest bullies and worst tyrants of mortal creatures. The sometimes-foolhardy creatures take offense at any perceived challenge and pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance\u2014they perceive mortals in that territory as possessions. Vassals receive only dubious protection in exchange for their loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it's unlikely to go to any length to prevent the loss of that life in the first place."
]
},
{
"type": "entries",
"name": "Lords of the Far Horizons",
"entries": [
"Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust and roam far from their thrones. They return eventually, ready to subjugate new generations and press a tyrannical claw on the neck of anyone who questions their right to rule."
]
},
{
"type": "entries",
"name": "Perpetual Infighting",
"entries": [
"These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus, their numbers never grow large, and the weakest among them are frequently culled."
]
},
{
"type": "entries",
"name": "Portable Hoards",
"entries": [
"Wind dragons' hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a small number of notable trophies or unique historic items\u2014often quite portable."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Wind Dragon Wyrmling.webp"
}
}
]
},
{
"name": "Witchlight",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This tiny ball of bright light seems to emanate from a crystalline center.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Wizard Servants",
"entries": [
"Also called a \"spooklight,\" a witchlight is a wizard's servant created from a tiny piece of quartz. It appears as a floating ball of flickering light similar to a will-o'-wisp. The hue of quartz used during the creature's creation determines the color of each witchlight's illumination. After the quartz is prepared, it is animated through an extended magical ritual cast under a full moon and a clear, starry sky. Consequently, they are extremely rare."
]
},
{
"type": "entries",
"name": "Flashing Light Code",
"entries": [
"A witchlight always shares the same alignment as its creator. Although it cannot speak, a witchlight understands the languages of its creator, and many spellcasters have taught their witchlights a coded cipher, allowing it to spell out words by flaring and dimming its light. When necessary, a witchlight can spell words in the air by flying so quickly that its trail of light forms letters."
]
},
{
"type": "entries",
"name": "Free Roaming",
"entries": [
"If the witchlight's master dies within one mile of the witchlight, it explodes in a brilliant but harmless flash of light. If it loses its master under any other circumstance, it becomes masterless. While masterless, it's free to do as it pleases. Evil masterless witchlights can be surprisingly cruel, not unlike will-o'-wisps. They seek to lure lost travelers into swamps or traps by using their glow to imitate the light of a safe haven. Conversely, good masterless witchlights guide travelers to places of safety or along safe paths, and they are prized by pilots and guides. Neutral witchlights exhibit a playful nature\u2014sometimes mingling inside the cavities of weapons, gems, or other curiosities, causing them to be mistaken for magic items. More than one \"wizard's staff \" is just an impressive-looking stick with a witchlight perched on top."
]
},
{
"type": "inset",
"name": "Witchlight Familiars",
"entries": [
"Some witchlights are willing to serve spellcasters as a familiar. Such witchlights have the following trait.",
{
"type": "entries",
"name": "Familiar",
"entries": [
"The witchlight can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the witchlight senses as long as they are within 1 mile of each other. While the witchlight is within 10 feet of its companion, the companion can't be blinded. At any time and for any reason, the witchlight can end its service as a familiar, ending the telepathic bond."
]
}
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Witchlight.webp"
}
}
]
},
{
"name": "Wolf Reaver Dwarf",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"Like his totem, the wolf reaver dwarf travels in a pack with its brothers in arms, looking for worthy challenges to prove its combat prowess. Rushing into battle beside its allies for glory as much as plunder, the wolf reaver dwarf throws caution to the wind and fights without care for its own safety."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Wolf Reaver Dwarf.webp"
}
}
]
},
{
"name": "Wormhearted Suffragan",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Robes cover the rotting flesh and lifeless gray hair of this humanoid. Fine, arm-length worms wriggle through abscesses in its flesh and its empty eye-sockets, and it moves with a stooped, shuffling gait.}",
"Wormhearted suffragans are devoted followers of [Tooltip Not Found], Demon Lord of Worms, who they believe is the servant and forerunner of a dark goddess of worms and decay.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Dark Worm Hearts",
"entries": [
"Formerly, the suffragans were priests or holy officers of other faiths, but their hearts were corrupted by their fear and loathing. Once pledged to the service of the devouring worm, Qorgeth replaced their hearts with a bulbous, writhing conglomeration of worms, which permits them to carry on with an undead mockery of life."
