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5etools-mirror-2.github.io/data/bestiary/fluff-bestiary-mpmm.json
TheGiddyLimit 8117ebddc5 v1.198.1
2024-01-01 19:34:49 +00:00

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{
"_meta": {
"internalCopies": [
"monsterFluff"
]
},
"monsterFluff": [
{
"name": "Abishais",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Abishais",
"entries": [
"Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a draconic devil to serve at her pleasure in the Nine Hells. Each type of abishai is associated with one of Tiamat's five dragon heads: black, blue, green, red, and white.",
"Tiamat deploys abishais as her agents, sending them forth to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.",
"Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when he chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction."
]
}
]
},
{
"name": "Abjurer Wizard",
"source": "MPMM",
"_copy": {
"name": "Wizards",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Abjurers specialize in creating protective magical wards. Monarchs, nobles, and other wealthy individuals commonly hire abjurers to provide protection."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Abjurer Wizard.webp"
},
"credit": "Zoltan Boros"
}
]
},
{
"name": "Adult Kruthik",
"source": "MPMM",
"_copy": {
"name": "Kruthiks",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"It takes six months of steady eating for a {@creature young kruthik|MPMM} to reach adult size. The natural life span of an adult kruthik is roughly seven years.",
"Adult kruthiks grow spiky protrusions on their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Adult Kruthik.webp"
},
"credit": "Zack Stella"
}
]
},
{
"name": "Adult Oblex",
"source": "MPMM",
"_copy": {
"name": "Oblexes",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Older oblexes, called adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending these copies off to lure prey into their clutches while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to lead prey into danger or to infiltrate settlements so they can feed on superior victims."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Adult Oblex.webp"
},
"credit": "Shawn Wood"
}
]
},
{
"name": "Air Elemental Myrmidon",
"source": "MPMM",
"_copy": {
"name": "Elemental Myrmidons",
"source": "MPMM"
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Air Elemental Myrmidon.webp"
},
"credit": "Filip Burburan"
}
]
},
{
"name": "Alhoon",
"source": "MPMM",
"entries": [
{
"type": "quote",
"entries": [
"There are many reasons to avoid the way of the lich. An impermanent solution is paradoxical. Take alhoons. They require souls to keep from shriveling. I fail to see the appeal."
],
"by": "Mordenkainen"
},
"Mind flayers that pursue arcane magic are exiled as deviants, and for them no everlasting communion with an elder brain is possible. The road to lichdom offers an alternative way to escape the permanency of death, but that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lichlike state.",
"Elder brains forbid mind flayers from pursuing magic power aside from psionics, but it isn't an interdiction they must often enforce. Illithids brook no masters but members of their own kind, so it isn't in their nature to bow to any god or otherworldly patron. However, wizardry remains a temptation. In the pages of a spellbook, an illithid sees a system to acquire authority. Through the writings of the wizard who penned it, the illithid perceives the workings of a highly intelligent mind. Most mind flayers who find a spellbook react with abhorrence or indifference, but for some, a spellbook is a gateway to a new way of thinking.",
"For a time, the study of such forbidden texts can be hidden from other illithids and even from an elder brain. Yet eventually, mind flayer arcanists determined to pursue wizardry must flee the colony for their own safety. Once they taste freedom from the colony, some prize their privacy, others seek to commune with similar minds, and still others seek to dominate a colony by elevating themselves to the position of leadership normally held by an elder brain. Regardless, all such arcanists face the same stark fact: when they die, they will not join the host of minds in the elder brain\u2014deviant minds are never accepted as part of the collective. For them, death means oblivion.",
"Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Yet learning the secret of achieving lichdom requires an arcane spellcaster to be at the apex of power\u2014a significant challenge for mind flayers, given the scarcity of available mentors and training.",
"Confronting this reality, a group of nine mind flayer arcanists used their arcane magic and psionics to weave a new truth. These nine called themselves the Alhoon, and those who follow in their footsteps are referred to by the same name.",
{
"name": "Collaborative Undeath",
"type": "entries",
"entries": [
"To become alhoons, mind flayer arcanists must cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons.",
"Initially, an alhoon can be difficult to distinguish from a normal mind flayer. The most obvious difference is the lack of a mind flayer's ever-present mucus coating. Without that protection, an alhoon's skin becomes dry and cracked, and its eyes might appear shriveled and sunken. Both of these clues are easily missed by someone who hasn't seen a mind flayer. However, in short order, an alhoon's flesh withers away and its empty eye sockets gleam with cold pinpricks of light like those of other liches.",
"Unlike a true lich's phylactery, the periapt of mind trapping doesn't restore the alhoons to undeath if they are destroyed. Instead, a destroyed alhoon's mind is transferred to the periapt, where it remains in communion with any other trapped alhoon minds, as well as the souls of those sacrificed.",
"The undeath conferred by a periapt of mind trapping lasts only so long as the life of the living victim selected. Thus an alhoon who sacrificed a 200-year-old elf looks forward to a much longer existence than one that sacrificed a 35-year-old person. Alhoons can extend their existence by repeating the ritual with new victims, effectively resetting the clocks for themselves.",
"Destroying a periapt of mind trapping consigns those trapped within it to oblivion, and thus alhoons often work together to create elaborate protections for their periapt and their preferred ritual site. Sometimes a single alhoon is entrusted with the periapt of mind trapping, but this is a dangerous proposition. Anyone who holds the periapt gains advantage on attacks, saving throws, and checks against the alhoons associated with its creation, and those alhoons in turn suffer disadvantage on attacks, saving throws, and checks against the holder. In addition, the holder can telepathically communicate with any sacrificed soul trapped within, and alhoons within the periapt can speak telepathically with the holder. A creature carrying the periapt can't prevent communication from alhoons but can silence trapped souls."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Alhoon.webp"
},
"credit": "Eric Belisle"
}
]
},
{
"name": "Alkilith",
"source": "MPMM",
"entries": [
"An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the alkilith, making what should be a dire warning appear strange but otherwise innocuous. Wherever alkiliths take root, they weaken the fabric of reality, creating a portal through which even nastier demons can invade.",
"The appearance of an alkilith in the world heralds a great wrongness and an imminent catastrophe. An alkilith searches for an aperture such as a window or a door around which it can take root, stretching its body around the opening and anchoring itself with a sticky secretion. If left undisturbed, the opening becomes attuned to the Abyss and eventually becomes a portal to that plane (see \"Planar Portals\" in the Dungeon Master's Guide).",
"Alkiliths spring from cast-off bits of the hideous, shuddering body of Juiblex. They gradually become self-aware and seek to find their way onto the Material Plane. Since most cultists consider them too risky to summon\u2014they can, after all, create portals to the Abyss\u2014alkiliths must find other escape routes out of their native plane."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Alkilith.webp"
},
"credit": "Claudio Pozas"
}
]
},
{
"name": "Allip",
"source": "MPMM",
"entries": [
"When a creature uncovers a secret that a powerful being has protected with a mighty curse, the result is often the creation of an allip. Secrets protected in this manner range in scope from a demon lord's true name to the hidden truths of the cosmic order. The creature acquires the secret, but the curse annihilates its body and leaves behind a spectral being composed of fragments from the victim's psyche and overwhelming psychic agony.",
"Every allip is wracked with a horrifying insight that torments what remains of its mind. In the presence of other creatures, an allip seeks to relieve this burden by sharing its secret. The creature can impart only a shard of the knowledge that doomed it, but that piece is enough to wrack the recipient with temporary mental anguish and violent compulsions. The survivors of an allip's attack are sometimes left with a compulsion to learn more about what spawned this monstrosity. Strange phrases echo through their minds, and weird visions occupy their dreams. The sense that some colossal truth sits just outside their recall plagues them for days, months, and sometimes years after their fateful encounter.",
{
"name": "Insidious Lore",
"type": "entries",
"entries": [
"An allip might attempt to share its lore to escape its curse and enter the afterlife. It can transfer knowledge from its mind by guiding another creature to write down what it knows. This process takes days or possibly weeks. An allip can accomplish this task by lurking in the study or workplace of a scholar. If the allip remains hidden, its victim is gradually overcome by frantic energy. A scholar, driven by sudden insights to work night and day, produces reams of text with little memory of exactly what the documents contain. If the allip succeeds, it passes from the world\u2014and its terrible secret hides somewhere in the scholar's text, waiting to be discovered by its next victim."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Allip.webp"
},
"credit": "Ilya Shkipin"
}
]
},
{
"name": "Amnizu",
"source": "MPMM",
"entries": [
"Amnizus lead infernal legions into battle and command guardians at the gateways to the Hells. Amnizus are arrogant, bullying, and ruthless, but they're also highly intelligent tacticians and unfailingly loyal\u2014qualities the hellish archdukes value.",
"Some amnizus perform the critical task of watching over the River Styx from fortresses along the river's blighted banks, where it flows through Dis and Stygia. They collect the souls arriving in the form of {@creature lemure||lemures}. Lemures have no personalities or memories; they're driven only by the desire to commit evil. The amnizus that patrol here drill the rules of the Nine Hells into the new arrivals' minds and marshal them into legions."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Amnizu.webp"
},
"credit": "Tom Babbey"
}
]
},
{
"name": "Angry Sorrowsworn",
"source": "MPMM",
"_copy": {
"name": "Sorrowsworn",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Relying on violence to sustain their existence, angry sorrowsworn\u2014sometimes called the Angry\u2014grow more powerful when their foes fight back. If a creature opts not to attack, though, this sorrowsworn becomes confused, and its attacks weaken. It also has two heads, which bicker with each other incessantly."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Angry Sorrowsworn.webp"
},
"credit": "Cory Trego-Erdner"
}
]
},
{
"name": "Annis Hag",
"source": "MPMM",
"entries": [
"Annis hags lair in mountains or hills. These hunchbacked and hump-shouldered hags are the largest and most physically imposing of their kind, standing eight feet tall. They can easily tear a fully grown person apart, but they love hunting the young, preferring their flesh above all others.",
"Annis hags leave tokens of their cruelty at the edges of forests and other areas they claim to provoke fear and distrust in nearby villages and settlements. To an annis hag, nothing is sweeter than making a once-vibrant community paralyzed with terror, so folk never venture out at night, strangers are met with suspicion and anger, and parents warn their children: \"Be good, or the annis will get you.\"",
"When an annis feels especially cruel, the hag adopts the appearance of a kindly elder, approaches a child in a remote place, and gives them an iron token (described below), through which the child can magically confide in the hag. Over time, \"Granny\" or \"Grampy\" convinces the child that it's okay to do bad deeds\u2014starting with breaking things or wandering without permission, then graduating to pushing someone down the stairs or setting a house on fire. Eventually, the child's terrified family and community face painful decisions of what to do about the seemingly remorseless child.",
"Much as annis hags befriend children in order to corrupt them, they may adopt a group of ogres, trolls, or other creatures ({@creature ogre||ogres} and {@creature troll||trolls}), ruling them through brute strength, insults, and superstition.",
{
"name": "Iron Token",
"type": "entries",
"entries": [
"An annis hag can pull out one of their iron teeth or nails and spend 1 minute shaping and polishing it into the form of a coin, a ring, or a tiny mirror.",
"Thereafter, any creature that holds this iron token can have a whispered conversation with the hag, provided the creature and the hag are within 10 miles of each other. When the hag speaks through the token, the holder can hear the hag's whisper but not any other sounds at the hag's location. Similarly, the hag can hear the holder of the token but not the noise around it.",
"A hag can have up to three iron tokens active at one time. As an action, the hag can discern the direction and approximate distance to those active tokens. The hag can deactivate any of those tokens at any distance (no action required), whereupon the token retains its current form but loses its magic."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Annis Hag.webp"
},
"credit": "Tom Babbey"
}
]
},
{
"name": "Apprentice Wizard",
"source": "MPMM",
"_copy": {
"name": "Wizards",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Apprentices are novice arcane spellcasters who serve more experienced wizards or attend school. They perform menial work like cooking or cleaning in exchange for education in the ways of magic."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Apprentice Wizard.webp"
},
"credit": "Eva Widermann"
}
]
},
{
"name": "Archdruid",
"source": "MPMM",
"entries": [
"Archdruids watch over the natural wonders of their domains. They seldom interact with folk away from their druid groves and shrines, unless there is a great threat to the natural order or to a nearby community. An archdruid typically has one or more pupils who are {@creature druid||druids}, and the archdruid's lair is usually guarded by loyal Beasts and Fey creatures.",
"When an archdruid uses their Change Shape action, you may choose the creature they turn into, abiding by the action's restrictions. Or you may roll on the Archdruid Favored Shapes table to determine the form the archdruid adopts.",
{
"caption": "Archdruid Favored Shapes",
"type": "table",
"colLabels": [
"d8",
"Favored Shape"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
"1",
"{@creature Air elemental}"
],
[
"2",
"{@creature Earth elemental}"
],
[
"3",
"{@creature Fire elemental}"
],
[
"4",
"{@creature Giant crocodile}"
],
[
"5",
"{@creature Mammoth}"
],
[
"6",
"{@creature Flail snail|MPMM}"
],
[
"7",
"{@creature Triceratops}"
],
[
"8",
"{@creature Water elemental}"
]
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Archdruid.webp"
},
"credit": "Nicholas Elias"
}
]
},
{
"name": "Archer",
"source": "MPMM",
"entries": [
"Archers defend castles, hunt wild game on the fringes of civilization, serve as artillery in military units, and occasionally make good coin as brigands or caravan guards.",
"Some renowned archers and groups of archers are known for the special fletching of their arrows. You may roll on the Archer Fletching table to determine the distinctive fletching used by an individual archer or a group of them.",
{
"caption": "Archer Fletching",
"type": "table",
"colLabels": [
"d12",
"Fletching"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
"1",
"Feathers from an owlbear's mane"
],
[
"2",
"Cockatrice feathers"
],
[
"3",
"Axe beak feathers"
],
[
"4",
"Planetar feathers"
],
[
"5",
"Couatl feathers"
],
[
"6",
"Pegasus feathers"
],
[
"7",
"Griffon feathers"
],
[
"8",
"Vrock feathers"
],
[
"9",
"Peryton feathers"
],
[
"10",
"Dryad leaf vanes"
],
[
"11",
"Drake scale vanes"
],
[
"12",
"Stirge wing vanes"
]
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Archer.webp"
},
"credit": "Francisco Miyara"
}
]
},
{
"name": "Armanite",
"source": "MPMM",
"entries": [
"Great herds of armanites race across the blasted fields of the Abyss, bent on slaughter and death, driven by unrestrained bloodlust. Whether they're controlled by more powerful demons or charging into battle for the sake of it, armanites use their claws and hooves, as well as their long, whiplike tails, to tear apart foes.",
"In the armies of demon lords, armanites perform the role of heavy cavalry, leading the charge and tearing into their enemies' flanks. Armanites fight all the time\u2014even battling each other if they can't find another enemy. They make ideal shock troops, utterly ruthless and bold to the point of stupidity.",
"Part of what makes armanites so fearsome is the number of weapons they have at their disposal. They possess dense hooves, claws that end in curling talons, and long tails whose serrated ridges can flense the flesh from a victim, and they use them all to carve through their foes. When they're up against tough formations, they can call on their innate magic to loose bolts of lightning and blow holes in enemy ranks."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Armanite.webp"
},
"credit": "Zack Stella"
}
]
},
{
"name": "Astral Dreadnought",
"source": "MPMM",
"entries": [
"Enormous and terrifying, astral dreadnoughts haunt the silvery void of the Astral Plane, causing planar travelers to shudder at the very thought of them. Dreadnoughts have been gliding through the astral mists since the dawn of the multiverse, trying to devour all other creatures they encounter.",
"Covered from head to tail in layers of thick, spiked plates, a dreadnought has two gnarled limbs that end in magic-enhanced pincer claws. Constellations appear to swirl in the depths of its single eye, and its serpentine tail trails off into the silvery void. Anything it swallows is deposited in a unique demiplane\u2014an enclosed space that contains eons worth of detritus, as well as the remains of travelers. The place has gravity and breathable air, and organic matter decays there. When the dreadnought dies, its demiplane vanishes, and its contents are released into the Astral Plane."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Astral Dreadnought.webp"
},
"credit": "Sidharth Chaturvedi"
}
]
},
{
"name": "Aurochs",
"source": "MPMM",
"_copy": {
"name": "Cattle",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"An aurochs is a large, fierce bovine with jutting horns. In many lands, herds of aurochs roam free, while elsewhere orcs and humans train them from an early age to carry riders into combat."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Aurochs.webp"
},
"credit": "Tom Babbey"
}
]
},
{
"name": "Autumn Eladrin",
"source": "MPMM",
"_copy": {
"name": "Eladrin",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Eladrin often enter the autumn season when they are overcome by feelings of goodwill. In this aspect, they defuse conflicts and alleviate suffering by using their magic to relieve any ailments that afflict the people who come to them for aid. They tolerate no violence in their presence and move quickly to settle disputes, to ensure that peace continues to reign."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Autumn Eladrin.webp"
},
"credit": "Eric Belisle"
}
]
},
{
"name": "Babau",
"source": "MPMM",
"entries": [
{
"type": "quote",
"entries": [
"I'm unimpressed by most children. They are a blend of their ancestors but often more disappointing. You'd think two of the most beautiful, bloodthirsty beings of the Lower Planes would create a creature of greater potential. Instead, the ghastly babau fails to match the fiendish splendor of its parents."
],
"by": "Mordenkainen"
},
"Demons and devils clash endlessly for control of the Lower Planes. One of these battles pitted the legions of the archdevil Glasya against the screaming hordes of the demon lord Graz'zt. It is said that when Glasya wounded Graz'zt with her sword, the first babaus arose where his blood struck the ground. Their sudden appearance helped rout Glasya and secured Graz'zt's place as one of the preeminent demon lords of the Abyss.",
"A babau demon has the cunning of a devil and the bloodthirstiness of a demon. It has leathery skin pulled tight over its gaunt frame and a curved horn protruding from the back of its elongated skull. A babau's baleful glare can weaken a creature, and its talons gleam with acidic slime."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Babau.webp"
},
"credit": "Ben Wootten"
}
]
},
{
"name": "Bael",
"source": "MPMM",
"entries": [
"With the Blood War between devils and demons raging for eons and no end in sight, opportunities abound for ambitious archdevils to win fame, glory, and power in the ongoing struggle. Duke Bael, one of Mammon's most important vassals, has won fame and acclaim for his victories. Charged with leading sixty-six companies of {@creature barbed devil||barbed devils}, Bael has proven to be a tactical genius, earning esteem for himself and his master as a result of victory after victory over the abyssal host. Mammon relies on Bael to safeguard his holdings because of Bael's battle acumen. During a time when so many other archdevils have lost their positions, Mammon has never been ousted, which is a testament to Bael's skill on the battlefield.",
"For his accomplishments, Bael has been granted the title of Bronze General. His accolades notwithstanding, he has had a difficult time navigating the quagmire of infernal politics. His critics call him naive, though never to his face. His primary interest has always been leading soldiers in battle, so he finds it frustrating to have his ambitions of ascending to a higher rank constantly stymied by politically shrewd rivals.",
"Bael prefers to make servants out of his adversaries, and mortals bound to his service earn their wretched place by falling victim to his superior stratagems. Bael gladly spares the lives of those he defeats\u2014if they pledge their souls and service to him. Demons are an exception; although he is willing to corrupt almost any other foes, he always destroys demons he defeats.",
"Bael also welcomes mortals into his service if they can provide him with an advantage in his politicking. He recruits savvy individuals and relies on them to represent his interests at Mammon's court, which leaves him free to pursue his battle lust.",
"Despite his lack of interest in affairs outside battle, or perhaps because of it, Bael has gained a small following of cultists. Those who worship at his altar call him the King of Hell, and the most deluded believe that he is the lord of all devils. In arcane circles, certain writings, such as the dreaded Book of Fire, say that Bael revealed the invisibility spell to the world, though some scholars of magic hotly refute such claims. Bael is sometimes depicted as a toad, a cat, a human, or some combination of these forms."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Bael.webp"
},
"credit": "Chris Seaman"
}
]
},
{
"name": "Balhannoth",
"source": "MPMM",
"entries": [
"Native to the Shadowfell, the vicious, predatory balhannoth alters reality in its lair to make the place appear inviting to travelers. A limited form of telepathy enables a balhannoth to identify images of places where its prey expects their needs and desires to be met, such as an inn or a temple offering healing. It then warps reality around itself, hiding itself and remaking its environment to resemble such a place. The imitation is imperfect, but it's good enough to fool greedy or desperate creatures. Once its prey enters the trap, it snatches the targets and teleports away to feed on their fear and despair.",
"Dungeon builders and Underdark tyrants sometimes venture into the Shadowfell to capture balhannoths for use as guardians.",
{
"type": "entries",
"name": "A Balhannoth's Lair",
"entries": [
"In the Shadowfell, balhannoths make their lairs near places inhabited by creatures they hunt. They typically haunt well-traveled roads and paths, snatching people who come along. A balhannoth used as a guardian in the Underdark might lair in caves near Underdark passages and guard the ways in and out of its keepers' enclave."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Balhannoth.webp"
},
"credit": "Brynn Metheney"
}
]
},
{
"name": "Banderhobb",
"source": "MPMM",
"entries": [
"A banderhobb is a hybrid of shadow and flesh. Through vile magic, these components take on an enormous and horrific upright shape resembling a bipedal toad. In this form, a banderhobb temporarily serves its creator as a thug, a thief, and a kidnapper that swallows the unwary.",
"Hags have devised a ritual for creating banderhobbs\u2014a hag who knows the ritual might be willing to teach it for the right price. Some other wicked Fey and powerful Fiends also know of the process, as do a few mortal mages.",
"During its brief existence, a banderhobb attempts to carry out its creator's bidding. It accomplishes its mission with no concern for the harm it suffers or causes. Its only desire is to serve and succeed. A banderhobb that is assigned to track down a target is particularly dangerous when it is provided with a lock of hair, a personal belonging, or another object connected to the target. Possession of such an item allows it to sense the creature's location from as far as a mile away.",
"A banderhobb fulfills its duties until its existence ends. When it expires, usually several days after its birth, it leaves behind only tarry goo and wisps of shadow. Legends tell of an ominous tower in the Shadowfell where the shadows sometimes reform and banderhobbs roam."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Banderhobb.webp"
},
"credit": "Brynn Metheney"
}
]
},
{
"name": "Baphomet",
"source": "MPMM",
"entries": [
"Civilization is weakness and brutality is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He is worshiped by those who want to break the confines of civility and unleash their bestial natures, for Baphomet envisions a world without restraint, where creatures live out their most bloodthirsty desires.",
"Cults devoted to Baphomet use mazes and complex knots as their emblems. They create secret places to indulge themselves, including labyrinths of the sort their master favors. Bloodstained crowns and weapons of iron and brass decorate their profane altars.",
"Over time, a {@cult cult of baphomet|mpmm|cultist of Baphomet} becomes tainted by his influence, gaining bloodshot eyes and coarse, thickening hair. Small horns eventually sprout from the cultist's forehead. In time, a devoted cultist might transform entirely into a minotaur, which is considered the greatest gift of the Prince of Beasts.",
"Baphomet appears as a fearsome, 20-foot-tall minotaur with six iron horns. A fiendish light burns in his red eyes. Although he is filled with bestial blood lust, there lies within him a cruel and cunning intellect devoted to subverting all civilization.",
"Baphomet wields a great glaive called Heartcleaver. He also charges his enemies and gores them with his horns, trampling his foes into the earth and rending them with his teeth like a beast.",
{
"name": "Cultists of Baphomet",
"type": "entries",
"entries": [
"{@note See the {@cult Cult of Baphomet|MPMM} entry.}"
]
},
{
"type": "entries",
"name": "Baphomet's Lair",
"entries": [
"Baphomet's lair is his palace, the Lyktion, which is on the layer of the Abyss called the Endless Maze. Nestled within the twisting passages of the planewide labyrinth, the Lyktion is immaculately maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace is a towering structure whose interior is as labyrinthine as the plane on which it stands; it is populated by {@creature minotaur||minotaurs}, {@creature goristro||goristros}, and {@creature quasit||quasits}."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Baphomet.webp"
},
"credit": "Richard Whitters"
}
]
},
{
"name": "Bard",
"source": "MPMM",
"entries": [
"Bards are gifted poets, storytellers, and entertainers who travel far and wide. They're commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries, and wealthy patrons.",
"Each bard is a master of at least one type of performance. You may choose a bard's main type, or you may roll on the Bard {@skill Performance} Types table to determine it.",
{
"type": "table",
"caption": "Bard Performance Types",
"colLabels": [
"d10",
"Performance Type"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
"1",
"Poetry"
],
[
"2",
"Singing"
],
[
"3",
"Bagpipe"
],
[
"4",
"Flute"
],
[
"5",
"Dancing"
],
[
"6",
"Drum"
],
[
"7",
"Lute"
],
[
"8",
"Puppetry"
],
[
"9",
"Mime"
],
[
"10",
"Acting"
]
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Bard.webp"
},
"credit": "Rudy Siswanto"
}
]
},
{
"name": "Barghest",
"source": "MPMM",
"entries": [
"Long ago, the god Maglubiyet\u2014conqueror and then lord of early goblinoids\u2014bargained with the General of Gehenna for aid. The General provided yugoloths, which then died in service to Maglubiyet. Yet when the time came to honor his part of the compact, Maglubiyet reneged on the deal. In vengeance, the General of Gehenna created the soul-devouring barghests to devour goblinoid souls.",
"The mission of every barghest, implanted in it by the General of Gehenna, is to consume souls. It eats these souls by devouring the bodies of those it kills, preferring goblinoids.",
"A barghest hungers for the day when it can complete its mission, return to Gehenna, and serve the General directly in his yugoloth legions, but it doesn't kill goblinoids indiscriminately. By devouring the souls of goblinoid leaders and other powerful individuals, a barghest earns elevated status in the afterlife. Barghests typically keep their true nature secret, preying on the occasional lone goblin when the opportunity arises, until they reach adulthood and are capable of seeking out stronger prey. A barghest avoids contact with large, open fires.",
"Any conflagration larger than its body acts as a gateway to Gehenna and banishes it to that plane, where it is likely to be slain or enslaved by a yugoloth for its failure."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Barghest.webp"
},
"credit": "Cory Trego-Erdner"
}
]
},
{
"name": "Berbalang",
"source": "MPMM",
"entries": [
"Berbalangs creep across the {@condition petrified} remains of dead gods adrift on the Astral Plane. Obsessed with gathering secrets, both from the gods they inhabit and from the bones of dead creatures, they call forth the spirits of the dead and force them to divulge what they learned in life.",
"Berbalangs prefer to speak only to dead things, and specifically only to the spirits they call forth in the hope of learning secrets. They record their stories on the bones that once belonged to these creatures, thus preserving the information they gain.",
"Pursuit of knowledge drives everything berbalangs do. Although they mostly learn their secrets from the dead, they aren't above spying on the living to take knowledge from them as well. A berbalang can create a spectral duplicate of itself and send the duplicate out to gather information on other planes by watching places where the gods and their servants gather. When a berbalang is perceiving its environment through its duplicate, its actual body is {@condition unconscious} and can't protect itself. Thus, a berbalang typically uses its duplicate for only a short time before returning its consciousness to its body.",
"The knowledge that berbalangs accumulate makes them great sources of information for powerful people traveling the planes. Berbalangs ignore petitioners, however, unless they come bearing a choice secret or the bones of a particularly interesting creature. Some githyanki have been able to strike deals with the creatures, using berbalangs to spy on their enemies and to watch over their creches on the Material Plane."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Berbalang.webp"
},
"credit": "Ben Wootten"
}
]
},
{
"name": "Bheur Hag",
"source": "MPMM",
"entries": [
"Bheur hags live in wintry lands, favoring snowy mountains. These hags become more active during winter, using their ice and weather magic to make life miserable for nearby settlements.",
"A bheur hag's skin has the bluish hue of a person who has frozen to death. The hag's hair is white, and the hag is emaciated, with pale eyes surrounded by bruise-colored flesh. A bheur hag carries a twisted gray wooden staff that can be ridden like a flying broom and that augments the hag's magic.",
"Bheur hags are attracted to selfish actions inspired by deadly cold, such as murdering a traveler for a winter coat or chopping down a dryad's grove for firewood. These actions are especially sweet to a bheur if they are unwarranted, such as a greedy merchant hoarding excess food for the winter while others starve. Bheurs use their ability to manipulate weather to batter villages with freezing cold, hoping to instill a despair that turns folk against each other.",
"In combat, a bheur hag also strives to inspire horror. When near a recently slain foe, the hag may forgo an attack to feed on the corpse. The sight of this butchery is enough to terrify most witnesses."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Bheur Hag.webp"
},
"credit": "Tom Babbey"
}
]
},
{
"name": "Black Abishai",
"source": "MPMM",
"_copy": {
"name": "Abishais",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Expert assassins and infiltrators, black abishais can weave shadows to mask their presence, allowing them to reach a location where they can deliver a fatal strike to their targets."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Black Abishai.webp"
},
"credit": "Daniel Landerman"
}
]
},
{
"name": "Blackguard",
"source": "MPMM",
"entries": [
"Blackguards are paladins who broke their sacred oaths and now indulge their own villainous ambitions. They consort with Fiends and Undead, and they reject many of the goodly things from their former lives.",
"Blackguards often adorn their armor and weapons with dread accoutrements or are marked by eerie phenomena. You may choose a blackguard's accoutrement or roll on the Blackguard Accoutrements table to determine it.",
{
"type": "table",
"caption": "Blackguard Accoutrements",
"colLabels": [
"d8",
"Accoutrement"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
"1",
"Armor etched with stylized depictions of gruesome battles"
],
[
"2",
"Helm wrought in the shape of a demonic boar"
],
[
"3",
"Helm wrought to resemble a death mask"
],
[
"4",
"Cloak decorated with bloody handprints"
],
[
"5",
"Curls of inky smoke seeping from armor at the joints"
],
[
"6",
"Dozens of flies buzzing about the blackguard"
],
[
"7",
"Severed hand hanging from a chain around the blackguard's neck"
],
[
"8",
"Glaive adorned with a length of cloth bearing the words \"I choose violence\""
]
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Blackguard.webp"
},
"credit": "Lorenzo Mastroianni"
}
]
},
{
"name": "Blue Abishai",
"source": "MPMM",
"_copy": {
"name": "Abishais",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Seekers of forgotten lore and lost relics, blue abishais are the most cunning and learned of their kind. Their research into occult subjects gleaned from tomes plundered from across the multiverse enables them to become accomplished spellcasters. They use their magic to devastate Tiamat's enemies."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Blue Abishai.webp"
},
"credit": "Daniel Landerman"
}
]
},
{
"name": "Bodak",
"source": "MPMM",
"entries": [
"A bodak is the undying remains of someone who revered Orcus. Devoid of life and soul, it exists only to cause death.",
"A worshiper of Orcus can take ritual vows while carving the demon lord's symbol on their chest over the heart. Orcus's power flays body, mind, and soul, leaving behind a sentient husk that consumes life energy near it. Most bodaks come into being in this way, then are unleashed to spread death in Orcus's name.",
"Bodaks are extensions of Orcus's will outside the Abyss, serving the demon prince's aims and other minions. Orcus can recall anything a bodak sees or hears. If he so chooses, he can speak through a bodak to address his enemies and followers directly.",
"A bodak retains vague impressions of its past life. It seeks out its former allies and enemies alike to destroy them, as its warped soul seeks to erase anything connected to its former life. Minions of Orcus are the one exception to this compulsion; a bodak recognizes them as kindred souls and spares them from its wrath. Anyone who knew the individual before its transformation into a bodak can recognize mannerisms or other subtle clues to its original identity."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Bodak.webp"
},
"credit": "Richard Whitters"
}
]
},
{
"name": "Boggle",
"source": "MPMM",
"entries": [
"Boggles are the little bogeys of fairy tales. They lurk in the fringes of the Feywild and are also found on the Material Plane, where they hide under beds and in closets, waiting to frighten and bedevil folk with their mischief.",
"Boggles are born out of feelings of loneliness. They materialize when a sapient being feels isolated or abandoned near a place where the Feywild touches the world. For example, a forsaken child might unintentionally conjure a boggle and see them as a sort of imaginary friend. A boggle might also appear in the attic of a lonely widower's house or in a hermit's cave.",
"Boggles engage in petty pranks to amuse themselves, using the oil they excrete to cause trouble. A boggle also isn't above breaking dishes, hiding tools, startling cows to decrease their milk, or hiding a baby in an attic. Although a boggle's antics might cause distress and unintentional harm, mischief\u2014not mayhem\u2014is usually the intent. If threatened, a boggle flees rather than stand and fight.",
"A boggle can create magical openings to travel short distances or to pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent to a space defined by a frame, such as an open window or a doorway, a gap between the bars of a cage, or the opening between the feet of a bed and the floor. The rift is {@condition invisible} and disappears after a few seconds\u2014just enough time for the boggle to step, reach, or attack through it."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Boggle.webp"
},
"credit": "Shawn Wood"
}
]
},
{
"name": "Boneclaw",
"source": "MPMM",
"entries": [
"A wizard who tries to become a lich but fails might become a boneclaw instead. These hideous, cackling monsters share a few of liches' attributes, but while liches are immortal masters of the arcane, boneclaws are thralls to evil, hatred, and pain.",
"The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the wizard is too physically or magically weak to compel the soul into its new home, the soul instead seeks out a master\u2014a person within a few miles who has a hate-filled heart. The soul bonds to that person and becomes enslaved to its new master's wishes. The boneclaw forms near its master, sometimes appearing before that individual to receive orders and other times simply seeking to fulfill its master's desires.",
"A boneclaw can serve only an evil creature. If its master finds redemption or sincerely turns away from the path of evil, the boneclaw is destroyed. Otherwise, a boneclaw can't be destroyed while its master lives. No matter what happens to the boneclaw's body, it re-forms within hours.",
"In service to its master, a boneclaw delights in causing horrific pain. It lurks like a spider in shadowy recesses, waiting for victims to approach within reach of its long, bony limbs. Once speared, a creature is pulled into the darkness to be sliced apart."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Boneclaw.webp"
},
"credit": "Eric Belisle"
}
]
},
{
"name": "Brontosaurus",
"source": "MPMM",
"entries": [
"This massive four-legged dinosaur is large enough that most predators leave it alone. Its deadly tail can drive away or kill smaller threats."
]
},
{
"name": "Bulezau",
"source": "MPMM",
"entries": [
{
"type": "quote",
"entries": [
"Some ask why the bulezau, for all its rage and violence, has the head of a goat. I always respond, have you met a goat? They're stubborn, they're vicious, and they rarely go down without bashing you several times in the shins.",
"You might say, that's awfully specific. I say, don't pry."
],
"by": "Tasha"
},
"Diseased manifestations of animalistic rage, bulezaus embody the violence of nature. Across the Abyss, these demons lurk in deep canyons and lofty crags, and many find a place in the ranks of demon lords' armies, serving as foot soldiers in the Abyss's endless warring.",
"Bulezaus crave violence. Their eagerness to kill and willingness to die make them common members of many demon lords' entourages. When not being corralled by larger and tougher demons, bulezaus gather into scrabbling mobs, wrestling and fighting among themselves until a better target comes along or until a stronger demon bullies them into subservience.",
"Disfiguring ailments plague bulezaus: crusted eyes, maggots wriggling in open sores, and a reek of rotten meat that follows them wherever they go."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Bulezau.webp"
},
"credit": "Michael Berube"
}
]
},
{
"name": "Cadaver Collector",
"source": "MPMM",
"entries": [
"The ancient war machines known as cadaver collectors lumber aimlessly across the blasted plains of Acheron until they are called upon by a necromancer to bolster the ranks of a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home.",
"Cadaver collectors respond to a summons from a mortal only when they are called to the scene of a great battle\u2014either where one is in progress, where one is imminent, or where one once took place. They encase themselves in the armor and weapons of fallen warriors and impale the corpses of those warriors on the lances and other weapons embedded in their salvaged armor.",
"Corpses that accumulate on a cadaver collector's shell aren't just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to battle against its enemies. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given enough time."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Cadaver Collector.webp"
},
"credit": "Tom Babbey"
}
]
},
{
"name": "Canoloth",
"source": "MPMM",
"entries": [
{
"type": "quote",
"entries": [
"Canoloths are glorified guard dogs. If you must engage one, just find out exactly what it's been assigned to do. I've often found I can waltz right past them by taking advantage of a relevant loophole."
],
"by": "Mordenkainen"
},
"A type of yugoloth, canoloths are fiendish trackers and guardians employed by evil powers. They prefer to enter into contracts to guard valuable treasures and important locations. They always do exactly as asked\u2014never any more, never any less.",
"With senses sharp enough to pinpoint the locations of nearby {@condition invisible} creatures, canoloths respond unfailingly to any threat to their charges. Furthermore, they emit a magical distortion field that prevents creatures close to them from teleporting. Canoloths confront intruders with swift and terrible force, projecting long, spiny tongues to grab their foes and drag them close. What happens next depends on the contract. Unless instructed to kill, a canoloth merely holds on to its prisoner, but if given the order to do so, it tears its prey limb from limb."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Canoloth.webp"
},
"credit": "Michael Berube"
}
]
},
{
"name": "Catoblepas",
"source": "MPMM",
"entries": [
"The catoblepas is as loathsome as the vile swamplands in which it lives, a conglomeration of bloated buffalo, dinosaur, warthog, and hippopotamus parts. Despite its ungainly physiology, a catoblepas resembles a natural animal in its behavior, ambling through its marshy home, munching choice vegetation, eating the occasional bit of carrion, and wallowing in mire. A catoblepas might be found with the one mate it chooses for life and, on occasion, with a calf. A catoblepas attacks anyone that moves too close, especially if guarding its young.",
"A catoblepas's stink, like the stench of death mixed with swamp gas and skunk musk, gives it away as being much more ghastly than its appearance suggests. When it is on the attack, a catoblepas reveals the extent of its horrific nature. The creature's serpentine neck has trouble lifting its head, but one glare from its bloodshot eyes can rot flesh. At the end of its tail is a club that can rattle body and soul if it strikes true, leaving a victim unable to act while the catoblepas feasts on its body.",
{
"name": "Blighted Territory",
"type": "entries",
"entries": [
"A catoblepas's nature as a creature of disease and decay brings out similar characteristics in the creature's swampy habitat. Such a wetland becomes gloomy, tangled, and more fetid than it was before. Beneficial qualities of the environment, such as healing herbs and clean water, become degraded, and swamp gases take on a hint of the catoblepas's foulness. Animals in the area are more aggressive and liable to be diseased. Degenerate creatures are likely to take up residence near a catoblepas's territory, as are those seeking to avoid notice."
]
},
{
"name": "Catoblepas in Folklore",
"type": "entries",
"entries": [
"Ordinary folk rarely see a catoblepas, but the creature has such a feared reputation that stories about it are ingrained in the popular culture. Any rumor of a catoblepas taking up residence nearby is taken to be a bad omen, even if the rumor is proven false. In some lands, the silhouette of a catoblepas, with its tail extended over its body and its head held low, is a baleful heraldic figure signifying death or doom.",
"Sages say that gods of pestilence and rot created catoblepases as embodiments of their influence, while other stories link them to misfortune. Some such tales claim that swamp-dwelling hags tend catoblepases like cattle, drinking the monsters' milk and using them as guardians or pets. Other legends say that those of impure heart can tame a catoblepas and whisper of malevolent warlocks and wicked knights who ride them into battle."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Catoblepas.webp"
},
"credit": "Richard Whitters"
}
]
},
{
"name": "Cattle",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Cattle",
"entries": [
"Many kinds of cattle roam the multiverse, some of them domesticated and others feral. In many cultures, cattle are almost like family to the folk who tend to them."