]
},
{
"type": "entries",
"name": "Prey on the Wounded",
"entries": [
"Suffragans frequently follow armies, visiting battlefields shortly after the fighting is over. In the guise of gravediggers, nurses, or chirurgeons, they select their targets from among the dead and dying for as long as they can remain undetected, spreading their worms to create new servants for their demon lord."
]
},
{
"type": "entries",
"name": "Fear Light and Radiance",
"entries": [
"Wormhearted suffragans are especially susceptible to the flesh-searing power of light. For this reason, they avoid priests of the sun god or gods of light. At night, however, they are a walking contagion, infesting enemies with parasitic worms that devour victims from within."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Wormhearted Suffragan.webp"
}
}
]
},
{
"name": "Xanka",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This small metallic globe skitters about on many-jointed legs.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Cleaning Constructs",
"entries": [
"Created by gnomish tinkerers, xanka are constructs whose purpose is cleaning up their masters' messy workshops. Most xanka are built from copper, brass, or bronze, but gold, silver, and platinum varieties have been seen in the houses of nobles and rich merchants. Xanka are not built for fighting\u2014their instinct tells them to skitter for cover when danger threatens\u2014but they defend themselves when cornered."
]
},
{
"type": "entries",
"name": "Follow Commands",
"entries": [
"These constructs understand and obey simple commands that relate to the removal of garbage. They can communicate with each other through whirs, clicks, and flashing lights, but those who have studied this communication find it is rarely more than a relaying of commands from the master between xanka to more efficiently carry out the master's wishes."
]
},
{
"type": "entries",
"name": "Absorb Matter",
"entries": [
"When a xanka touches material to its globular body, it absorbs that material into itself, quickly breaking the material down into magical energy. They can use this energy to power themselves for further tasks or to protect themselves from danger by expelling the energy in a burst. Tinkerers use xanka to keep their homes and cities clear of refuse."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Xanka.webp"
}
}
]
},
{
"name": "Xhkarsh",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Watching with many rows of eyes, this mantis creature strikes with slashing claws and recurved barbs dripping with venom.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Dimensional Travelers",
"entries": [
"The clandestine xhkarsh are beings from another cosmic cycle. Their devices and armor are incomprehensible\u2014possibly even incompatible with\u2014creatures of this reality."
]
},
{
"type": "entries",
"name": "Tamper with Fate",
"entries": [
"The xhkarsh utilize their fate-altering powers to distort personal histories and manipulate mortal destinies like puppeteers. By doing this, they realign the universe toward their own, esoteric ends\u2014but what those ends might be, only the xhkarsh know."
]
},
{
"type": "entries",
"name": "Foes of Skein Witches",
"entries": [
"Skein witches and valkyries are perpetual enemies of the xhkarsh, whom they accuse of perverting the proper run of destiny for both great heroes and ordinary folk."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Xhkarsh.webp"
}
}
]
},
{
"name": "Ychen Bannog",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The massive oxen shakes its head, sending a flock of birds flying. It groans out a yawn that sets nearby trees rattling.}",
"Ychen bannogs are massive, ox-like beasts with thick, wooly coats and great horns like the gods' battering rams. They stand over forty feet tall at the shoulder and weigh hundreds of tons. Despite their awe-inspiring size, these towering creatures are peaceful wanderers in the wilderness, where their calls echo for miles.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Strongest Beasts in the World",
"entries": [
"Legends are built on the sturdy backs of ychen bannog. They are the strongest beasts of burden in the known world. Tamed ychen bannogs can haul entire communities, or even small castles, and a clever dwarf with a ychen bannog at its disposal can carve out enormous riverbeds, haul enormous stones, or reshape entire valleys with ease."
]
},
{
"type": "entries",
"name": "Ychen Warships",
"entries": [
"Giants have a particular affinity with the ychen bannogs. In times of war, giants sometimes build complex siege platforms atop these beasts, making effective transport for small armies of giants. Thankfully, ychen bannogs are rare enough that even seeing one in an army is a tale to be told for generations."
]
},
{
"type": "entries",
"name": "Louder Than Thunder",
"entries": [
"When riled, an ychen bannog can bellow loudly enough to shatter stones and knock down walls."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Ychen Bannog.webp"
}
}
]
},
{
"name": "Young Cave Dragon",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Covered in black spikes, the dragon's eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water.}",
"Apex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Born to Darkness",
"entries": [
"Eyeless, these dragons have long, thin spikes that help them navigate tunnels or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages, which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight. Cave dragon hide is more like eel skin than reptilian scales, and it grows mottled with brown and black as it ages."
]
},
{
"type": "entries",
"name": "Ravenous Marauders",
"entries": [
"Cave dragons are always hungry and ready to eat everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. Alliances they make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically fail. Cave dragons do form alliances with peoples of the underworld, joining them in battle against enemies, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed."
]
},
{
"type": "entries",
"name": "A Hard Life",
"entries": [
"Limited food underground makes truly ancient cave dragons almost unheard of. The eldest tend to die of starvation after stripping their territory bare of prey. Their nigh-endless hunger leaves the ancients the most likely of cave dragons to form alliances, especially with allies that promise\u2014and deliver\u2014food. On occasion, cave dragons climb to the surface to feed, but their earthbound, plodding pace leaves them outcompeted by other predators or unable to keep up with swift or flying prey. They prefer tight tunnels where they can ambush and outmaneuver prey."
]
},
{
"type": "entries",
"name": "Edible Hoards and Vertical Lairs",
"entries": [
"Due to the scarcity of food in their subterranean world, a cave dragon's hoard may consist largely of food sources: bat colonies, enormous beetles, carcasses in states of decay, a cavern infested with shriekers, and whatever else the dragon doesn't immediately devour. Cave dragons are fond of bones and items with strong taste or smell. Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, arranged like artful ossuaries. Large vertical chimneys serve as nesting sites for eggs and are popular resting places when a cave dragon sleeps within its lair. Chimneys just wide enough to hold young cave dragons make preferred ambush sites, as the dragons' tough spikes help hold them in position until prey passes beneath. The oldest cave dragons also retreat to vertical chimneys near nesting sites or within their lairs to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Young Cave Dragon.webp"
}
}
]
},
{
"name": "Young Flame Dragon",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw}.Flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. \"May you be the fire's plaything\" is a curse often used by the foolish.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Taunting Others",
"entries": [
"The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure\u2014direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler's ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started."
]
},
{
"type": "entries",
"name": "Malevolent Purpose",
"entries": [
"The results of a flame dragon's schemes are secondary to the enjoyment it derives from pursuing a nebulous and ever-changing goal. Some flame dragons spend centuries torturing a family line for nothing more than trespassing on the dragon's land. Others plot eternal curses after twisting poorly chosen words into dire insults. The vengeance itself is secondary to an excuse for hate, plot, and ruin. Flame dragons relish such opportunities for revenge. Each is a delightful hobby. Any disruption in their game kindles a terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn."
]
},
{
"type": "entries",
"name": "Fond of Souvenirs",
"entries": [
"Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius."
]
},
{
"type": "entries",
"name": "Vengeful Brethren",
"entries": [
"Nothing is safe from a flame dragon's scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon's undivided attention for generations. Wiser still, is to remove all trace of involvement in a flame dragon's death. All burning serpents see the murder of one of their kin as the gravest insult."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Young Flame Dragon.webp"
}
}
]
},
{
"name": "Young Mithral Dragon",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Light glints off the dragon's glossy scales, shining silver-white. Its tiny wings folded flush against its body open like a fan and expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, sits at the end of a slender neck atop an impossibly thin frame}.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Rage in Youth",
"entries": [
"Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard, though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, mithral dragons are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life pursuing interesting goals."