]
}
]
},
{
"name": "Cave Fisher",
"source": "MPMM",
"entries": [
"A cave fisher is a subterranean arachnid with a long snout that houses spinnerets, enabling the creature to produce sticky filaments, much like the strands of a spider's webbing, which the creature uses to snag prey.",
"A cave fisher usually hunts small animals and is particularly fond of bats, so it stretches a filament over an opening that such prey might travel through. It then climbs to a hiding spot and adheres itself to the surface to rest and wait. When prey blunders into the filament, the cave fisher reels in its meal. A group of cave fishers might work together to cover a large area with filaments, but as soon as one captures potential food, every cave fisher in the area competes for the prize. If a victim escapes from the initial ambush, a cave fisher can reclaim its prey by shooting a filament out to capture it again.",
"Scarce food might draw a group of cave fishers up to the surface, into a shadowy canyon or a gloomy forest that features both native animal prey and creatures such as explorers or travelers occasionally moving through the area.",
{
"name": "Valuable Parts",
"type": "entries",
"entries": [
"Nearly every part of a cave fisher is useful after the creature has been dispatched. Cave fisher filaments can be woven into rope that is thin, tough, and nearly invisible. The creature's shell is used in the manufacture of tools, armor, and jewelry. Its blood is alcoholic and tastes like strong liquor. Several dwarven spirits include cave fisher blood, and some dwarves, especially berserkers, drink the blood straight. Cave fisher meat is edible, tasting much like crab cooked in strong wine.",
"While some folk hunt cave fishers to kill them to harvest their filaments, shells, and blood, others capture cave fisher eggs and rear the hatchlings, which can be trained to guard passages or serve as beasts of war. Cave fishers have a natural aversion to fire, since their blood is flammable. As such, Underdark denizens often use the threat of fire when training them."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Cave Fisher.webp"
},
"credit": "Shawn Wood"
}
]
},
{
"name": "Champion",
"source": "MPMM",
"entries": [
{
"type": "quote",
"entries": [
"Bountiful and overrated. You can't spit in this realm without hitting one. I have witnessed the birth, death, and unlife of more champions than I dare recount. Few are worth remembering."
],
"by": "Mordenkainen"
},
"Champions are mighty warriors who have honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their presence is courted as a sign of status among rulers.",
"A typical champion bears a coat of arms, heraldry that is associated with the champion far and wide. You may create a coat of arms for a champion or roll on the Champion's Coats of Arms table to determine it.",
{
"type": "table",
"caption": "Champion's Coat of Arms",
"colLabels": [
"d12",
"Coat of Arms"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
"1",
"Three lit candles on a purple field"
],
[
"2",
"Sea serpent coiled around a trident on a blue field"
],
[
"3",
"Hunting horn banded in gold on a gray field"
],
[
"4",
"Raised fist grasping an anchor on a quartered field of blue and white"
],
[
"5",
"Turtle with crenelated tower on its shell on a white field"
],
[
"6",
"Dragon skull supported on either side by dragon wings on a red field"
],
[
"7",
"Yellow chicken foot on a black field"
],
[
"8",
"Lightning bolt splitting a galley in two on a blue field"
],
[
"9",
"Two crouching displacer beasts facing each other on a yellow field"
],
[
"10",
"Knotted brambles on a green field"
],
[
"11",
"Red owlbear with a silver crown on a checkered field of black and white"
],
[
"12",
"Black anvil cracked down the middle on an orange field"
]
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Champion.webp"
},
"credit": "Tyler Jacobson"
}
]
},
{
"name": "Chitine",
"source": "MPMM",
"entries": [
"Dedicated to Lolth, chitines are multiarmed bipeds with arachnid qualities. Most live in colonies in the Underdark and fight the enemies of the Demon Queen of Spiders. Long ago, the cult of Lolth first subjected elf prisoners to horrible rituals that transformed them into creatures with both elven and spider traits, which their creators dubbed chitines. The intention was to create servile warriors dedicated first to the cult and then, only by association with it, to Lolth. The goddess found this arrangement unacceptable.",
"As punishment, the Spider Queen twisted her worshipers' rituals. The process usually transformed subjects into the spindly creatures her devotees expected, but occasionally, an elf changed into a choldrith: an arachnid Monstrosity able to command and create more chitines on its own. These choldriths soon led the chitines to rebel and abandon their creators, founding free colonies elsewhere in the Underdark. On occasion, though, colonies can be found in remote, gloomy areas of the surface world, warring against Lolth's enemies.",
"The cult of Lolth still creates chitines as the need arises. Outside the presence of a choldrith, chitines make good workers, and they can be useful if the cult finds an independent chitine colony and want to infiltrate it. If the creation process yields a choldrith, though, the cult destroys the creature.",
"As servants of Lolth, chitines love spiders. They rear spiders and similar arachnids, such as cave fishers (also in this book). Chitine colonies erect shrines to Lolth that serve as beacons, attracting spiders and other beings that serve her. Anywhere chitines set up a colony quickly becomes a webshrouded, gloomy, and treacherous place.",
"Chitines resemble spiders, but they behave more like social insects such as ants. They are divided into worker and warrior castes; choldriths, when present, occupy the top levels of a colony's hierarchy. Each chitine has a social position that comes with duties related to that rank, and all are expected to sacrifice themselves to protect the colony's choldriths. Every chitine has spinnerets and slowly produces webbing that is used to build floors, walls, structures, objects, and traps that benefit the colony. A warrior might be responsible for crafting web armor (which is as tough as hide or leather), while a group of workers might be tasked to dig pit traps and cover them with fragile webbing disguised with loose dirt to appear as a solid surface."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Chitine.webp"
},
"credit": "Shawn Wood"
}
]
},
{
"name": "Choker",
"source": "MPMM",
"entries": [
"The choker is a subterranean predator far more dangerous than its small size and spindly, rubbery limbs would suggest.",
"Chokers have cartilage rather than a bony skeleton. This flexible internal structure enables them to easily slip into narrow fissures and niches in the walls of their cavern homes. They lurk in these spots, silent and unseen, waiting for prey to happen by.",
"A choker's usual method for luring prey involves positioning the body of its latest catch just outside its hiding spot. Whenever it gets hungry, it tears off a few chunks of flesh to feed itself. In the meantime, the corpse serves to entice other curious folk\u2014explorers from the surface world, drow, duergar, or the choker's favorite prey, goblins\u2014to come within reach.",
"When a target presents itself, the choker's starfish-shaped hands dart out of its hiding spot, wrap around the victim's throat, and pin the unfortunate creature against the cavern wall. Because its arms are so long, the choker can keep its body deep inside the crevice where it hides, beyond the reach of most normal weapons.",
"Chokers tend to set their ambushes alone, rather than working in concert, but where one choker is found, others are likely to be nearby. They communicate through eerie, keening howls that travel long distances through caves and tunnels but are difficult to identify or locate in a typical echo-filled cavern."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Choker.webp"
},
"credit": "Christopher Burdett"
}
]
},
{
"name": "Choldrith",
"source": "MPMM",
"entries": [
"Choldriths are monstrous spiderlike creatures originally created to serve Lolth. They rule colonies of chitines (in this book) and lead them into battle in Lolth's war against her enemies.",
"When devotees of Lolth created the first chitines, she watched as her followers used arcane magic and demonic powers and invoked her aid for the divine spark needed to ensure the subjects' survival, expecting to see these new abominations dedicated solely to her, but the devotees performed no such ritual. As revenge for the devotees' betrayal, the Spider Queen manipulated the creation rituals so that they sometimes created choldriths instead of chitines.",
"At first, these devotees were unaware that the new creatures, which they dubbed choldriths, were signs of Lolth's wrath. Instead, they were pleased, because choldriths could lay eggs that birthed more chitines (and the rare choldrith) and could direct the chitines in their work. But the devotees soon realized their mistake\u2014choldriths belonged to Lolth, body and soul. Choldriths whispered to the chitines of their adoration of the Spider Queen and their enmity against their creators, and led them in a successful revolt.",
"Choldriths are born with a mystical connection to Lolth, which gives them divine magic. They also make up the ruling caste of most chitine colonies. A colony can support numerous choldriths, who serve as commanders, priests, and supervisors. The choldriths continually jockey for position, although they rarely confront one another in a way that puts the colony at risk. The colony is ruled by a sovereign, who determines which colony members perform which tasks, including whether a choldrith is permitted to lay eggs. Sometimes a choldrith ruler receives a vision from Lolth that inspires the entire colony into some grand, often violent, action."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Choldrith.webp"
},
"credit": "Shawn Wood"
}
]
},
{
"name": "Clockwork Bronze Scout",
"source": "MPMM",
"_copy": {
"name": "Clockworks",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"A bronze scout seldom emerges from underground. Its telescoping eyestalks observe foes at close range while most of its segmented body remains buried. If detected, it sends electrical shocks through the ground toward pursuers while it retreats."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Clockwork Bronze Scout.webp"
},
"credit": "Justin Gerard"
}
]
},
{
"name": "Clockwork Iron Cobra",
"source": "MPMM",
"_copy": {
"name": "Clockworks",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"An iron cobra is exactly what its name implies: a metal snake with a poisonous bite. Gnomes load this clockwork with alchemical concoctions that can paralyze creatures and cloud the mind."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Clockwork Iron Cobra.webp"
},
"credit": "Justin Gerard"
}
]
},
{
"name": "Clockwork Oaken Bolter",
"source": "MPMM",
"_copy": {
"name": "Clockworks",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"No ordinary ballista, an oaken bolter is a Construct capable of striking at long distances. The bolts it launches can rend flesh, destroy armor, or drag enemies toward traps or melee-oriented clockworks\u2014and at shorter ranges, burst with explosive force."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Clockwork Oaken Bolter.webp"
},
"credit": "Justin Gerard"
}
]
},
{
"name": "Clockwork Stone Defender",
"source": "MPMM",
"_copy": {
"name": "Clockworks",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"The thick plates of stone riveted onto a stone {@item defender} give it substantial protection. Its chief role is as a bodyguard."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Clockwork Stone Defender.webp"
},
"credit": "Justin Gerard"
}
]
},
{
"name": "Clockworks",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Clockworks",
"entries": [
"Gnomes' tinkering with magic and mechanical devices has produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations.",
{
"name": "Individual Designs",
"type": "entries",
"entries": [
"Gnome artisans prefer unique clockworks over perfectly functioning ones that copy too much from other creations. A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.",
{
"type": "table",
"caption": "Clockwork Enhancements",
"colLabels": [
"d10",
"Enhancement"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
"1",
"{@b Camouflaged.} The clockwork gains proficiency in {@skill Stealth} if it lacks that proficiency. While motionless, it is indistinguishable from a stopped machine."
],
[
"2",
"{@b Sensors.} The range of the clockwork's {@sense darkvision} increases by 60 feet, and it gains proficiency in {@skill Perception} if it lacks that proficiency."
],
[
"3",
"{@b Fortified.} The clockwork's AC increases by 2."
],
[
"4",
"{@b Increased Speed.} The clockwork's speed increases by 10 feet."
],
[
"5",
"{@b Reinforced Construction.} The clockwork has resistance to force, lightning, and thunder damage."
],
[
"6",
"{@b Self-Repairing.} If the clockwork starts its turn with fewer than half its hit points but at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn."
],
[
"7",
"{@b Sturdy Frame.} The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice."
],
[
"8",
"{@b Suction.} The clockwork gains a climbing speed of 30 feet."
],
[
"9",
"{@b Vocal Resonator.} The clockwork gains the ability to speak rudimentary Common or Gnomish."
],
[
"10",
"{@b Water Propulsion.} The clockwork gains a swimming speed of 30 feet."
]
]
},
{
"type": "table",
"caption": "Clockwork Malfunctions",
"colLabels": [
"d8",
"Malfunction"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
"1",
"{@b Faulty Sensors.} Roll a {@dice d6} at the start of the clock work's turn. If you roll a 1, the clockwork is {@condition blinded} until the end of its turn."
],
[
"2",
"{@b Flawed Targeting.} Roll a {@dice d6} at the start of the clock work's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn."
],
[
"3",
"{@b Ground Fault.} The clockwork has vulnerability to lightning damage."
],
[
"4",
"{@b Imprinting Loop.} Roll a {@dice d6} at the start of the clock work's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks or dam ages it."
],
[
"5",
"{@b Limited Steering.} The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn."
],
[
"6",
"{@b Overactive Sense of Self-Preservation.} If the clock work has half its hit points or fewer at the start of its turn in combat, roll a {@dice d6}. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting."
],
[
"7",
"{@b Overheats.} Roll a {@dice d6} at the start of the clockwork's turn. If you roll a 1, the clockwork is {@condition incapacitated} until the end of its turn."
],
[
"8",
"{@b Rusty Gears.} The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet."
]
]
}
]
}
]
}
]
},
{
"name": "Cloud Giant Smiling One",
"source": "MPMM",
"entries": [
"Smiling ones are cloud giants who honor and emulate the craftiness and deceit of the deity Memnor above all else. They are tricksters supreme who use sleight of hand, deception, misdirection, and magic in their pursuit of wealth. They also possess a flair for unpredictability and a wicked sense of humor. Smiling ones overstep all bounds of decorum with their behavior, doing and saying things that even other knavish folk consider beneath their dignity.",
"Smiling ones take their name from the strange two-faced masks they wear. The smiling half of the face often looks more like a smirk or a triumphant sneer than a pleasant grin. The frowning half represents the displeasure smiling ones feel about cloud giants' place in the ordning\u2014second to storm giants. The masks serve as symbols of smiling ones' devotion and also conceal their wearers' true facial expressions."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Cloud Giant Smiling One.webp"
},
"credit": "Eric Belisle"
}
]
},
{
"name": "Conjurer Wizard",
"source": "MPMM",
"_copy": {
"name": "Wizards",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Conjurers summon creatures from other planes of existence and teleport themselves and others in the blink of an eye."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Conjurer Wizard.webp"
},
"credit": "Campbell White"
}
]
},
{
"name": "Corpse Flower",
"source": "MPMM",
"entries": [
"A corpse flower can sprout atop the grave of an evil necromancer or the remains of powerful Undead creatures. Unless it is uprooted and burned while it is still a seedling, the corpse flower grows to enormous size over several weeks, then tears itself free of the earth and begins scavenging Humanoid corpses from battlefields and graveyards. Using its fibrous tentacles, it stuffs the remains into its body to sustain and repair itself. The plant has a malevolent bent and despises the living.",
"With or without corpses nested in its body, a corpse flower exudes a stench of decay that can overwhelm the senses of nearby creatures, causing them to become nauseated. The stench, which serves as a defense mechanism, fades {@dice 2d4} days after the corpse flower dies."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Corpse Flower.webp"
},
"credit": "Shawn Wood"
}
]
},
{
"name": "Cranium Rat",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Cranium Rat",
"entries": [
"Mind flayers create cranium rats by bombarding rats with psionic energy. Cranium rats are somewhat smarter than ordinary rats and behave as such. If enough cranium rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm's constituents. The rats become smarter as a result, and retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm psionic powers.",
"A single cranium rat uses its natural telepathy to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically \"speaks\" as one creature, often referring to itself using the collective pronouns \"we\" and \"us.\" Some mind flayer colonies use cranium rats as spies. The rats invade communities and act as eyes and ears for the colony's elder brain, transmitting their thoughts when they swarm and are within range of the elder brain's telepathy."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Swarm of Cranium Rats.webp"
},
"credit": "Marco Nelor"
}
]
},
{
"name": "Darkling",
"source": "MPMM",
"_copy": {
"name": "Darklings",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"The Summer Queen's curse causes a darkling's body to absorb light, which wizens the creature, much like the effect of rapid aging. For this reason, darklings cover their entire bodies with clothing when exposure to light is a risk. The light darklings absorb over the course of their lives explodes outward when they die, incinerating the creatures and much of their possessions."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Darkling.webp"
},
"credit": "Brian Valeza"
}
]
},
{
"name": "Darkling Elder",
"source": "MPMM",
"_copy": {
"name": "Darklings",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"A wise and respected darkling can undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling away some of the darkling's absorbed light. If the ritual succeeds, the darkling grows into a taller, elf-like form. The darkling perishes if the ritual fails."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Darkling Elder.webp"
},
"credit": "Brian Valeza"
}
]
},
{
"name": "Darklings",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Darklings",
"entries": [
"Ancient legends speak of a seelie fey who betrayed the Summer Queen. In the Summer Queens' wrath, she cursed every member of his house. The seelie fey's true name has been stricken from history, but the stories call him Dubh Catha (\"Dark Crow\" in Common), and other Fey refer to the house's descendants as dubh sith\u2014\"darklings.\" Darklings dwell in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins."
]
}
]
},
{
"name": "Death Kiss",
"source": "MPMM",
"entries": [
"A death kiss is a lesser beholder that can come into being when a true beholder has a vivid nightmare about losing blood. Its coloration and shape resemble those of the beholder that dreamed it into existence, but its hue is more muted, and instead of magical eye rays, it has ten long tentacles, each ending in a mouth full of teeth. It can speak through any of its tentacle-maws in a high-pitched, nasal voice.",
"Death kisses fear true beholders, which can easily kill or subdue them. Lacking the egotism of their stronger kin, a death kiss usually submits to the rule of its creator or any other beholder it encounters, but it tries to escape as soon as the beholder is preoccupied.",
"A death kiss consumes ingested blood, which it also uses to heal and generate electrical energy inside its body. Terrified of dying from starvation, it obsessively drains even little creatures such as rats, leaving behind a trail of bloodless corpses. When underground, it uses its tentacles as feelers, prodding and examining the environment in all directions. Above ground, it usually keeps its tentacles retracted when on the hunt, then lashes out with them to catch opponents off guard.",
"A death kiss lacks the combat finesse and intelligence of a true beholder. In most cases, it simply latches on to its prey with one or more of its tentacles and drains blood until the prey collapses. If it's in a superior position and its foe poses no threat, it might toy with its food, drawing out its prey's death. A death kiss prefers to hunt alone. If it meets another of its kind, it might fight, flee, or team up, depending on its health and pride."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Death Kiss.webp"
},
"credit": "Cory Trego-Erdner"
}
]
},
{
"name": "Deathlock",
"source": "MPMM",
"_copy": {
"name": "Deathlocks",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"An overpowering urge to serve consumes the mind of a newly awakened deathlock. Any goals and ambitions it had in life that don't please its patron fall away as its master's desires become the purpose that drives it. The deathlock immediately resumes work on its patron's behalf.",
"Whatever the goal, it always reflects the patron's interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a Fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One might hunt for the materials needed to call forth a horrifying entity into the world. To accomplish a difficult goal, the deathlock might be forced to serve another powerful creature or might need to gather servants of its own."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Deathlock.webp"
},
"credit": "Cory Trego-Erdner"
}
]
},
{
"name": "Deathlock Mastermind",
"source": "MPMM",
"_copy": {
"name": "Deathlocks",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Though deathlocks exist to serve their patrons, they retain some freedom when it comes to devising tactics and carrying out plans. Powerful deathlocks recruit lesser creatures to help them carry out their missions, becoming the masterminds behind vast conspiracies and intrigues that culminate in the accomplishment of great acts of evil."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Deathlock Mastermind.webp"
},
"credit": "Cory Trego-Erdner"
}
]
},
{
"name": "Deathlock Wight",
"source": "MPMM",
"_copy": {
"name": "Deathlocks",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Deprived of much of its magic as a special punishment, a deathlock wight lingers between the warlock it was and the wretched existence of a wight."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Deathlock Wight.webp"
},
"credit": "Wayne England"
}
]
},
{
"name": "Deathlocks",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Deathlocks",
"entries": [
"The forging of a pact between a warlock and a patron is no minor occasion\u2014at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul Undead driven to serve its otherworldly patron.",
"An powerful necromancer might also discover the wicked methods of creating a deathlock and then subjugate it, acting as the deathlock's patron."
]
}
]
},
{
"name": "Deep Rothé",
"source": "MPMM",
"_copy": {
"name": "Cattle",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Deep rothe are Underdark cattle that communicate with one another using the dancing lights spell. Some scholars speculate that rothe came originally from the Feywild and brought the ability to cast the spell with them. Other sages attribute the ability to the centuries rothe have spent in the Underdark, where ambient magic slowly transforms everything."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Deep Rothe.webp"
},
"credit": "Sam Wood"
}
]
},
{
"name": "Deep Scion",
"source": "MPMM",
"entries": [
"Deep scions began life as people who were stolen from shore or saved from sinking ships and offered a terrible bargain by an undersea power: surrender, body and soul, or drown. Those who submit are subjected to an ancient ritual widespread among evil aquatic creatures. Its methods are painful and the result never certain, but when it works, the magic transforms an air-breathing person into a shapeshifter that can take on an aquatic form.",
"A deep scion emerges from the depths in service to their underwater master, which is likely a kraken or some other ancient being of the deep. While wearing the mind and body of the person they once were as a sort of mask, the creature is bent on fulfilling their master's desires. Sometimes a deep scion returns to their former home\u2014unexpectedly found alive when all hope was lost. At other times the deep scion takes on a new identity. In any case, it is the deep scion's duty to infiltrate the air-breathing world and report back to their master. When set to this task, a deep scion worms their way into the life of an unsuspecting enemy as a new friend, a lover, the perfect candidate for a job, or some other role that enables the minion to carry out their master's commands.",
"The training to which a deep scion is subjected rids it of empathy for those they spy on. Though a deep scion might behave as though infatuated, laugh at the joke of a friend, or appear incensed at some injustice, each of these acts is artificial to the deep scion, a means to an end. The creature believes that their true form is the shape they take when they return to the sea they think of as home. Ironically, however, a deep scion that is killed when in their piscine form is stripped of the magic that enabled them to transform, leaving behind the corpse of the person the deep scion once was."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Deep Scion.webp"
},
"credit": "Brynn Metheney"
}
]
},
{
"name": "Deinonychus",
"source": "MPMM",
"entries": [
"This larger cousin of the velociraptor kills by gripping its target with its claws and feeding."
]
},
{
"name": "Demogorgon",
"source": "MPMM",
"entries": [
{
"type": "quote",
"entries": [
"Are two heads better than one? In Demogorgon's case, the two double the horror and the chaos."
],
"by": "Mordenkainen"
},
"Prince of Demons, the Sibilant Beast, and Master of the Spiraling Depths, Demogorgon is the embodiment of chaos, confusion, and destruction, seeking to corrupt all that is good and undermine order in the multiverse, to see everything dragged howling into the infinite depths of the Abyss.",
"The demon lord is a meld of different forms. He has a saurian lower body and clawed, webbed feet; suckered tentacles sprout from the shoulders of his great apelike torso, which is surmounted by two hideous simian heads named Aameul and Hathradiah. Their gaze brings bewilderment and confusion to any who confront them.",
"Similarly, the spiraling Y sign of Demogorgon's cult drives those who contemplate it for too long to delirium. As a result, all followers of the Prince of Demons break with reality sooner or later.",
{
"type": "entries",
"name": "Cultists of Demogorgon",
"entries": [
"{@note See the {@cult Cult of Demogorgon|MPMM} entry.}"
]
},
{
"type": "entries",
"name": "Demogorgon's Lair",
"entries": [
"Demogorgon makes his lair in a palace called Abysm, found on a layer of the Abyss known as the Gaping Maw. Demogorgon's lair is a place of confusion and duality; the portion of the palace that lies above water takes the form of two serpentine towers, each crowned by a skull-shaped minaret. There, Demogorgon's heads contemplate the mysteries of the arcane while arguing about how best to obliterate their rivals. The bulk of this palace extends deep underwater, in chill and darkened caverns."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Demogorgon.webp"
},
"credit": "Richard Whitters"
}
]
},
{
"name": "Derro",
"source": "MPMM",
"entries": [
{
"type": "quote",
"entries": [
"Mind flayers must be stopped. They have visited horrors on countless worlds, and entire groups of people have been mutated by illithid experiments. Such are the derro.",
"Whenever I've met them, I refuse to fight, no matter how violent they might be. I think of the dwarves they once were. and I must confess that even I have shed tears."
],
"by": "Mordenkainen"
},
"Derro slink through the subterranean realms, seeking places that are safe from the perils of the Underdark. Equal parts fearful and vicious, bands of these dwarf-kin prey on those weaker than themselves, while giving simpering obeisance to any creatures they deem more powerful. A lone derro may seem pitiable, but a cackling, spitting, growling, howling horde of them is horrifying to behold.",
"Fractious in groups and individually weak, derro would have died out long ago but for two elements of their character. They are cautious and distrustful, which serves them well as they navigate the dangers of the Underdark and its societies. They also have a stronger-than-normal tendency to develop sorcerous power. Individuals who do so usually serve as leaders and are known as savants.",
"Grandiose fantasies and rampant fanaticism have obscured derro's true origin, even among themselves. Most dwarves don't recognize derro as kin, but the legends that derro tell about their people and the story that duergar believe share a grain of truth. According to the histories of some duergar, derro are descended from a dwarven community that was left behind when the others escaped the rule of mind flayers. These remnants were so distorted by the mind flayers' psionic power that the dwarves became Aberrations.",
"Derro tell their own stories of flight and survival in the Underdark, in which mind flayers aren't always the enemy. They tell of two brothers, the gods Diirinka and Diinkarazan, and of how Diirinka cleverly betrayed his sibling so that he could steal magical power from the evil they escaped. The danger the brothers are said to face in this legend varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Derro Savant.webp"
},
"credit": "Bryan Syme"
}
]
},
{
"name": "Derro Savant",
"source": "MPMM",
"_copy": {
"name": "Derro",
"source": "MPMM"
}
},
{
"name": "Devourer",
"source": "MPMM",
"entries": [
"Of all the abominations unleashed by {@creature Orcus|MPMM}, devourers are among the most feared. These tall, mummy-like Undead wander the planes, consuming souls and spreading Orcus's creed of replacing all life with everlasting death.",
"A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot-tall, desiccated biped with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the devourer's first foray into the planes. Most devourers remain in the Abyss or on the Astral or Ethereal Plane, pursuing Orcus's schemes and interests in those realms. When Orcus sends devourers to the Material Plane, he often sets them on a mission to create, control, and lead a plague of Undead. {@creature skeleton||Skeletons}, {@creature zombie||zombies}, {@creature ghoul||ghouls}, {@creature ghast||ghasts}, and {@creature shadow||shadows} are particularly attracted to the presence of a devourer.",
"Devourers hunt Humanoids with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an Undead servitor of the monster that spawned it."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Devourer.webp"
},
"credit": "Shawn Wood"
}
]
},
{
"name": "Dhergoloth",
"source": "MPMM",
"entries": [
{
"type": "quote",
"entries": [
"A dhergoloth's head doesn't turn along with its furiously spinning torso, and its torso can spin a different direction from its dancing legs.",
"I'd like to vivisect one a some point to find out how this can be."
],
"by": "Mordenkainen"
},
"A kind of yugoloth, dhergoloths rush into battle like whirlwinds of destruction, lashing out with the five sets of claws that extend from their squat, barrel-shaped bodies. They take contracts to put down uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their gleeful laughter rising above their victims' screams.",
"Since dhergoloths are little more than brutes, employers must use caution when instructing them. They can handle simple orders that don't take a lot of time to resolve. When given anything complex to do, however, they either forget what they're told or don't listen in the first place, and then bungle the task that was set for them."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Dhergoloth.webp"
},
"credit": "Claudio Pozas"
}
]
},
{
"name": "Dimetrodon",
"source": "MPMM",
"entries": [
"This sail-backed reptile is commonly found in areas where dinosaurs live. It hunts on shores and in shallow water, filling a similar role to a crocodile."
]
},
{
"name": "Dire Troll",
"source": "MPMM",
"_copy": {
"name": "Trolls",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Trolls kill and eat almost anything\u2014including, in rare cases, other trolls. This cannibalism has the effect of causing a troll to grow to an unusually large size. The resulting dire trolls crave more and more troll flesh to fuel their continued growth.",
"Dire trolls also increase their size by grafting flesh onto themselves. When a slab of quivering troll flesh is bound against a fresh wound on a dire troll, the dire troll's regenerative capacity incorporates the new mass into the troll's own musculature. Even more horrifying are the multiple arms, eyes, claws, and organs that dire trolls tear from their victims and graft onto themselves in this manner."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Dire Troll.webp"
},
"credit": "Ralph Horsley"
}
]
},
{
"name": "Diviner Wizard",
"source": "MPMM",
"_copy": {
"name": "Wizards",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Diviners peer into the future and know that knowledge is power. They might act aloof and mysterious, hinting at omens and secrets, or they might be know-it-alls, spilling insights to advance their own status."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Diviner Wizard.webp"
},
"credit": "Alix Branwyn"
}
]
},
{
"name": "Dolphin",
"source": "MPMM",
"_copy": {
"name": "Dolphins",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Dolphins are symbols of wisdom and playfulness among the sea folk of many worlds. Found in oceans and in the Elemental Plane of Water, dolphins are befriended by druids and rangers, and many tales speak of dolphins that appeared out of nowhere to protect swimmers from sharks and other aquatic predators."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Dolphin.webp"
},
"credit": "Brynn Metheney"
}
]
},
{
"name": "Dolphin Delighter",
"source": "MPMM",
"_copy": {
"name": "Dolphins",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"In the Feywild, dolphin delighters brighten the moods of those who travel the seas of the Domains of Delight. Telepathically singing sea chanteys, these dolphins leap and teleport through the luminous waters of Faerie and the Material Plane, and they are faithful allies to any who battle the forces of gloom and brutality under the waves.",
"Dolphin delighters often accompany groups of sea elves, tritons, and tortles as guardians and friends."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Dolphin Delighter.webp"
},
"credit": "Brynn Metheney"
}
]
},
{
"name": "Dolphins",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Dolphins",
"entries": [
"Dolphins are clever, social marine mammals that feed on small fish and squid. An adult specimen is between 5 and 6 feet long."
]
}
]
},
{
"name": "Draegloth",
"source": "MPMM",
"entries": [
"A draegloth is a demon created by an elf priest of Lolth in an unholy, dangerous ritual in which it is infused with the fey essence of the creator and the fiendish essence of a {@creature glabrezu}. This ritual rarely succeeds, but Lolth's faithful consider it worth the risk, as the resulting creature is gifted with innate magic and physical might. The draegloth usually serves its creator, lending its thirst for destruction to the creator's plans to triumph over rivals.",
"A draegloth is an ogre-sized, four-armed biped with purple skin and pale hair. Two of its arms are muscular, tipped with sharp claws; the other two are the size and shape of an elf's arms, capable of delicate movements. Although the creature is heavily muscled, it is graceful like an elf. Its bestial face features glowing red eyes, a doglike snout, and a mouth full of sharp teeth.",
"Among the drow noble houses of Menzoberranzan in the Forgotten Realms, a high priestess's successful creation of a draegloth is seen as a sign of Lolth's favor toward her house\u2014and a sign of the demon lord's disregard for the family's rivals, who were not thus gifted. The creation prompts the leaders of the house to begin crafting new plans to strike at its rivals when the draegloth is fully grown. These plans use the draegloth in a significant role, because its abilities can turn the tide in a battle against a house that doesn't have a draegloth of its own.",
"Although draegloths plays an important part in the plans of Lolth's cult, a draegloth can't rise above the status of a favored servant to a priest in that cult. Before a draegloth is given any duties, it receives instruction in accepting the role set for it and not challenging authority. Most draegloths fiercely resent being given orders, but thanks to their training, they typically take out their frustration on their creator's enemies, rather than on their creator. A draegloth that can't suppress its ambitions might abandon its creator and strike out on its own. Whether these rebellious draegloths are part of Lolth's plan for sowing chaos is unclear."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Draegloth.webp"
},
"credit": "Conceptopolis"
}
]
},
{
"name": "Drow Arachnomancer",
"source": "MPMM",
"entries": [
"Drow spellcasters who seek to devote themselves wholly to {@deity Lolth|Drow|MTF}, the Spider Queen, sometimes walk the sinister path of the arachnomancer. By offering up body and soul to Lolth, they gain tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits, channeling magic from that dread place."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Drow Arachnomancer.webp"
},
"credit": "Zuzanna Wuzyk"
}
]
},
{
"name": "Drow Favored Consort",
"source": "MPMM",
"entries": [
"Nearly every priestess of {@deity Lolth|Drow|MTF}, including the powerful {@creature drow matron mother|MPMM} in this book, takes an attractive drow as consort. Chosen as much for beauty as for magical might, a drow favored consort can hold their own in both conversation and combat. Combining the roles of advisor, protector, and beloved, some favored consorts are content with a supporting role, while more ambitious consorts aspire to be the power behind the throne\u2014or even to claim the throne themselves.",
"Those favored consorts who prove their cunning gain the ear, and perhaps even the heart, of their priestess and are relied on to provide useful advice. No position of consort is assured for long, though; Lolth's priestesses are notoriously fickle, and a consort must often contend with rivals.",
"Some favored consorts work behind the scenes to undermine the evils encouraged by Lolth. Others can be found in Underdark cities free of Lolth's influence, where these powerful spellcasters apply their might toward ending her tyranny."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Drow Favored Consort.webp"
},
"credit": "Nikki Dawes"
}
]
},
{
"name": "Drow House Captain",
"source": "MPMM",
"entries": [
{
"type": "quote",
"entries": [
"House captains will do anything to protect their family\u2014whether that's their birth house or their platoon of scrappy rebels. I'd do anything for my (sometimes infuriating) mother and for my chosen family, so I admire their dedication."
],
"by": "Tasha"
},
"A drow house captain leads the troops of an Underdark faction, whether defending a stronghold or leading forces against enemies. These officers make extensive study of strategy and tactics to become effective leaders in battle.",
"Among Lolth's devotees in the city of Menzoberranzan in the Forgotten Realms, each noble house entrusts the leadership of its military forces to a house captain, who is typically the first or second son of a drow matron mother. Elsewhere drow house captains fight in the war against Lolth, often allying with duergar and others who also wish to rid their subterranean world of that god's malevolence."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Drow House Captain.webp"
},
"credit": "Nikki Dawes"
}
]
},
{
"name": "Drow Inquisitor",
"source": "MPMM",
"entries": [
"Lolth's worshipers expect treachery\u2014the Spider Queen encourages it, after all. A certain amount of backstabbing and double-crossing can be managed, but too much can undermine an entire community. To keep some semblance of order and to root out traitors, priestesses of Lolth employ inquisitors. Inquisitors are chosen from the ranks of the priesthood, and their authority is equaled only by that of the {@creature drow matron mother|MPMM|drow matron mothers} (also in this book) of the noble houses. Anyone they decide is at odds with the hierarchy faces painful interrogation and usually an excruciating death."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Drow Inquisitor.webp"
},
"credit": "Nikki Dawes"
}
]
},
{
"name": "Drow Matron Mother",
"source": "MPMM",
"entries": [
"Among drow followers of {@deity Lolth|Drow|MTF}, each noble house is led by a matron mother, an influential priestess of Lolth charged with carrying out the god's will while also advancing the interests of the family. Matron mothers embody the scheming and treachery associated with the Queen of Spiders. Each stands at the center of a vast conspiratorial web, with demons, spiders, and conscripted soldiers positioned between them and their enemies. Although matron mothers command great power, that power depends on maintaining the Spider Queen's favor, and the goddess sometimes capriciously takes back what she has given. The stat block here represents a matron mother at the height of her power.",
"A matron mother is almost never encountered alone. She is typically accompanied by a {@creature drow favored consort|MPMM} and a {@creature drow house captain|MPMM}, each of whom appears in this book. Other Underdark creatures might also be in the priestess's presence, providing protection or advice.",
{
"type": "entries",
"name": "Mothers of Rebellion",
"page": 103,
"entries": [
"Some matron mothers renounce {@deity Lolth|Drow|MTF} and join the war against their former goddess. Such drow could be of any alignment, and they lose the following abilities in the stat block: Lolth's Fickle Favor, Summon Servant, and Compel Demon. Even without these abilities, drow matron mothers are formidable opponents, and several of them hold positions of great influence in the Underdark armies arrayed against the followers of Lolth."
]
},
{
"type": "entries",
"name": "A Matron Mother's Lair",
"page": 103,
"entries": [
"The palace of a drow matron mother is her home and fortress. Sigils throughout the building allow the matron mother to use the following lair actions while within it.",
"Any temple of {@deity Lolth|Drow|MTF} also functions as a matron mother's lair while she is inside it, unless she has renounced Lolth or another matron mother is present. When two or more matron mothers gather within a temple of their goddess, none of them can use it as their lair."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Drow Matron Mother.webp"
},
"credit": "Zuzanna Wuzyk"
}
]
},
{
"name": "Drow Shadowblade",
"source": "MPMM",
"entries": [
"Drow shadowblades steal down the dim passages of the Underdark, bound on errands of mayhem. They protect enclaves and Underdark cities from enemies and track down thieves who make off with prized treasures. In the city of Menzoberranzan in the Forgotten Realms, noble houses often employ shadowblades to eliminate rivals from other houses. In communities free of Lolth's sway, they serve as spies tasked with foiling the plots of that demon lord's cult. In any role they take on, they move undetected until the moment they attack\u2014and then they are the last thing their victims see.",
"A shadowblade gains their powers over shadow via a ritual in which they kill a shadow demon and mystically prevent it from re-forming in the Abyss, siphoning its essence into themselves."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Drow Shadowblade.webp"
},
"credit": "Zuzanna Wuzyk"
}
]
},
{
"name": "Duergar",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Duergar",
"entries": [
{
"type": "quote",
"entries": [
"Duergar architecture is remarkable for its brutalist grandeur. It is not a style I would use for my towers\u2014I prefer gold, gems, and tracery\u2014but I admire the boldness of dwarven stonework."
],
"by": "Mordenkainen"
},
{
"type": "quote",
"entries": [
"The mental power that duergar wield was given to them by illithids. But why would illithids create servants who could turn invisible or grow to ogre size?",
"Most likely because those servants would excel at herding their masters' other minions. In retrospect, it seems arguable that duergar escaped bondage because their jailers had given them the keys."
],
"by": "Mordenkainen"
},
"Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors' captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a profound gloom. In some, this strain of sorrow inspires works of grand but melancholic beauty, while in others, it manifests as rage.",
"Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training dangerous Underdark creatures as mounts.",
"Denigrated by some as joyless, duergar are in fact deeply passionate in all that they do\u2014even if that passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they're exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very community-minded\u2014in the Underdark, all must cooperate to survive.",
"Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose."
]
}
]
},
{
"name": "Duergar Constructs",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Duergar Constructs",
"entries": [
"Creative duergar engineers have built numerous war machines, including some that can be fused with a duergar. Such a duergar-machine hybrid is fueled by the duergar's psionic energy, and the duergar inside the machine can psychically channel pain into power when attacked.",
"These machines are deployed to assist with construction projects and war. Some duergar bravely volunteer to become hybrids, while other duergar are forced into the fusion by Underdark tyrants. Unless incapacitated, the duergar inside a machine can extricate themself from it over the course of a short rest, completing the process at the rest's end."
]
}
]
},
{
"name": "Duergar Despot",
"source": "MPMM",
"_copy": {
"name": "Duergar",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Duergar despots replace parts of their bodies with mechanical devices that they control through their psionic abilities."