]
},
{
"type": "entries",
"name": "Peacemakers",
"entries": [
"Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees). They enjoy bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to negate magic make them well suited to these vital roles."
]
},
{
"type": "inset",
"name": "Mithral Dragons in Midgard",
"entries": [
"Mithral dragons are rebellious dragons who once sought to make peace between chromatic and metallic dragons. Having failed in that, they declared themselves neutral and now seek opportunities to make peace elsewhere. They are the only dragons that advocate against the perpetual war of the Dragon Empire, and occasionally serve as mercenaries against the Mharoti."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Young Mithral Dragon.webp"
}
}
]
},
{
"name": "Young Sea Dragon",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This aquamarine dragon has a shark's head that tapers off into a sleek eel-like body. Its large fins double as wings.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Divine Dragons",
"entries": [
"Sea dragons are the children of the ocean and believe they are semi-divine beings, worthy of worship. Given their size and power, they might be right; certainly, they are often companions or steeds to gods of the sea. Despite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna."
]
},
{
"type": "entries",
"name": "Shipwreck Art",
"entries": [
"Sea dragons love collecting treasure. They especially prize the sunken, treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon's lair when they catch stray beams of light. Sea dragons take more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods."
]
},
{
"type": "entries",
"name": "Sunken Memorials",
"entries": [
"A sea dragon's lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed."
]
},
{
"type": "inset",
"name": "Priests of Seggotan",
"entries": [
"Every sea dragon is devoted to the dragon god of the sea. As a result, many sea dragons use the innate spellcasting variant. Sea dragons favor spells that manipulate water or the weather, emulate storms, deal lightning or cold damage, divine the future, or conjure sea creatures to fight alongside the dragon."
]
},
{
"type": "inset",
"name": "Sea Dragons in Midgard",
"entries": [
"Sea dragons are the offspring of Seggotan, the dragon god of time and the sea. A sea dragon shares its god's idea that everything in the sea is the property of Seggotan, and they expect lesser beings to respect that truth. The sea dragons are among the most powerful allies of the Mharoti Empire, securing seaways and acting as a communion point for the tidal priests. Thankfully for the Empire's enemies, the most ancient sea dragons are too consumed with contemplation of time and their inscrutable duties in the depths of the ocean to make war."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Young Sea Dragon.webp"
}
}
]
},
{
"name": "Young Spinosaurus Dinosaur",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This massive, blue-skinned saurian lumbers out of the river, depositing a platoon of armed lizardfolk on the bank before releasing a terrifying roar.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Friend to Lizardfolk",
"entries": [
"The spinosaurus is a special saurian bred for size and loyalty by lizardfolk. Lizardfolk prize them like prime warhorses, and lavish them with food and care. As spinosauruses age slowly, most large lizardfolk tribes have several young spinosauruses and one adult spinosaurus in their care, reserving the massive adult for major engagements or when the entire tribe must move at once."
]
},
{
"type": "entries",
"name": "Enormous Size and Color",
"entries": [
"This immense saurian has a long, tooth-filled maw, powerful claws, and colorful spines running the length of its back. An adult spinosaurus is 70 feet long and weighs 35,000 pounds or more, while a young spinosaurus is a mere 20 feet long, weighing 6,000 pounds or more."
]
},
{
"type": "entries",
"name": "Swift Predator",
"entries": [
"A spinosaurus is at home on both land and water, chasing prey from one to the other when necessary. Though they are carnivores, they have an affinity for lizardfolk and other reptilian humanoids, eating such creatures only if the creatures horribly mistreat them or if they experience extreme starvation with such creatures as the only option for food."