]
}
}
}
}
},
{
"name": "Duergar Hammerer",
"source": "MPMM",
"_copy": {
"name": "Duergar Constructs",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"The duergar hammerer is a digging machine and siege engine, used to dig tunnels and besiege enemy fortifications."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Duergar Hammerer.webp"
},
"credit": "David Sladek"
}
]
},
{
"name": "Duergar Kavalrachni",
"source": "MPMM",
"_copy": {
"name": "Duergar",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Kavalrachni are duergar cavalry trained to fight while riding {@creature female steeder|MPMM|female steeders} (in this book) or other Underdark creatures as mounts."
]
}
}
}
}
},
{
"name": "Duergar Mind Master",
"source": "MPMM",
"_copy": {
"name": "Duergar",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Wearing fearsome masks, duergar mind masters usually operate as spies, both inside and beyond a duergar stronghold. Their psionically augmented abilities enable them to see through illusions with ease and shrink down to miniature size to spy on their targets."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Duergar Mind Master.webp"
},
"credit": "Mark Behm"
}
]
},
{
"name": "Duergar Screamer",
"source": "MPMM",
"_copy": {
"name": "Duergar Constructs",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"A duergar screamer uses sonic energy to grind rock into dust and to hurl invaders to the ground."
]
}
}
}
}
},
{
"name": "Duergar Soulblade",
"source": "MPMM",
"_copy": {
"name": "Duergar",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Soulblades are duergar combatants whose mastery of psionics allows them to manifest blades of psychic energy to slice apart their foes."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Duergar Soulblade.webp"
},
"credit": "Daarken"
}
]
},
{
"name": "Duergar Stone Guard",
"source": "MPMM",
"_copy": {
"name": "Duergar",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Stone guards are elite troops deployed in small numbers to bolster war bands of regulars or organized into elite strike forces for specific missions."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Duergar Stone Guard.webp"
},
"credit": "Mark Behm"
}
]
},
{
"name": "Duergar Warlord",
"source": "MPMM",
"_copy": {
"name": "Duergar",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"A warlord is cunning, inspiring, and merciless in equal parts. A skilled leader in battle, the warlord can use spikes of psionic energy to compel the warriors they command to fight harder."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Duergar Warlord.webp"
},
"credit": "Daarken"
}
]
},
{
"name": "Duergar Xarrorn",
"source": "MPMM",
"_copy": {
"name": "Duergar",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Xarrorn are specialists who construct weapons using a mixture of alchemy and psionics."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Duergar Xarrorn.webp"
},
"credit": "Daarken"
}
]
},
{
"name": "Dybbuk",
"source": "MPMM",
"entries": [
"Dybbuks are demons that terrorize mortals on the Material Plane by possessing corpses and giving them a semblance of life, after which the demons use them to engage in a range of sordid activities.",
"In their natural form, dybbuks appear as translucent flying jellyfish, trailing long tentacles as they move through the air. They rarely travel in this fashion, however. Instead, a dybbuk possesses a suitable corpse as a vehicle, rousing the body from death. Dybbuks delight in terrorizing other creatures by making their host bodies behave in horrifying ways\u2014throwing up gouts of blood, excreting piles of squirming maggots, and contorting their limbs in impossible ways as they scuttle across the ground."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Dybbuk.webp"
},
"credit": "Aaron Miller"
}
]
},
{
"name": "Earth Elemental Myrmidon",
"source": "MPMM",
"_copy": {
"name": "Elemental Myrmidons",
"source": "MPMM"
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Earth Elemental Myrmidon.webp"
},
"credit": "Filip Burburan"
}
]
},
{
"name": "Eidolon",
"source": "MPMM",
"entries": [
"To protect sites they deem holy, gods often rely on eidolons, ghostly spirits bound to safeguard a sacred place. Forged from the souls of those with unwavering devotion, eidolons stalk temples and vaults to ensure that no enemy defiles, damages, or plunders these sites. If an enemy sets foot inside a warded location, the {@creature eidolon|MPMM} plunges into a {@creature sacred statue|MPMM|statue} specially prepared to house its soul; it then animates this effigy and uses the statue to drive out the intruders."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Sacred Statue.webp"
},
"credit": "Christopher Burdett"
}
]
},
{
"name": "Eladrin",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Eladrin",
"entries": [
{
"type": "quote",
"entries": [
"If an autumn eladrin invites you over for dinner, come with an empty stomach. Their goodwill extends to heaping portions.",
"Note to self: send some of my spring eladrin friends to visit Mordenkainen. That'll teach him to lighten up."
],
"by": "Tasha"
},
"Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by emotion\u2014and due to their magical nature, they undergo physical changes to match their changes in temperament.",
"Eladrin have spent centuries in the Feywild, and most of them have become Fey creatures as a result\u2014those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin.",
"The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week.",
{
"name": "Changeable Natures",
"type": "entries",
"entries": [
"Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided they aren't {@condition incapacitated}. When the eladrin makes this change, they use the stat block of the new season rather than their old stat block. Any damage the eladrin sustained in their previous form applies to the new form, as do any conditions or other ongoing effects affecting them."
]
}
]
}
]
},
{
"name": "Elder Brain",
"source": "MPMM",
"entries": [
"The ultimate expression of mind flayer domination, an elder brain sprawls within a vat of viscous brine, cared for by mind flayer minions as it touches the thoughts of creatures near and far. It scrawls upon the canvas of the creatures' minds, rewriting their thoughts and authoring their dreams.",
"An elder brain sustains itself by consuming the brains of other creatures. If its mind flayer servants don't bring meals directly to it, the elder brain reaches out with tendrils of thought, compelling creatures to come to it so that it can feed on them.",
"When a mind flayer perishes, the elder brain's servants feed its brain to their master, which then absorbs the knowledge and experience contained therein. Mind flayers conceive of this oneness with the elder brain as a sacred state akin to an afterlife.",
{
"name": "Hive Mind",
"type": "entries",
"entries": [
"Elder brains are so-called among non-illithids because they act as the central communication hub for an entire mind flayer colony, just as a brain does for a living body. Linked to the elder brain, the colony acts like a single organism, acting in concert as if each illithid were the digit of a hand.",
"An elder brain considers itself and its desires the most important things in the multiverse, and the mind flayers in its colony nothing more than extensions of its will. Each presides over its colony according to its own unique personality and storehouse of collected knowledge and experience. Some elder brains reign as tyrants, while others serve as sages, counselors, and repositories of information and lore for the mind flayers that protect and nourish them."
]
},
{
"name": "An Elder Brain's Lair",
"type": "entries",
"entries": [
"The lair of an elder brain lies deep in the heart of a mind flayer colony. The brain dwells in a dimly glowing brine pool filled with brackish water infused with its vital fluids and psionic energy.",
"An elder brain's ambitions are always tempered by its relative immobility. Although its telepathic senses can reach for miles, moving anywhere is always a dangerous proposition. If forced outside its brine pool, an elder brain swiftly expires, and transporting an elder brain in its pool through confining and tortuous subterranean tunnels frequently proves difficult or impossible."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Elder Brain.webp"
},
"credit": "Craig J Spearing"
}
]
},
{
"name": "Elder Oblex",
"source": "MPMM",
"_copy": {
"name": "Oblexes",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Older oblexes, called adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending these copies off to lure prey into their clutches while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to lead prey into danger or to infiltrate settlements so they can feed on superior victims."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Elder Oblex.webp"
},
"credit": "Eric Belisle"
}
]
},
{
"name": "Elder Tempest",
"source": "MPMM",
"entries": [
"Terrifying storms manifest in the bodies of elder tempests. Beings carved from clouds, wind, rain, and lightning, elder tempests assume the shape of serpents that slither through the sky. They drown the land beneath them with rain and stab the earth with lances of lightning. Punishing winds scream around them as they fly, feeding the chaos they create."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Elder Tempest.webp"
},
"credit": "Aaron Miller"
}
]
},
{
"name": "Elemental Myrmidons",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Elemental Myrmidons",
"entries": [
"Elemental myrmidons are Elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free Elementals. They exist only to follow the commands of their creators."
]
}
]
},
{
"name": "Enchanter Wizard",
"source": "MPMM",
"_copy": {
"name": "Wizards",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Enchanters know how to magically influence minds. Benign enchanters use this magic to defuse violence and sow peace, while malevolent enchanters are some of the most evil of all spellcasters."
]
}
}
}
}
},
{
"name": "Evoker Wizard",
"source": "MPMM",
"_copy": {
"name": "Wizards",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Evokers harness arcane energy to destroy. Many armies employ evokers to rain destruction down on enemy forces."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Evoker Wizard.webp"
},
"credit": "Zack Stella"
}
]
},
{
"name": "Female Steeder",
"source": "MPMM",
"_copy": {
"name": "Steeders",
"source": "MPMM"
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Female Steeder.webp"
},
"credit": "Brynn Metheney"
}
]
},
{
"name": "Fire Elemental Myrmidon",
"source": "MPMM",
"_copy": {
"name": "Elemental Myrmidons",
"source": "MPMM"
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Fire Elemental Myrmidon.webp"
},
"credit": "Filip Burburan"
}
]
},
{
"name": "Fire Giant Dreadnought",
"source": "MPMM",
"entries": [
{
"type": "quote",
"entries": [
"When I first saw a fire giant dreadnought, I doubted the giant could even move. I quickly learned my error."
],
"by": "Mordenkainen"
},
"Most fire giants value not just strength but also skill at forgecraft. The foundry is the heart of any fire giant community. It is a temple, school, proving ground, and political hub rolled into one.",
"Those whose primary virtue is brawn are usually consigned to the lowliest of tasks, such as working forge bellows or moving coal. However, the strongest among these can excel at and gain rank through a specialized role: the dreadnought.",
"Dreadnoughts are massively powerful fire giants who wield two huge shields like plow blades. These shields bear spikes on their exterior and have hollow interiors into which the dreadnought pours hot coals at the first sign of danger. Armed with these two shields, the dreadnought can present a fiery wall to any attacker. When the dreadnought has finished, often all that is left of a foe is a smoking smear on the floor.",
"When not called on to fight, dreadnoughts maintain their strength by using their shields to shove huge quantities of coal, stone, or ore about the foundry. Occasionally, dreadnoughts are called on by their superiors to accompany a war or diplomatic delegation and use their fierce and intimidating demeanor to strengthen the delegation's position."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Fire Giant Dreadnought.webp"
},
"credit": "Scott Murphy"
}
]
},
{
"name": "Firenewt Warlock of Imix",
"source": "MPMM",
"_copy": {
"name": "Firenewts",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Firenewts who serve Imix, Prince of Evil Fire, live in militaristic theocracies that revere elemental fire in its most destructive incarnation and promote aggression and cruelty. Firenewt warlocks of Imix lead these theocracies or serve as advisors to a high priest."
]
}
}
}
}
},
{
"name": "Firenewt Warrior",
"source": "MPMM",
"_copy": {
"name": "Firenewts",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"A firenewt warrior can spew fire. Many of these warriors have a close relationship with giant striders (in this book). They provide shelter, food, and breeding grounds in their lairs for giant striders, which then voluntarily serve them as mounts."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Firenewt Warrior.webp"
},
"credit": "Richard Whitters"
}
]
},
{
"name": "Firenewts",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Firenewts",
"entries": [
"Originally from the Elemental Plane of Fire, firenewts can be found on the Material Plane near hot springs and volcanoes. These amphibians need hot water to live, becoming sluggish after spending a week away from a source of moist heat. Firenewts therefore delve for sources of heat in the earth, and a firenewt lair features a network of channels and sluices to circulate hot liquid through the area."
]
}
]
},
{
"name": "Flail Snail",
"source": "MPMM",
"entries": [
"A flail snail is a creature of elemental earth that is prized for its multihued shell. It may seem harmless, but if a creature big enough to be a threat approaches too close, the snail flashes a scintillating light and attacks with its mace-like tentacles.",
"Left undisturbed, a flail snail moves slowly along the ground. It consumes everything on the surface, including rocks, sand, and soil, and it stops periodically to relish crystal growths and other large mineral deposits. It leaves behind a shimmering trail that quickly solidifies into a thin and nearly transparent layer. This glassy residue can be harvested and cut to form window panes. It can also be heated and spun into other glass objects. Some folk make a living from trailing flail snails to collect this glass.",
{
"name": "Using the Shell of a Flail Snail",
"type": "entries",
"entries": [
"A flail snail shell weighs about 250 pounds and has numerous uses. An intact shell can sell for 5,000 gp.",
"Many hunters seek the shell for its antimagic properties. A skilled armorer can make three shields from one shell. For 1 month, each shield gives its wielder the snail's Antimagic Shell trait. When the shield's magic fades, it becomes an exotic shield that is the perfect item from which to make a {@item spellguard shield}.",
"A flail snail shell can also be used to make a {@item robe of scintillating colors}. The shell is ground and added to the dye applied to the fabric. The powder is also a material component of the ritual that enchants the robe."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Flail Snail.webp"
},
"credit": "Cory Trego-Erdner"
}
]
},
{
"name": "Flind",
"source": "MPMM",
"entries": [
"When the demon lord Yeenoghu wants to create a particularly fearsome war band leader, he transforms an excep tionally strong and vicious gnoll into a demonic warrior known as a flind.",
"A war band of demon-worshiping gnolls typically contains only one flind, and that creature sets the war band's path. Because of its special connection to Yeenoghu, a flind uses demonic insight to guide the gnolls toward weak prey ripe for slaughter.",
"Unlike other leaders who might skulk behind their minions, a flind leads the charge in battle. Its flail causes wracking pain, paralysis, and disorientation in those it strikes."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Flind.webp"
},
"credit": "John Paul Balmet"
}
]
},
{
"name": "Fraz-Urb'luu",
"source": "MPMM",
"entries": [
"Fraz-Urb'luu is the Prince of {@skill Deception} and Demon Lord of Illusions. He uses every trick, every ounce of demonic cunning, to manipulate his enemies\u2014mortal and Fiend alike\u2014to do his will. Fraz-Urb'luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes.",
"Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb'luu has slowly rebuilt his power in the Abyss. He seeks the pieces of the legendary {@item staff of power} taken from him by those who imprisoned him and commands his servants to do likewise.",
"The Prince of {@skill Deception}'s true form is like that of a great gargoyle, some 12 feet tall, with an extended, muscular neck; a smiling face framed by long, pointed ears and lank, dark hair; and bat-like wings are furled against his powerful shoulders. He can assume other forms, however, from the hideous to the beautiful.",
"Many of the cultists of Fraz-Urb'luu aren't even aware they serve the Prince of {@skill Deception}, believing their master is a beneficent being and granter of wishes, some lost god or Celestial, or even another Fiend. Fraz-Urb'luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic adversaries, driving the hunters to greater and greater atrocities in the name of their cause, only to eventually reveal his true nature and claim their souls as his own.",
{
"name": "Cultists of Fraz-Urb'luu",
"type": "entries",
"entries": [
"{@note See the {@cult Cult of Fraz-Urb'luu|MPMM} entry.}"
]
},
{
"name": "Fraz-Urb'luu's Lair",
"type": "entries",
"entries": [
"Fraz-Urb'luu's lair lies within the abyssal realm of Hollow's Heart, a plain of white dust with few structures on it. The lair itself is the city of Zoragmelok, a circular fortress surrounded by adamantine walls topped with razors and hooks. Corkscrew towers loom above twisted domes and vast amphitheaters, forming a surreal and disorienting cityscape.",
"The challenge rating of Fraz-Urb'luu is 24 (62,000 XP) when he's encountered in his lair."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Fraz-Urbluu.webp"
},
"credit": "Richard Whitters"
}
]
},
{
"name": "Froghemoth",
"source": "MPMM",
"entries": [
"A froghemoth is an amphibious predator as big as an elephant. It lairs in swamps and has four tentacles, a thick rubbery hide, a fang-filled maw with a prehensile tongue, and an extendable stalk sporting three bulbous eyes that face in different directions.",
"Froghemoths are creatures not of this world. A journal purportedly written long ago by the wizard Lum describes strange, cylindrical chambers of metal buried in the ground from which froghemoths emerged, but no reliable reports of the location of such places exist.",
"Every few years, a froghemoth can lay a fertile egg without mating. The froghemoth cares nothing for its egg and might eat the hatchling. A young froghemoth's survival thus depends on its parent leaving it behind in indifference. A newborn froghemoth grows to full size over a period of months by indiscriminately preying on other creatures in its swampy domain. It learns to hide its enormous body in murky pools, keeping only its eyestalk above water to watch for passing creatures. When food comes within reach, the froghemoth erupts from its pool, tentacles and tongue flailing. It can grab several targets at once; it wraps its tongue around one and pulls it in to be devoured while holding the rest at bay.",
"If {@creature bullywug||bullywugs} come across a froghemoth, the bullywugs may treat the froghemoth as a god and do all they can to coax the monster into their den. A froghemoth can be tamed (after a fashion) by offering it food, and bullywugs can communicate with it on a basic level, so the creature might eat only a few bullywugs before following the rest. The bullywugs gather food as tribute for it, provide it with a comfortable lair, protect it from harm, and try to ensure that any of its offspring reach maturity."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Froghemoth.webp"
},
"credit": "Richard Whitters"
}
]
},
{
"name": "Frost Giant Everlasting One",
"source": "MPMM",
"entries": [
"To hold its place or rise within the ordning, a frost giant must routinely face mighty foes in single combat. Some seek out magic that will aid them, but enchanted objects can be taken or lost. True greatness relies on personal prowess. Faced with this truth, a frost giant might seek a supernatural gift from Vaprak the Destroyer.",
"Vaprak is a ferocious god of strength and hunger also worshiped by some ogres and trolls. He likes to tempt frost giants with dreams of glory followed by nightmares of bloody cannibalism. Those who don't shrink from such visions or report them to priests of Thrym receive more of the same. If a frost giant comes to relish these dreams and nightmares, as some do, Vaprak sets a troll upon a sacred quest to find the frost giant and meet the giant in secret. The troll offers up its own body to be devoured in Vaprak's name. Only the boldest and most determined frost giants can finish such a gory feast.",
"After devouring the troll sent by Vaprak, bones and all, a frost giant becomes an everlasting one, gaining tremendous strength, an ill temper, and a troll's regenerative ability. With these gifts, the frost giant can swiftly claim the title of jarl and easily fend off rivals for decades. However, if the frost giant doesn't give enough honor to Vaprak or fails to heed Vaprak's visions, injuries the frost giant sustains heal wrong, resulting in discolored skin; warty scars; and vestigial body parts, such as extra digits, limbs, and even heads. The touch of Vaprak can no longer be hidden then, and the everlasting one is either killed or exiled by their clan. Sometimes small communities of everlasting ones gather and even reproduce, passing the \"blessing\" and worship of Vaprak from one generation to the next."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Frost Giant Everlasting One.webp"
},
"credit": "Chris Seaman"
}
]
},
{
"name": "Frost Salamander",
"source": "MPMM",
"entries": [
"Frost salamanders are natives of the Plane of Ice, also called the Frostfell, which rests between the Plane of Air and the Plane of Water. Frost salamanders especially like to hunt warm-blooded creatures. They sometimes travel to frigid climes on the Material Plane by wandering through planar gates.",
"Frost salamanders' aggressive appetite for any heat source leads them to attack expeditions and settlements that other predators would avoid, as they often mistake the fire of a forge or a campfire for a large, tasty meal. {@creature Azer||Azers} use this predilection to hunt frost salamanders. Venturing into the Frostfell, they use large fires to lure these creatures into traps, then kill them and collect their hides and fangs for use in crafting weapons and armor.",
"Although frost salamanders can burrow their way through loose soil, they prefer to dig into ice. They roll around in piles of broken chunks of ice, allowing it to scratch their backs as they grind it down. This habit leads them to create extensive networks of ice caves, which become ever larger as they claw fresh chunks of ice from the walls of their lairs.",
"A frost salamander that dwells in a lair for a while carves out enough space to allow a small army to camp within. Inexperienced travelers who come across these caves see them as a welcome shelter, though they are anything but. Frost salamanders greedily devour any prey foolhardy enough to try sleeping in their lairs.",
"On rare occasions, {@creature frost giant||frost giants} capture and tame these creatures, using them to burrow into the ice to help create outposts and fortresses."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Frost Salamander.webp"
},
"credit": "Brynn Metheney, Philip Straub"
}
]
},
{
"name": "Gauth",
"source": "MPMM",
"entries": [
"A gauth is a hungry, tyrannical creature similar to a beholder that eats magic and tries to exact tribute from anything weaker than itself. Its body is about 4 feet in diameter, with six eyestalks, a central eye (sometimes surrounded by multiple smaller eyes), and four small grasping tentacles near its mouth. It has color and texture variations similar to a true beholder.",
"A gauth can survive on meat but prefers to sustain itself with power drained from magic objects. If starved of magic for several weeks, it is forced back to its home plane, so it constantly seeks new items to drain. A gauth might employ creatures to bring it items that can provide it with sustenance.",
"When the ritual to summon a spectator goes wrong, a gauth might push itself through the flawed connection, arriving immediately or several minutes later. It might present itself as a beholder to ignorant creatures in an attempt to intimidate them, or as a spectator to its summoner in order to drain magic items it is expected to guard.",
"A {@creature beholder} usually drives away or kills any gauths that enter its territory, but it might choose to force them to serve it as lieutenants. Gauths are less xenophobic than beholders, so they might form small clusters and work together, though they're just as likely to ignore each other entirely."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Gauth.webp"
},
"credit": "Scott Murphy"
}
]
},
{
"name": "Gazer",
"source": "MPMM",
"entries": [
"A gazer is a tiny manifestation of the dreams of a beholder. It resembles the beholder who dreamed it into existence, but its body is only 8 inches wide and it has only four eyestalks. It follows its creator like a devoted, aggressive puppy, and sometimes small packs of these creatures patrol their master's lair for vermin to kill and lone creatures to harass.",
"A gazer can't speak any languages but can approximate words and sentences it hears, mimicking them in a high-pitched, mocking manner. Beholders find gazers amusing and tolerate their presence like spoiled pets. Some beholders with wizard minions insist they take a gazer as a familiar because the beholders can see through the eyes of these creatures.",
"A wild gazer (one living separately from a beholder) is territorial, eats bugs and little animals, and is known for playing with its food. A lone wild gazer avoids picking fights with creatures that are Medium or larger, but a pack of them might take on larger prey. A gazer might follow the folk in its territory, noisily mimicking their speech and generally being a nuisance, until they leave the area, but it flees if confronted by something it can't kill."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Gazer.webp"
},
"credit": "Christopher Burdett"
}
]
},
{
"name": "Geryon",
"source": "MPMM",
"entries": [
"Geryon is locked in an endless struggle with Levistus for control of Stygia. The two have fought for centuries, each displacing the other innumerable times. Currently, Levistus claims lordship over Stygia, but he has been trapped in an enormous block of ice at the command of Asmodeus. In response, Geryon is marshaling his followers, hoping to use this opportunity to replace his hated rival.",
"Among the archdevils, Geryon is known for his martial prowess. He is a ferocious hunter and a relentless tracker. He often joins his troops in battle; he loves to feel flesh and steel sundered beneath his claws and to taste his foes' blood. Yet Geryon's ferocity has also limited his ability to collect souls and forge an effective hierarchy. Sages who study the Nine Hells believe the battle for control of Stygia is a test staged by Asmodeus in hopes of purging the worst impulses from both Geryon and Levistus\u2014or discovering a competent replacement for both.",
{
"name": "Cultists of Geryon",
"type": "entries",
"entries": [
"{@note See the {@cult Cult of Geryon|MPMM} entry.}"
]
},
{
"name": "Geryon's Lair",
"type": "entries",
"entries": [
"Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the icy center of Stygia. He roams the passages, spitting oaths of vengeance against Asmodeus and hatching schemes to reclaim his standing from Levistus. The challenge rating of Geryon is 23 (50,000 XP) when he's encountered in his lair."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Geryon.webp"
},
"credit": "Claudio Pozas"
}
]
},
{
"name": "Giant Strider",
"source": "MPMM",
"entries": [
{
"type": "quote",
"entries": [
"Out of curiosity, I once tamed a giant strider. Several potions of fire resistance later, the creature was purring in my lap, and I didn't feel a thing."
],
"by": "Mordenkainen"
},
{
"type": "quote",
"entries": [
"We might have discovered the key to unlock Mordenkainen's frigid heart: magical pets!"
],
"by": "Tasha"
},
"These fierce and majestic monsters exhibit attributes of both birds and reptiles, but are truly neither. Giant striders have a supernatural affinity to fire and can spit gouts of flame at distant enemies. They are most often found in tropical, volcanically active areas or regions that similarly provide sources of both water and extreme heat.",
"Firenewts prize giant striders and seek to adopt them whenever possible. They provide for stables of these creatures in their lairs, and in return, the giant striders voluntarily serve as mounts for firenewt warriors (in this book)."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Giant Strider.webp"
},
"credit": "Richard Whitters"
}
]
},
{
"name": "Giff",
"source": "MPMM",
"entries": [
{
"type": "quote",
"entries": [
"My travels in Wildspace are always brightened by my giff associates. Their use of gunpowder reminds me of my own explosive wizardry. Spectacular!"
],
"by": "Mordenkainen"
},
"It's easy to spot giff in a room: these burly folk are 7-foot-tall, hippopotamus-headed people. In Wildspace and the associated ports, giff are most often encountered as spacefaring mercenaries. These troops are renowned for their martial training and love of explosives and are typically armed with gleaming pistols and muskets. The stat block here represents one of those mercenaries.",
"Every aspect of these spacefaring giff's society is organized along military lines. From birth until death, each has a military rank. Promotions don't depend on age but are granted by a superior as a reward for valor.",
"Muskets and grenades are the specialties of many giff regiments. The bigger the boom, the brighter the flash, and the thicker the smoke it produces, the greater the glory for the one wielding the weapon. Giff mercenaries have been known to accept payment in kegs of gunpowder in preference to gold, gems, or other currency.",
{
"name": "Gunpowder by the Keg",
"type": "entries",
"entries": [
"In addition to their personal gunpowder weapons, giff ships and mercenary companies carry spare gunpowder in kegs. In an emergency, or if a large explosion is needed, a whole keg can be detonated. A giff lights the fuse on the keg and can then throw the keg up to 15 feet as part of the same action. The keg explodes at the start of the giff's next turn. Each creature within 20 feet of the exploding keg must make a {@dc 12} Dexterity saving throw. On a failed save, a creature takes 24 ({@damage 7d6}) fire damage and is knocked {@condition prone}. On a successful save, a creature takes half as much damage and isn't knocked {@condition prone}.",
"Every other keg of gunpowder within 20 feet of an exploding keg has a {@chance 50|50 percent} chance of also exploding. Check each keg only once per turn, no matter how many other kegs explode around it."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Giff.webp"
},
"credit": "Ralph Horsley"
}
]
},
{
"name": "Girallon",
"source": "MPMM",
"entries": [
"A girallon looks like an oversized, four-armed ape with grayish-tan skin and white fur. Its vicious fangs and claws reveal it to be a monstrous predator.",
"Girallons are most common in temperate or warm forest environments abundant with life. They share apes' adeptness at climbing, although few trees can support the weight of these half-ton creatures. The ruins of cities, especially those found in deep forests and jungles, seem to attract girallons. They see a city's buildings as a superior sort of forest whose uppermost \"branches\" can safely support them. The creatures can easily scale walls and battlements, and they perch on tower tops and other high vantages to keep an eye on the surrounding area.",
"When girallons can't climb, they stalk the forest floor, lurk in narrow ravines or shallow caves, or hide in ruined sites while waiting for prey to come near. A girallon is surprisingly stealthy, considering its size and its lack of camouflage.",
"Girallons form loose bands of several individuals and their offspring, usually led by a dominant adult that also tends to be the oldest member of the group. When on the hunt away from their lair, girallons use roars and body language to communicate with one another over distance. Each individual typically hunts alone and widely separated from the others to ensure that everyone gets adequate fodder. The leader might organize members to work together to make a big kill, however. If they succeed, everyone in the group shares the spoils, with the best parts going to those caring for their young.",
"Girallons' strange appearance and attraction to ruins lead sages to believe they were created through magic to serve as guardians for some lost empire. When that empire fell ages ago, girallons turned feral and spread out across the world.",
"Numerous creatures have tried to tame, subjugate, or cooperate with the monsters. For instance, some forest-dwelling peoples capture girallons and train them to serve as sentinels. Recognizing that girallons are peaceful among their own kind, other folk have learned how to approach a group's leader, offering food and other gifts in hopes of establishing an alliance with the creatures.",
"Girallons that are well treated might be willing to serve as guards, though they lack the intelligence to take on tasks more complicated than attacking strangers who enter their domain. A girallon that's captured when young and carefully trained could end up in a seemingly unlikely place, such as guarding the entrance to a city's thieves' guild. Those who would keep a girallon must always be wary, however, because the creature could revert to its predatory nature at any time."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Girallon.webp"
},
"credit": "Brynn Metheney"
}
]
},
{
"name": "Githyanki",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Githyanki",
"entries": [
"Githyanki descend from an ancient people who were also the progenitors of githzerai (also in this book). These tall, gaunt folk have potent psionic powers and dwell, for the most part, on the Astral Plane. Among the best-known githyanki are the bellicose followers of the Lich Queen Vlaakith. They terrorize the Astral Plane, raiding into other planes to plunder the multiverse of its magic and riches."
]
}
]
},
{
"name": "Githyanki Gish",
"source": "MPMM",
"_copy": {
"name": "Githyanki",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Gish blend their magical abilities with swordplay to become dangerous foes in battle. Their specialized capabilities make them well suited for assassination, raiding, and espionage."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Githyanki Gish.webp"
},
"credit": "Chris Seaman"
}
]
},
{
"name": "Githyanki Kith'rak",
"source": "MPMM",
"_copy": {
"name": "Githyanki",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Militarized githyanki cultures assign ranks and responsibilities to citizens. Groups of ten warriors follow the commands of sarths ({@creature githyanki warrior||githyanki warriors}), while ten sarths obey the commands of a mighty kith'rak. These champions undergo torturous training and psionic testing until they can command the respect of their underlings."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Githyanki Kithrak.webp"
},
"credit": "Chris Seaman"
}
]
},
{
"name": "Githyanki Supreme Commander",
"source": "MPMM",
"_copy": {
"name": "Githyanki",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Supreme commanders lead armies, each one commanding ten kith'raks, who in turn lead the rest of their forces. Most supreme commanders ride {@creature adult red dragon||red dragons} into battle."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Githyanki Supreme Commander.webp"
},
"credit": "Chris Seaman"
}
]
},
{
"name": "Githzerai",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Githzerai",
"entries": [
"Githzerai are otherworldly folk with psionic powers who share an ancestral link to githyanki (also in this book). The githzerai followers of the great leader Zaerith Menyar-Ag-Gith are an ascetic people who live apart from the rest of the cosmos, within the confines of fortresses floating through the chaos of Limbo. Instead of imposing their will on other peoples, they focus on controlling and manipulating their endlessly malleable home."
]
}
]
},
{
"name": "Githzerai Anarch",
"source": "MPMM",
"_copy": {
"name": "Githzerai",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Anarchs are githzerai sages and mystics who lead communities and maintain the adamantine citadels that serve as strong points in Limbo and on other planes. They have formidable psionic capabilities and are able to manipulate the unformed substance of their adopted plane with a thought.",
{
"name": "An Anarch's Lair",
"type": "entries",
"entries": [
"In Limbo, githzerai anarchs create islands of tranquility in this turbulent plane. An anarch can use its psionic power to give form to formless substance, creating mountains, lakes, and structures to serve as a foundation for a githzerai community.",
"The anarch's challenge rating is 17 (18,000 XP) when it's encountered in its lair."
]
}
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Githzerai Anarch.webp"
},
"credit": "Michael Komarck"
}
]
},
{
"name": "Githzerai Enlightened",
"source": "MPMM",
"_copy": {
"name": "Githzerai",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Some spiritual githzerai spend long hours in meditation to transcend the limits of their forms and to apprehend the nature of reality. Zerths who complete the next tier of their training become known as the enlightened."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Githzerai Enlightened.webp"
},
"credit": "Michael Komarck"
}
]
},
{
"name": "Gnoll Flesh Gnawer",
"source": "MPMM",
"_copy": {
"name": "Gnolls",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"These gnolls eschew the use of ranged weapons in favor of short blades that they wield with great speed and efficiency. In the thick of a fight, they dash across the battlefield, slashing and snarling as they run down stragglers and finish off wounded foes."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Gnoll Flesh Gnawer.webp"
},
"credit": "Eric Belisle"
}
]
},
{
"name": "Gnoll Hunter",
"source": "MPMM",
"_copy": {
"name": "Gnolls",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Hunters are the stealthiest gnolls in a war band. In the vanguard, they creep around, picking off isolated opposition while clearing the way for the rest of the force to advance.",
"Hunters are particularly skilled with the longbow, and they fire arrows with viciously barbed heads. Even when a hunter doesn't kill their target with their first shot, the arrow strike brings so much pain that the victim is hobbled in its attempt to run away."
]
}
}
}
}
},
{
"name": "Gnoll Witherling",
"source": "MPMM",
"entries": [
{
"type": "quote",
"entries": [
"The life cycle of Yeenoghu's gnolls begins and ends with eating. They eat their enemies, they eat one another, and they're freed from their hunger only in death."
],
"by": "Mordenkainen"
},
"Sometimes the gnolls of Yeenoghu turn against each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long struggle to control their hunger and violent urges. Eventually, they fight among themselves.",
"The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu they bring the remains back to a semblance of life in the form of a gnoll witherling.",
"Witherlings travel with their comrades and try to kill anything in their path. They don't eat and aren't motivated by hunger, leaving more flesh for the rest of the war band."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Gnoll Witherling.webp"
},
"credit": "Filip Burburan"
}
]
},
{
"name": "Gnolls",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Gnolls",
"entries": [
"The first gnolls were hyenas transformed by magic. Many of them were then corrupted by the demon lord Yeenoghu. Whether in service to Yeenoghu or dedicated to the survival of their kin, gnoll war bands seek to soften up foes with surprise attacks and to leave no survivors alive."
]
}
]
},
{
"name": "Gray Render",
"source": "MPMM",
"entries": [
"A curious impulse drives the gray render. Despite its hulking form and terrible appetite, it wants most of all to bond with an intelligent creature and, once bonded, to give its life to protect that creature. Great strength and a ferocious nature make gray renders fierce guardians, but they lack a shred of cunning.",
"Gray renders reproduce by forming nodules on their bodies that, on reaching maturity, break off to begin life as young gray renders. They feel no obligation to their young and have no inclination to gather with others of their kind. Instead, each has an overpowering need to bond with an intelligent creature. When one encounters a suitable master, it sings to that creature\u2014a weird, warbling cry accompanied by scratching at the earth and a show of deference. Once it forms a bond, a gray render serves its master devotedly.",
"A gray render might be a strong ally, but it's always an unpredictable one. In combat, a gray render fights viciously and never willingly harms its master, but outside battle, it might cause considerable difficulties. It might follow its master despite being told to stay put, destroy its master's house, burrow holes through a ship's hull, attack out of jealousy, or worse.",
"The Gray Render Quirks table presents possible quirks for gray renders that can be generated randomly or selected as desired.",
{
"type": "table",
"caption": "Gray Render Quirks",
"colLabels": [
"d12",
"Quirk"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
"1",
"Hates horses and other mounts"
],
[
"2",
"Roars loudly when its bonded creature is touched by another creature"
],
[
"3",
"Likes to snuggle"
],
[
"4",
"Uproots and chews on trees"
],
[
"5",
"Has terrific and eye-watering flatulence"
],
[
"6",
"Brings offerings of meat to its bonded creature"
],
[
"7",
"Compulsively digs up the ground"
],
[
"8",
"Attacks carts and wagons as if they were terrible monsters"
],
[
"9",
"Howls when it rains"
],
[
"10",
"Whines piteously in the dark"
],
[
"11",
"Buries treasure it finds"
],
[
"12",
"Chases birds, leaping into the air to catch them, heedless of the destruction it causes"
]
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Gray Render.webp"
},
"credit": "Brynn Metheney"
}
]
},
{
"name": "Graz'zt",
"source": "MPMM",
"entries": [
"The appearance of this demon lord is a warning that not all that is beautiful is good. Every plane and curve of his nine-foot-tall body, every glance of his burning eyes, promises a mixture of pleasure and pain. Graz'zt can transform himself at will, appearing in any humanlike form that pleases him or his onlookers, all equally tempting in their own ways. In every form, though, a subtle wrongness pervades his beauty, from the cruel cast of his features to the six fingers on each hand and six toes on each foot.",
"Graz'zt surrounds himself with the finest of things and the most attractive of servants, and he adorns himself in silks and leathers both striking and disturbing in their workmanship. His lair and those of his cultists are pleasure palaces where nothing is forbidden save moderation and kindness.",
"Cults devoted to him are secret societies of indulgence, often using their debauchery to subjugate others through blackmail, addiction, and manipulation. They wear alabaster masks with ecstatic expressions and ostentatious dress and body ornamentation to their secret assignations.",
"Although he prefers charm and subtle manipulation, Graz'zt is capable of terrible violence when provoked. He wields the greatsword Angdrelve, also called Wave of Sorrow, whose wavy, razor-edged blade drips acid at his command.",
{
"name": "Cultists of Graz'zt",
"type": "entries",
"entries": [
"{@note See the {@cult Cult of Graz'zt|MPMM} entry.}"
]
},
{
"name": "Graz'zt's Lair",
"type": "entries",
"entries": [
"Graz'zt's principal lair is his Argent Palace, a grandiose structure in the city of Zelatar, found within his abyssal domain of Azzatar. Graz'zt's demonic influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location, Graz'zt can twist it with his power.",
"Graz'zt's lair is a den of ostentation and hedonism. It is adorned with finery and decorations so decadent that even the wealthiest of mortals would blush at the excess. Within Graz'zt's lairs, devotees and subjects alike are forced to slake Graz'zt's thirst for pageantry."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Grazzt.webp"
},
"credit": "Richard Whitters"
}
]
},
{
"name": "Green Abishai",
"source": "MPMM",
"_copy": {
"name": "Abishais",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Green abishais are adept at discovering secrets and other sensitive information, while their diplomatic skills and their magic ensure they can manipulate even the shrewdest opponents."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Green Abishai.webp"
},
"credit": "Daniel Landerman"
}
]
},
{
"name": "Grung",
"source": "MPMM",
"_copy": {
"name": "Grungs",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"The grung stat block represents a typical grung warrior or hunter, met either in a grung community or traveling elsewhere as a mercenary, game warden, guard, or bandit."
]
}
}
}
}
},
{
"name": "Grung Elite Warrior",
"source": "MPMM",
"_copy": {
"name": "Grungs",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"A grung elite warrior typically leads a group of grung and other warriors into battle and is often accompanied by a grung wildling."
]
}
}
}
}
},
{
"name": "Grung Wildling",
"source": "MPMM",
"_copy": {
"name": "Grungs",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Gifted with druidic magic, a grung wildling typically serves as an advisor, a healer, and a nurturer of crops."