]
},
{
"type": "inset",
"name": "Spinosauruses in the Southlands",
"entries": [
"The lizardfolk of Veles-Sa in the Southlands use spinosauruses as a mode of transportation. The creatures are large enough to pull barges or to carry a crew of raiders anywhere on the rivers, and they are swift overland. Lizardfolk scouts are especially fond of these enormous reptiles, as they are powerful combatants and can carry a dozen lizardfolk warriors.",
"In addition to their role as trained raiders in Veles-Sa, some spinosauruses live in or along most of the major river systems of the Southlands\u2014including the River Nuria. There they are also called \"river dragons\" or sometimes \"river walkers,\" and they are frequently associated with the worship of Baal-Hotep and Set. They are kept as sacred animals in several river temples, where they are fed regular meals and have been known to grow to enormous size and strength.",
"Finally, along the Spice Coast, spinosauruses carry high-value spice cargoes along the coast when banditry is rife or when a lizardfolk mercenary company is available to guard materials going north toward Mhalmet, Nuria, or Ishadia. These Spice Coast beasts are often especially bred for gaudy coloration: green-andorange, blue\u2011and-gold, and even red-and-black bloodlines have been spotted in the Spice Coast harbors."
]
},
{
"type": "inset",
"name": "Spinosauruses as Mounts",
"entries": [
"Spinosauruses mate each year in the winter. A male spinosaurus brings food and helps build an enormous nest of reeds, sticks, and mud. Then the male departs, leaving the female to lay and care for the eggs. Spinosaurus eggs are typically found in nests along riversides or deep in marshes. They are sometimes stolen and sold, generally to lizardfolk and sometimes to daring humans with a knack for training animals. These eggs are worth as much as 2,000 gp apiece; live young are worth twice that. Characters eager for spinosaurus mounts, however, should note that buying or domesticating such an enormous carnivore requires vast quantities of food and patience. They do not take easily to domestication.",
"Before it can be ridden in combat, a spinosaurus must practice bearing the weight of its trainer and passengers. They rarely master more than a handful of tricks, but they are extremely comfortable in the water and can be trained to be are aware that some of their riders may not breathe water.",
"An adult spinosaurus can carry up to six tons as cargo. Riding a spinosaurus requires an exotic saddle, riding platform, or howdah."
]
}
]
}
]
}
]
},
{
"name": "Young Void Dragon",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon's body.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Children of the Stars",
"entries": [
"Void dragons drift through the empty spaces beyond the boundaries of the mortal world and wander between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves."
]
},
{
"type": "entries",
"name": "Witnesses to the Void",
"entries": [
"Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the Void itself. They carry a piece of that nothing with them, and it flows out of them to break the minds of lesser beings when the dragons fly into a rage."
]
},
{
"type": "entries",
"name": "Voracious Scholars",
"entries": [
"Despite their removed existence and strange quirks, Void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Young Void Dragon.webp"
}
}
]
},
{
"name": "Young Wind Dragon",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Howling wind encircles the dragon, filling and pushing its wings without the need for them to beat.}Wind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe\u2011inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Braggarts and Bullies",
"entries": [
"Wind dragons number among the greatest bullies and worst tyrants of mortal creatures. The sometimes-foolhardy creatures take offense at any perceived challenge and pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance\u2014they perceive mortals in that territory as possessions. Vassals receive only dubious protection in exchange for their loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it's unlikely to go to any length to prevent the loss of that life in the first place."
]
},
{
"type": "entries",
"name": "Lords of the Far Horizons",
"entries": [
"Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust and roam far from their thrones. They return eventually, ready to subjugate new generations and press a tyrannical claw on the neck of anyone who questions their right to rule."
]
},
{
"type": "entries",
"name": "Perpetual Infighting",
"entries": [
"These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus, their numbers never grow large, and the weakest among them are frequently culled."
]
},
{
"type": "entries",
"name": "Portable Hoards",
"entries": [
"Wind dragons' hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a small number of notable trophies or unique historic items\u2014often quite portable."
]
}
]
}
]
}
]
},
{
"name": "Zanskaran Viper",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Greenish liquid drips from the dagger-length fangs of this monstrously large snake.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Human Hunters",
"entries": [
"This giant venomous snake is known as one of the most lethal serpents, and one of the few that will attack an adult human. One bite from the Zanskaran viper can kill a healthy human in seconds, and its tough hide makes it difficult to dispatch quickly."