]
}
}
}
}
},
{
"name": "Grungs",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Grungs",
"entries": [
"Grungs are frog-like folk found in rain forests and tropical jungles. These amphibians prefer shade and live in trees, but they maintain hatcheries for their offspring in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult, and after another six months, the grung reaches maturity.",
"Born in a wide range of colors, grungs most often appear in shades of green, blue, purple, red, orange, and gold. All grungs secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special effect based on the grung's color (see \"Variant: Grung Poison\"). They also use this venom to poison their weapons."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Grungs.webp"
},
"credit": "Shawn Wood"
}
]
},
{
"name": "Guard Drake",
"source": "MPMM",
"entries": [
"A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient and territorial, which makes it an excellent watch beast that can follow simple commands.",
"Tiamat's cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual requires a chromatic dragon's aid; the dragon typically helps to reward its allies or worshipers with a valuable servant.",
"The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a Small egg emerges from the cauldron and hatches within a few hours.",
"A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. It is the equivalent of a guard dog in terms of what it can be trained to do. A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can't reproduce, nor can its scales be used to make other guard drakes."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Guard Drake.webp"
},
"credit": "Conceptopolis"
}
]
},
{
"name": "Hadrosaurus",
"source": "MPMM",
"entries": [
"A hadrosaurus is a semi-quadrupedal herbivore with bony head crests. If raised from a hatchling, it can be trained to carry a rider."
]
},
{
"name": "Hellfire Engine",
"source": "MPMM",
"entries": [
"Hellfire engines are semiautonomous bringers of destruction. Amnizus (in this book) and other devilish generals hold them in reserve until they are needed to repel an incursion by demons or crusading mortals, but occasionally one of these magical-mechanical hybrids gets loose, driven berserk by its need to destroy.",
"Hellfire engines take many forms, but all of them have one purpose: to mow down foes in waves. They are incapable of subtlety or trickery, but their destructive capability is immense.",
"Mortal creatures slain by hellfire engines are doomed to join the infernal legions in mere hours unless powerful magic-wielders intervene on their behalf. The archdukes of the Nine Hells would like nothing better than to modify this magic so it works against demons, too, but that discovery has eluded them so far."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Hellfire Engine.webp"
},
"credit": "Christopher Burdett"
}
]
},
{
"name": "Hobgoblin Devastator",
"source": "MPMM",
"entries": [
"Hobgoblins with a prodigious talent for magic sometimes undergo grueling training to become hobgoblin devastators. Devastators are spellcasters who call down fireballs and other destructive magic in the defense of the court they serve, whether that court is in the Feywild or the Material Plane. A hobgoblin devastator on the battlefield is a boon to their allies and a threat to every foe around them.",
"Far from being cloistered academics, hobgoblin devastators are masters of the battlefield. In addition to tactical applications of the magical arts, they learn the basics of weapon use, and they measure their deeds by the enemies defeated though their magic. They have the respect of other members of the host and receive obedience and deference from many quarters.",
"In the Feywild, many archfey seek to bolster their armies' might with the services of hobgoblin devastators.",
{
"type": "inset",
"name": "Goblinoids of the Feywild",
"entries": [
"The goblinoid peoples\u2014goblins, hobgoblins, and bugbears\u2014first appeared in the Feywild millennia ago, and they resided there until the god Maglubiyet conquered them. They then spread throughout the multiverse, with many of them ending up on the worlds of the Material Plane. Most goblinoids encountered on those worlds are members of families that have been away from the Feywild for centuries, and over time, those lineages have become Humanoid. Fey goblinoids, who still bear the magic of the Feywild, are rare on the Material Plane but not unheard of. Hobgoblin devastators are examples of such Fey folk, as are hobgoblin iron shadows and nilbogs (also in this book)."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Hobgoblin Devastator.webp"
},
"credit": "Eric Belisle"
}
]
},
{
"name": "Hobgoblin Iron Shadow",
"source": "MPMM",
"entries": [
"Iron shadows are hobgoblin martial artists who serve fey and mortal courts as secret police, scouts, and assassins. They spy to ferret out treachery, rebellion, and betrayal and deal with it ruthlessly. Iron shadows possess agility and stamina matched only by their ironclad commitment to the will of their masters. They wield a deadly combination of unarmed fighting techniques and shadow magic to deceive and defeat their foes. While on secret missions, they wear masks crafted to resemble monsters, both to conceal their identities and to strike fear into their foes.",
"An iron shadow is usually recruited from the ranks of the Feywild's hobgoblin armies or from among the hobgoblins who have resided in the Material Plane for centuries. A candidate for admission undergoes a series of tests designed to reveal any potential for treachery. Those who fail are slain, while those who pass receive secret training in the arts of magic and stealth. This indoctrination is a slow and arduous process; many aspirants don't finish it, and years might go by during which the iron shadows welcome no new members into their ranks. When a recruit's training is complete, they are tasked with conducting assassinations and spy missions."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Hobgoblin Iron Shadow.webp"
},
"credit": "Scott Murphy"
}
]
},
{
"name": "Howler",
"source": "MPMM",
"entries": [
{
"type": "quote",
"entries": [
"Why does the howler sing? Doing so causes its prey to flee, and surely stealth would make for better hunting in howling Pandemonium. There is only one answer: the creature can taste fear."
],
"by": "Mordenkainen"
},
"A far-off wail precedes the sight of a howler. Even at a distance, listeners' minds cringe at the sound and fill with horror at the realization that the noise is drawing closer. When howlers go on the prowl, courage isn't enough to stand up against them.",
"These nightmare creatures are native to Pandemonium, but they can be found on most of the Lower Planes, where they are trained as war hounds. Howlers can be domesticated, after a fashion, but they respond only to brutal training in which they are forced to recognize the trainer as the pack's undisputed leader. A trained pack then follows its leader without hesitation. Howler packs course over the battlefields of the Blood War and also serve evil mortals powerful and vicious enough to command their loyalty.",
"Howlers rely on speed, numbers, and their mind-numbing howling to corner prey before they tear it apart. Their howls flood the minds of their victims, making complex thought impossible. Listeners can do little more than stare in horror and stumble around the battlefield in a search for safety. Fiends especially prize howlers for this reason, because for a few crucial moments in a battle, their howls can neutralize an enemy."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Howler.webp"
},
"credit": "Brynn Metheney"
}
]
},
{
"name": "Hungry Sorrowsworn",
"source": "MPMM",
"_copy": {
"name": "Sorrowsworn",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
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"Horrible creatures with grasping claws and distended jaws, hungry sorrowsworn\u2014also known as the Hungry\u2014do whatever is necessary to sate their appetites. These greedy devourers stuff their maws with flesh and drink in their victims' screams. When they finish, they lurch away while their bright eyes resume the search for something else to consume."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Hungry Sorrowsworn.webp"
},
"credit": "Cory Trego-Erdner"
}
]
},
{
"name": "Hutijin",
"source": "MPMM",
"entries": [
"Politics in the Nine Hells are anything but predictable. Alliances form all the time, but most wind up unraveling due to treachery. Nevertheless, for all their backbiting and betrayal, devils do occasionally display loyalty, offering unwavering service to their masters. One such example is Hutijin, a duke of Cania and loyal servant of Mephistopheles.",
"Across the Hells, Hutijin's name fills lesser devils with fear and loathing, for this duke commands two companies of {@creature pit fiend|MM|pit fiends}. With such soldiers under his command, Hutijin can easily crush any rival who gets in his way while also defending Mephistopheles against armies seeking to contest his dominion. Hutijin has amassed enough power to challenge the lord of Cania, but he has never wavered in his support for his master\u2014suggesting, perhaps, that Mephistopheles has some hold over him.",
"Outside the Nine Hells, Hutijin is a relatively obscure figure, known only to the most learned infernal scholars. He has no cults of his own, and his servants are few in number. The reason is simple: Hutijin hates mortals. When summoned from the Hells, he repays the instigator with a long and agonizing death.",
"Mephistopheles forbids Hutijin from making too many forays into the Material Plane, since the duke's absence leaves him vulnerable to his rivals. Other archdevils know how much Hutijin despises mortals and have secretly disseminated the means to call him from the Nine Hells in the hope of distracting the archdevil long enough for them to assail Mephistopheles. Hutijin sends devils into the Material Plane to eradicate mention of his name and destroy those who have learned of him, but the summonings still occur. When called from his post, he negotiates as quickly as he can, usually closing a deal with little cost to the summoner. However, once the deal has been fulfilled, Hutijin repays the interruption with death."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Hutijin.webp"
},
"credit": "Michel Berube"
}
]
},
{
"name": "Hydroloth",
"source": "MPMM",
"entries": [
"Like the thought-stealing waters of the River Styx they inhabit, hydroloths filch the memories of creatures they attack, stealing away thoughts for delivery to whatever master they happen to serve. Hydroloths also savor finding lost things, especially those that have been swallowed up in the deeps.",
"For amphibious assaults or underwater conflicts, hydroloths have no equal among yugoloths. They sometimes hire themselves out to attack and scuttle ships and raid coastal settlements."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Hydroloth.webp"
},
"credit": "Christopher Burdett"
}
]
},
{
"name": "Illusionist Wizard",
"source": "MPMM",
"_copy": {
"name": "Wizards",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Illusionists twist light, sound, and even thought to create illusory effects. Some illusionists are delightful entertainers, while others are devilish tricksters."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Illusionist Wizard.webp"
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"credit": "Dmitry Burmak"
}
]
},
{
"name": "Juiblex",
"source": "MPMM",
"entries": [
"Called the Faceless Lord and the Oozing Hunger in ancient grimoires, Juiblex is demon lord of slime and ooze, a noxious creature that doesn't care about the plots and schemes of others of its kind. It exists only to consume, digesting and transforming living matter into more of itself.",
"A true horror, Juiblex is a mass of bubbling slime, swirling black and green, with glaring red eyes floating and shifting within it. It can rise up like a 20-foot hill, lashing out with dripping pseudopods to drag victims into its bulk. Those consumed by Juiblex are obliterated.",
{
"type": "entries",
"name": "Cultists of Juiblex",
"entries": [
"{@note See the {@cult Cult of Juiblex|MPMM} entry.}"
]
},
{
"type": "entries",
"name": "Juiblex's Lair",
"entries": [
"Juiblex's principal lair is known as the Slime Pits, a realm that Juiblex shares with {@creature Zuggtmoy|MPMM} (who also appears in this book). This layer of the Abyss, which is also known as Shedaklah, is a bubbling morass of fetid sludge. The landscape is covered in vast expanses of caustic slimes, and strange organic forms rise from the oceans of ooze at Juiblex's command.",
"Juiblex's challenge rating is 24 (62,000 XP) when encountered in its lair."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Juiblex.webp"
},
"credit": "Arnie Swekel"
}
]
},
{
"name": "Ki-rin",
"source": "MPMM",
"entries": [
"Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki-rins are celebrated far and wide as harbingers of destiny, guardians of the sacred, and counterbalances to the forces of evil.",
"Ki-rins are an embodiment of good, and simply beholding one can evoke fear or awe in an observer. A typical ki-rin looks like a muscular stag, covered in golden scales lined in some places with golden fur. It has a long mane and tail, coppery cloven hooves, and a spiral-shaped coppery horn just above and between its luminous violet eyes. In a breeze or when aloft, the creature's scales and hair appear to blaze with a holy, golden fire.",
"Beyond their coloration, ki-rins vary in appearance based on the deity each one reveres and the function each typically performs in service to that god. Some resemble gigantic unicorns; these are often used as guardians. Others have draconic features and tend to be aggressive foes of evil. Having one horn is most common, but a particularly fierce ki-rin might have two horns or a set of antlers like those of a great stag.",
"In many lands, common folk view ki-rins as heralds of good fortune. They consider seeing a ki-rin fly overhead a blessing and events that happen on such a day especially auspicious. If a ki-rin alights during a ceremony such as a birth announcement or a coronation, everyone present understands that the creature is telling them the person so honored could become a great force for good. Ki-rins have also been known to appear at the sites of great battles to inspire and strengthen the side of good or to rescue heroes from certain death.",
"Ki-rins are attracted to the worship of deities of courage, loyalty, selflessness, and truth, as well as to the advancement of just societies. For instance, in the Forgotten Realms, ki-rins rally mostly to Torm, although they also serve his allies Tyr and Ilmater. Ki-rins that serve good deities go wherever they are commanded; a ki-rin from an Upper Plane might venture to the Material Plane on a mission, usually as a scout, a messenger, or a spy. A ki-rin living on the Material Plane claims a territory to watch over, and one ki-rin might safeguard an area that encompasses several nations.",
{
"type": "entries",
"name": "Lair of Luxury",
"page": 161,
"entries": [
"On the celestial planes, ki-rins reside in lofty, elegant aeries filled with luxurious objects. On the Material Plane, a ki-rin chooses a similar location for its lair, such as atop a tall pinnacle or within a cloud solidified by the ki-rin's magic. The chosen location is almost always hard to reach, and only those mortals who have the tenacity to complete the daunting journey to a ki-rin's lair can prove themselves worthy of speaking with its occupant. Many of those who do end up pledging service to the creature. They study under its tutelage in its lair and serve as its agents in the world. These followers might travel incognito across the land, seeking news of growing evil and working behind the scenes, or they might be champions of their master's cause, out to defeat villainy wherever it is found.",
"When viewed from the outside, a ki-rin's lair is indistinguishable from a natural site, and the entrance is difficult for visitors to find and reach. Inside, the lair is a serene and comfortable place, its ambiance a mix between palace and temple. If the ki-rin has taken creatures into its service, its lair doubles as a sacred site wherein the ki-rin not only rests but also teaches of holy mysteries."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Ki-rin.webp"
},
"credit": "Daniel Ljunggren"
}
]
},
{
"name": "Kobold Dragonshield",
"source": "MPMM",
"entries": [
{
"type": "quote",
"entries": [
"Believe it or not, I like kobolds. I find their oscillation between bravery an cowardice endlessly entertaining. In fact,I'd say kobolds are proof of the universe's most fundamental lesson: there is always something bigger than you."
],
"by": "Mordenkainen"
},
"Kobold dragonshields are champions of their people. Almost all dragonshields begin life as normal kobolds, then are chosen by a dragon and invested with power for the purpose of protecting the dragon's eggs, but once every few years a kobold hatches with an innate version of the dragonshield's abilities. In either case, a dragonshield is skilled at hand-to-hand combat and bears a shield made of dragon scales, as well as scars from desperate fights.",
"Dragonshields know they have a place of honor among those who venerate dragons, but\u2014being kobolds at heart\u2014most of them feel unworthy of their status and are desperate to prove themselves deserving of it. But they also have the ability to rally in the face of certain death, inspiring others to follow them into battle."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Kobold Dragonshield.webp"
},
"credit": "Cory Trego-Erdner"
}
]
},
{
"name": "Kobold Inventor",
"source": "MPMM",
"entries": [
"A kobold inventor builds improvised weapons to gain an advantage in combat. These weapons last for only one or two attacks before they break and typically work only for the inventor, but they might be surprisingly effective in the meantime. The weapons don't have to be lethal\u2014often one serves its purpose if it distracts, scares, or confuses a creature long enough for the inventor to kill that foe."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Kobold Inventor.webp"
},
"credit": "Chris Seaman"
}
]
},
{
"name": "Kobold Scale Sorcerer",
"source": "MPMM",
"entries": [
"Kobold scale sorcerers have an innate talent for arcane magic, making them highly valuable members of their communities. These sorcerers typically fill the role of advisor, and when threatened, a scale sorcerer lashes out with colorful magic.",
"A scale sorcerer who resides in or near a dragon's lair may serve as that dragon's diplomat and mouthpiece\u2014anticipating the dragon's needs, issuing commands to others on the dragon's behalf, and reporting information back to the dragon. Such scale sorcerers often wear artificial wings, which are a sign of their draconic office. Scale sorcerers are just as awed by and respectful of dragons as others who venerate these mighty creatures, but they know that duty requires them not to fawn over their master at all times. They also understand that their frequent proximity to their dragon master means they would probably be the first to die if their master became angry or displeased, so they frantically maintain a balance between adoration and terror in their behavior toward their master."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Kobold Scale Sorcerer.webp"
},
"credit": "Scott Murphy"
}
]
},
{
"name": "Korred",
"source": "MPMM",
"entries": [
"Korreds are unpredictable, secretive Fey with strong ties to earth and stone. Because of their magical hair and mystical understanding of minerals, they are sought after by treasure-hunting dwarves and others who desire wealth beneath the earth.",
"Korreds prefer to keep their own company but occasionally consort with creatures of elemental earth such as {@creature galeb duhr}. They often gather with other korreds to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other creatures, but they become aggressive when they feel insulted or are annoyed by the sounds of mining.",
"Korreds can hurl boulders far larger than it seems they should be able to, shape stone as though it were clay, and swim through rock. They also gain supernatural strength just from standing on the ground.",
{
"name": "Magical Hair",
"type": "entries",
"entries": [
"Korreds have hair all over their bodies, but the hair that grows from their heads is magical. When cut, it transforms into whatever material was used to cut it. Korreds use iron shears to cut lengths of this magical hair, then twist the strands together to create iron ropes that they can manipulate, animating them to bind or snake around creatures and objects. Korreds take great pride in their hair and equally great offense at anyone who attempts to cut it without permission."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Korred.webp"
},
"credit": "Shawn Wood"
}
]
},
{
"name": "Kraken Priest",
"source": "MPMM",
"entries": [
"A kraken can seem godlike to folk who have faced its fury. Those who mistake its might for divine power and those who seek to appease the monster through veneration are sometimes rewarded with power, to serve thereafter as kraken priests.",
"Every kraken priest undergoes a change in appearance that reflects the kraken's influence, although each one differs in how their reverence is displayed. One kraken priest might have ink-black eyes and a suckered tentacle for a tongue, while another has a featureless face and a body covered in eyes and mouths that dribble seawater. These horrific manifestations intensify when the kraken possesses its minion to utter dire pronouncements."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Kraken Priest.webp"
},
"credit": "Chris Seaman"
}
]
},
{
"name": "Kruthik Hive Lord",
"source": "MPMM",
"_copy": {
"name": "Kruthiks",
"source": "MPMM",
"_mod": {
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"mode": "prependArr",
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"A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the hive abandon their lair and search for a new one. When a suitable location is found, the largest kruthik in the hive undergoes a metamorphosis, forming a cocoon around itself and emerging several weeks later as a hive lord\u2014a bigger and smarter kruthik with the ability to spray digestive acid from its maw. The hive lord claims the largest chamber of the lair and keeps several adult kruthiks nearby as bodyguards."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Kruthik Hive Lord.webp"
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"credit": "Zack Stella"
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},
{
"name": "Kruthiks",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Kruthiks",
"entries": [
{
"type": "quote",
"entries": [
"Imagine a hive of ants the size of horses, but the ants are wearing armor."
],
"by": "Mordenkainen"
},
{
"type": "quote",
"entries": [
"Other creatures that abide in hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies."
],
"by": "Mordenkainen"
},
"Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels\u2014evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can.",
"Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs.",
"In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere.",
"Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal.",
"Kruthiks abide the presence of Constructs, Elementals, Oozes, and Undead, and they use such creatures to help guard their hive. They are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs."