]
},
{
"type": "entries",
"name": "Jungle Bred",
"entries": [
"A Zanskaran viper grows quickly in its jungle home, and some even venture into the savannah to terrorize antelopes and young giraffes. A full-grown Zanskaran viper is up to 30 feet long and weighs up to 400 pounds."
]
},
{
"type": "entries",
"name": "Famous but Rare Venom",
"entries": [
"A dose of its viscous green venom is known to fetch as much as 2,500 gp in some markets."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Zanskaran Viper.webp"
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}
]
},
{
"name": "Zimwi",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i This swift-moving, lanky humanoid has long arms ending in wicked claws and jaws that open impossibly wide.}",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Swift as Horses",
"entries": [
"Distantly related to trolls, the swift and nimble zimwi are a plague upon grasslands. They are constantly hungry, ill-tempered and capable of running down horses, leading many zimwi to attack large caravans for food."
]
},
{
"type": "entries",
"name": "Always Starving",
"entries": [
"Most zimwi attacks are driven by hunger. The stomach of a zimwi is larger than its body, extending extra-dimensionally and driving the zimwi nearly insane with constant hunger, leaving the zimwi always feeling as if it is starving to death. Because of their endless hunger and low intelligence, zimwi have little awareness of the course of a battle. Losing means only that they have not eaten. As long as they continue to feast, they fight on, feeling victorious until death comes to them or all of their prey."
]
},
{
"type": "entries",
"name": "Stomachs of Holding",
"entries": [
"The extradimensional pouch within a zimwi's stomach makes the stomach serviceable as a bag of holding if treated and enchanted properly. The harder part is relieving the zimwi of its prize."
]
}
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Zimwi.webp"
}
}
]
},
{
"name": "Zmey",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Crashing through the forest, this three-headed dragon stands upright, its long tail thrashing from side to side as it walks.}",
"Hunting beneath the canopy of the forest, lurking below the surfaces of lakes, and guarding caves concealing great treasure and mystery, the zmey has two roles\u2014vicious terror and nature's protector.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Claws of the Forest",
"entries": [
"Single-mindedly destructive, the zmey keeps the heart of the forest free from interlopers. Rumors suggest the heart of an ancient forest itself can control the actions of these lesser dragons, while others believe zmeys have pacts with certain druid circles."
]
},
{
"type": "entries",
"name": "Voracious Headlings",
"entries": [
"A zmey's head doesn't die when severed from its body. Within days, it becomes a miniature zmey, developing into a full-grown zmey after two months. Voracious appetite fuels this growth. Coating the head or headling in the first month of life prevents this growth."
]
}
]
}
]
},
{
"type": "section",
"entries": [
{
"type": "entries",
"name": "A Zmey's Lair",
"entries": [
"Zmeys make their lairs in the deepest parts of the forest. They plant and grow trees into \"caves\" with satellite \"rooms\" within their lair."
]
}
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/ToB1-2023/Zmey.webp"
}
}
]
},
{
"name": "Zmey Headling",
"source": "ToB1-2023",
"entries": [
{
"type": "entries",
"entries": [
"{@i Crashing through the forest, this three-headed dragon stands upright, its long tail thrashing from side to side as it walks.}",
"Hunting beneath the canopy of the forest, lurking below the surfaces of lakes, and guarding caves concealing great treasure and mystery, the zmey has two roles\u2014vicious terror and nature's protector.",
{
"type": "entries",
"entries": [
{
"type": "entries",
"name": "Claws of the Forest",
"entries": [
"Single-mindedly destructive, the zmey keeps the heart of the forest free from interlopers. Rumors suggest the heart of an ancient forest itself can control the actions of these lesser dragons, while others believe zmeys have pacts with certain druid circles."
]
},
{
"type": "entries",
"name": "Voracious Headlings",
"entries": [
"A zmey's head doesn't die when severed from its body. Within days, it becomes a miniature zmey, developing into a full-grown zmey after two months. Voracious appetite fuels this growth. Coating the head or headling in the first month of life prevents this growth."
]
}
]
}
]
}
]
}
]
}