]
}
]
},
{
"name": "Leucrotta",
"source": "MPMM",
"entries": [
"A leucrotta is what you would get if you took the head of a giant badger, the legs of a deer, and the body of a large hyena, then put them together and reanimated them with demon ichor without bothering to cover up the stink of death.",
"The first leucrottas came into be ing alongside some gnolls during the rampages of Yeenoghu on the Material Plane. While many of the hyenas that ate Yeenoghu's kills transformed into gnolls, others underwent more bizarre changes; leucrottas were the most numerous of these.",
"As clever as it is cruel, a leucrotta loves to deceive, torture, and kill. Creatures who venerate Yeenoghu\u2014particularly his gnoll followers\u2014view leucrottas with great respect. Although a leucrotta is unlikely to lead a gnoll war band, it can influence the leader and might agree to carry the leader into battle and offer advice during the fight. Followers of Yeenoghu also see leucrottas as a form of entertainment. They enjoy watching a leucrotta work almost as much as they like doing their own killing, since leucrottas are meticulous in their cruelty and able to draw out kills for better and longer sport. And when there are no victims to be had, a leucrotta can mimic the delightful squeals of a suffering victim.",
"A leucrotta is so loathsome that few outside of its own kind can stand to be around one for long. Its horrific, hodgepodge body oozes a foul stench. This reek is outdone only by the creature's breath, which issues from a maw that drips fluid corrupted with rot and digestive juices. In place of fangs, a leucrotta has bony ridges as hard as steel that can crush bones and lacerate flesh. These plates are so tough that a leucrotta can use them to peel plate armor away from the body of a slain knight.",
"A leucrotta's stench would normally warn away prey long before the creature could attack. It has two natural capabilities, however, that give it an advantage. First, a leucrotta's tracks are nearly impossible to distinguish from those of common deer. Second, it can duplicate the call or the vocal expressions of just about any creature it has heard. The monster uses its mimicry to lure in potential victims, then attacks while they are confused or unaware of the actual threat."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Leucrotta.webp"
},
"credit": "Brynn Metheney"
}
]
},
{
"name": "Leviathan",
"source": "MPMM",
"entries": [
"A leviathan is an immense creature that acts as a force of nature, dragging ships down to the ocean's depths and washing away coastal settlements. When called forth, a leviathan arises from a large body of water and takes on the form of a gigantic serpent.",
"Usually found only on the Elemental Plane of Water, a leviathan sometimes swims through a portal to another world, where tritons, sea elves, and other aquatic folk attempt to contain it. Nihilistic cults have also been known to perform arduous rituals to summon a leviathan to a world, with the aim of using the creature to destroy coastal communities. Those cultists often consider it a blessing to drown themselves in the elemental's waters."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Leviathan.webp"
},
"credit": "Lars Grant-West"
}
]
},
{
"name": "Lonely Sorrowsworn",
"source": "MPMM",
"_copy": {
"name": "Sorrowsworn",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"The sorrow of isolation afflicts many creatures that lurk in the Shadowfell, but the need for companionship is never manifested more dramatically than in the lonely sorrowsworn\u2014also called the Lonely. When these sorrowsworn spot other creatures, they feel keenly the need for interaction and launch their harpoon-like arms to drag their victims closer."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Lonely Sorrowsworn.webp"
},
"credit": "Cory Trego-Erdner"
}
]
},
{
"name": "Lost Sorrowsworn",
"source": "MPMM",
"_copy": {
"name": "Sorrowsworn",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"The Shadowfell turns visitors around until they become marooned in its twisted landscape. Lost sorrowsworn\u2014often referred to as the Lost\u2014are representations of the anxiety and fear people experience when they can't find their way. These sorrowsworn appear desperate and panicked.",
"Lost sorrowsworn grasp at any creatures they can reach. A victim experiences a flood of fear and panic as its mind buckles under the fury of this assault. The harder a victim's allies fight to break the grasp, the more the victim suffers."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Lost Sorrowsworn.webp"
},
"credit": "Cory Trego-Erdner"
}
]
},
{
"name": "Male Steeder",
"source": "MPMM",
"_copy": {
"name": "Steeders",
"source": "MPMM"
}
},
{
"name": "Martial Arts Adept",
"source": "MPMM",
"entries": [
"Martial arts adepts are disciplined monks with extensive training in hand-to-hand combat. Some protect monasteries; others travel the world seeking enlightenment or new forms of combat to master. A few become bodyguards, trading their combat prowess and loyalty for food and lodging.",
"Some martial artists adorn themselves with tattoos to honor inspirations or instructors, or to memorialize profound lessons, triumphs, or defeats. You may roll on the Martial Arts Adept Tattoos table to determine what sort of tattoo an adept bears.",
{
"type": "table",
"caption": "Martial Arts Adept Tattoos",
"colLabels": [
"d8",
"Tattoo"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
"1",
"Patterning on the arms that make them look as though they were made of marble or granite"
],
[
"2",
"Colorful dragon scales"
],
[
"3",
"Collage of playful Elemental or Fey creatures"
],
[
"4",
"Constellations on the palm of each hand"
],
[
"5",
"Passage from a fighting manual"
],
[
"6",
"Beautiful but poisonous flowers"
],
[
"7",
"Two couatls swirling around each other, rendered in metallic ink"
],
[
"8",
"Detailed landscape depicting natural beauty"
]
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Martial Arts Adept.webp"
},
"credit": "Bryan Sola"
}
]
},
{
"name": "Marut",
"source": "MPMM",
"entries": [
"The nigh-unstoppable inevitables serve a singular purpose: they enforce contracts forged in the Hall of Concordance in the city of Sigil. Primus, the leader of the modrons, created maruts and other inevitables to bring order to dealings between planar folk. A wide array of disparate creatures, including yugoloths, will enter into a contract with inevitables if asked.",
"The Hall of Concordance is an embassy of pure law in Sigil, the City of Doors. In the hall, parties who agree to mutual terms\u2014and who pay the requisite gold to the Kolyarut, a mechanical engine of absolute jurisprudence\u2014can have their contract chiseled onto a sheet of gold that is placed in the chest of a marut. From that moment until the contract is fulfilled, the marut is bound to enforce its terms and to punish any party who breaks them. A marut resorts to lethal force only if a contract calls for it, if the contract is fully broken, or if the marut is attacked.",
"Inevitables care nothing for the spirit of an agreement, only the letter. A marut enforces what is written, not what was meant by or supposed to be understood from the writing. The Kolyarut rejects contracts that contain vague, contradictory, or unenforceable terms. Beyond that, it doesn't care whether both parties understand what they're agreeing to."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Marut.webp"
},
"credit": "Cory Trego-Erdner"
}
]
},
{
"name": "Master Thief",
"source": "MPMM",
"entries": [
"Master thieves are known for perpetrating daring heists. They tend to develop a romanticized reputation. A master thief might \"retire\" from hands-on work to run a thieves' guild, spearhead some covert enterprise, or enjoy a quiet life of luxury.",
"When a master thief completes a challenging heist, they often leave behind a calling card to taunt their victims. You may roll on the Master Thief Calling Cards table to determine what a master thief leaves behind.",
{
"type": "table",
"caption": "Master Thief Calling Cards",
"colLabels": [
"d10",
"Calling Card"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
"1",
"Tiny, folded paper cat"
],
[
"2",
"Red bird feather"
],
[
"3",
"Rose petal"
],
[
"4",
"Figurine made from twigs and twine"
],
[
"5",
"Small note with the words \"It's been fun!\" written on it in an ornate script"
],
[
"6",
"Glass bead that looks like an eye"
],
[
"7",
"Pistachio shells"
],
[
"8",
"Two playing cards balanced against each other, resembling a tent"
],
[
"9",
"Worthless coin with a bite mark in it"
],
[
"10",
"Chalk or charcoal sketch of a domino mask"
]
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Master Thief.webp"
},
"credit": "Bryan Sola"
}
]
},
{
"name": "Maurezhi",
"source": "MPMM",
"entries": [
"When Doresain, the King of Ghouls, corrupted a society of elves, he created a new sort of demon\u2014the maurezhi\u2014to lead packs of {@creature ghoul||ghouls} and {@creature ghast||ghasts} on the Material Plane.",
"When a maurezhi consumes the corpse of a Humanoid it has slain\u2014a process that takes about 10 minutes\u2014it instantly assumes the creature's appearance as it was in life. The new appearance begins to rot away over the next few days, eventually revealing the demon's original form.",
"A maurezhi is contagion incarnate. Its bite can drain a victim's sense of self. If this affliction is allowed to go far enough, the victim is infected with an unholy hunger for flesh that overpowers their personality and transforms them into a ghoul."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Maurezhi.webp"
},
"credit": "Shawn Wood"
}
]
},
{
"name": "Maw Demon",
"source": "MPMM",
"entries": [
{
"type": "quote",
"entries": [
"I once pulled a whole bottle of fine strawberry liquor from the belly of a maw demon. No clue where it might've devoured such a find, but I'm not complaining."
],
"by": "Tasha"
},
"Maw demons share the ceaseless hunger for carnage and mortal flesh of their master, Yeenoghu, who appears in this book. After a maw demon rests for 8 hours, anything devoured by it is transported directly into the Lord of Savagery's gullet.",
"Maw demons appear among gnoll war bands that worship Yeenoghu, usually summoned as part of ritual offerings of freshly slain Humanoids made to him. The gnolls don't command the demons, which simply accompany the war band and attack whatever creatures the gnolls fall upon.",
"Because maw demons are indiscriminate in their hunger, their stomachs contain all manner of oddities in addition to the remains of their recent prey. You may choose one or more items appropriate for your campaign for a maw demon to contain, or roll on the Maw Demon's Stomach Contents table.",
{
"type": "table",
"caption": "Maw Demon's Stomach Contents",
"colLabels": [
"d8",
"Stomach Contents"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
"1",
"Intact wine skin with wine still in it"
],
[
"2",
"Iron skillet"
],
[
"3",
"Remnants of silk banner embroidered with a moon-and-stars motif"
],
[
"4",
"Corroded gauntlet with skeletal hand in it"
],
[
"5",
"Assorted keys"
],
[
"6",
"Old leather boot"
],
[
"7",
"Beehive"
],
[
"8",
"Humanoid teeth"
]
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Maw Demon.webp"
},
"credit": "Thomas M. Baxa"
}
]
},
{
"name": "Meazel",
"source": "MPMM",
"entries": [
"Meazels are malicious hermits who fled to the Shadowfell to escape their mortal existence and contemplate their misery. There the shadows transformed them, and their bitterness made them twisted and cruel. Now hate burns in their hearts, and they resent any intrusion into their suffering, waylaying travelers who venture too close to their lairs.",
"The evil that corrupted meazels also imbued them with magical powers that allow them to move through shadows with ease. They can step from one pool of darkness into another one, using this talent to ambush prey. Sometimes they snatch victims around the throat with their strangling cords and then step away; other times they ferry their victims to isolated spots and then leave the hapless souls to the designs of whatever horrors lurk there.",
"Any creatures meazels draw through the shadows are cursed by the meazels' baleful magic. The curse acts as a beacon; sorrowsworn (which appear in this book), Undead, and other terrors sense where they are located and descend on the stranded victims to tear them apart."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Meazel.webp"
},
"credit": "Scott Murphy"
}
]
},
{
"name": "Meenlock",
"source": "MPMM",
"entries": [
"Meenlocks are Fey that invoke terror and seek to destroy all that is good, innocent, and beautiful. These bipeds have the heads and claws of crustaceans, and they primarily live in forests, although they adapt well to urban and subterranean settings.",
"Meenlocks are spawned by fear. When terror overwhelms a creature in the Feywild or another location where the Feywild's influence is strong, one or more meenlocks might spontaneously arise in the shadows or darkness nearby. If more than one meenlock is born, a lair also magically forms. The earth creaks and moans as narrow, twisting tunnels open up within it. One of these passageways serves as the lair's only entrance, and a large central chamber serves as the meenlocks' den. Inside the warren, black moss covers every surface, muffling sound.",
"A meenlock can supernaturally sense areas of darkness and shadow in its vicinity and can teleport from one darkened space to another\u2014enabling it to sneak up on its prey or run away when outmatched. Meenlocks also project a supernatural aura that instills terror in those nearby.",
{
"name": "Telepathic Torment",
"type": "entries",
"entries": [
"Up to four meenlocks can telepathically torment one {@condition incapacitated} creature, filling its mind with disturbing sounds and dreadful imagery. Participating meenlocks can't use their telepathy for any other purpose during this time, though they can move about and take actions and reactions as normal. This torment has no effect on a creature that is immune to the {@condition frightened} condition. If the creature is susceptible and remains {@condition incapacitated} for 1 hour, the creature must make a Wisdom saving throw, taking 10 ({@damage 3d6}) psychic damage on a failed save, or half as much damage on a successful one. The save DC is 10 + the number of meenlocks participating in the torment, considering only those that remain within sight of the victim for the entire hour and aren't {@condition incapacitated} during it. The process can be repeated. A Humanoid that drops to 0 hit points as a result of this damage instantly transforms into a meenlock at full health and under the DM's control. Only a {@spell wish} spell or divine intervention can restore a transformed creature to its former state."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Meenlock.webp"
},
"credit": "Filip Burburan"
}
]
},
{
"name": "Merregon",
"source": "MPMM",
"entries": [
"The souls of fallen soldiers, mercenaries, and bodyguards who served evil without reservation often find everlasting servitude in the Nine Hells as merregons. These faceless foot soldiers are the Hells' legionnaires, tasked with protecting their infernal plane and its rulers against intruders.",
"Merregons have no individuality and hence no need for faces. Every merregon legionnaire has a metal mask bolted to its head. Markings on the mask indicate the only elements of the wearer's identity that matter: the commander it serves and the layer of the Nine Hells it protects.",
"Because of their unshakable loyalty, merregons form the backbone of many devils' protective retinues. They shrink from no task, no matter how dangerous. Unless ordered to fall back, they never retreat from a fight."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Merregon.webp"
},
"credit": "Mark Behm, Min Yum"
}
]
},
{
"name": "Merrenoloth",
"source": "MPMM",
"entries": [
"The grim captains of the ferries on the River Styx, merrenoloths can navigate safely through the worst storms and always stay on course. Wielding fiery oars, merrenoloths strike fear into anyone who forcefully boards their vessels."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Merrenoloth.webp"
},
"credit": "Eric Belisle"
}
]
},
{
"name": "Mindwitness",
"source": "MPMM",
"entries": [
"If a beholder is {@condition stunned} and brought to the brine pool of an elder brain, the beholder can be converted into a mindwitness. This alters some of its eye rays and transforms four of its eyestalks into tentacles similar to a mind flayer's. The mindwitness is psychically imprinted with devotion to the elder brain and submission to illithid commands.",
"A mindwitness's primary function is to improve telepathic communication in a mind flayer colony. A creature in telepathic communication with a mindwitness can converse through it to as many as seven other creatures the mindwitness can see, rapidly disseminating commands and other information.",
"If separated from its illithid masters, a mindwitness seeks out other telepathic creatures to tell it what to do. Mindwitnesses have been known to ally with {@creature flumph||flumphs} and planar beings such as demons, shifting their worldview and alignment to match those of their new masters."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Mindwitness.webp"
},
"credit": "Dave Dorman"
}
]
},
{
"name": "Moloch",
"source": "MPMM",
"entries": [
{
"type": "quote",
"entries": [
"Moloch obsesses over the power he lost, rather than thinking of the power he could gain elsewhere in the planes. What a pity he so wastes his potential."
],
"by": "Mordenkainen"
},
"Exiled from the Nine Hells, Moloch would do anything to reclaim his position. Long ago, Moloch earned his place among the other archdevils through the glory he won driving demons out of the Nine Hells. Asmodeus rewarded him by elevating him to the rulership of Malbolge.",
"For eons, Moloch ruled his domain, vying against the other archdevils as he sought still greater power. This animosity worked in Asmodeus's favor, since Asmodeus knew that Moloch's scheming helped keep the other archdevils in check. The arrangement unraveled, however, when Moloch took the night hag named Malagard for his advisor. Her poisonous words gradually convinced him to attempt to topple Asmodeus. The conspiracy nearly succeeded, but was ultimately thwarted. Moloch was stripped of his station and sentenced to death\u2014only the timely use of a planar portal allowed him to escape.",
"Moloch wasted no time in preparing for his return. He amassed an army of devils and monsters and left them to make final preparations for invading the Nine Hells, while he ventured to the Material Plane in search of an artifact that would ensure his success. But while there, he became trapped, leaving his armies at the mercy of his enemies. They were destroyed in short order.",
"Moloch was rendered nearly powerless by this failure. He schemes of ways to reclaim his former status, but every time he enters the Nine Hells, he is demoted to an {@creature imp} and can't regain his normal powers until he leaves. Thus, he lives a split existence, sometimes plotting in Malbolge or other layers of the Hells and at other times wandering the planes in search of magical might or secrets that might help him win back his title.",
"Rumors suggest that he can often be found in Sigil, where he bargains with yugoloths to build yet another army with which he might invade Malbolge and wrest the throne from Glasya. Bereft as he is, he has little to offer in exchange, so he might bargain with mortals to gain their aid in acquiring coin, jewels, and other riches in return for knowledge about the Nine Hells and the other planes.",
"Most of Moloch's cultists have switched allegiance to one of the other archdevils, but idols constructed to honor him still stand in deep dungeons, their jeweled eyes and the remnants of power they hold drawing monstrous worshipers and unwise adventurers into places where his foul influence remains."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Moloch.webp"
},
"credit": "Daniel Landerman"
}
]
},
{
"name": "Molydeus",
"source": "MPMM",
"entries": [
"The fearsome molydeus speaks for the demon lord it serves and enforces its master's will. This demon is 12 feet tall, and its bipedal body has a slavering wolfs head and a fanged serpent's head. Its demon lord can speak and see through the serpent head; this master also uses the molydeus to guard treasures, slay foes, and terrify troops into obedience.",
"A molydeus's demon lord bestows on it a powerful weapon that dissolves if the molydeus dies. The weapon's form varies depending on the creator, but that doesn't affect the weapon's capabilities."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Molydeus.webp"
},
"credit": "Christopher Burdett"
}
]
},
{
"name": "Morkoth",
"source": "MPMM",
"entries": [
"Ancient and devious, morkoths are voracious collectors. Each one floats through the planes on a strange, mobile island, amassing the valuables, oddities, and castoffs of the multiverse in a massive, ever-growing collection.",
"The first morkoths arose in the Astral Plane when the {@condition petrified} body of a deity of greed and strife collided with a remnant of celestial matter imbued with life-giving magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god's {@condition petrified} flesh came back to life as morkoths: tentacled monstrosities brimming with malice and greed.",
"Morkoths are driven by greed and selfishness mixed with a yearning for conflict. They hoard vast stores of treasure, knowledge, and captives on their islands. Some of these prisoners are the descendants of people captured generations before; they might know of no other world outside their island. A morkoth may allow a visitor to bargain for something or someone it has claimed if that visitor offers the morkoth something it desires more. It shows no mercy, however, to those who break a deal or try to steal from it. A morkoth knows every person and object in its collection.",
"A morkoth's island has the qualities of a dreamscape. It holds a jumble of objects and creatures the morkoth has collected, some of which date from forgotten times. An island might have natural-looking illumination, but most are shrouded in twilight, and on any of them, mists and shadows can appear without notice. The environment is warm and wet, a subtropical or tropical climate that keeps the morkoth and its \"guests\" comfortable.",
"Each island glides on planar currents and is safe from most harmful external effects\u2014one could float in the skies of Avernus in the Nine Hells without harm to it or its residents. A morkoth's island might be found anywhere from the bottom of the ocean to the void of the Astral Plane. Anything on or within a certain distance of a morkoth's isle is drawn with it in its journey through the planes. Thus, people from lost civilizations and creatures or objects from bygone ages might be found within a morkoth's dominion.",
"Some islands travel a specific route, arriving at the same destinations regularly over a cycle of years. Others are tied to a particular place or group of locales, and still others move erratically through the cosmos. Occasionally, a morkoth learns to direct its island's movement.",
{
"name": "A Morkoth's Lair",
"type": "entries",
"entries": [
"A morkoth claims dominion over an entire island, and it also maintains a central sanctum on that isle. This lair is most often a twisted network of narrow tunnels that connect several underground chambers, although other structural forms might be incorporated. The morkoth dwells among the creatures and objects it prizes most in a spacious vault at the center of the warren, where the celestial fragments that make up the island's core are also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair is underwater.",
"A morkoth encountered in its lair has a challenge rating of 12 (8,400 XP)."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Morkoth.webp"
},
"credit": "Christopher Burdett"
}
]
},
{
"name": "Mouth of Grolantor",
"source": "MPMM",
"entries": [
"Hill giants consume spoiled food and diseased carcasses with as much enthusiasm as children eating dessert and rarely suffer for such eating habits. When one of their kind becomes incapable of keeping down food, that giant is seen, among hill giant worshipers of the god Grolantor, as the vessel of a message from the deity.",
"The sickened giant's compatriots separate the giant from the rest of the community, often trapping them in a cage or tying them to a post. A priest of Grolantor visits the famished giant daily, trying to read portents in the puddles of bile the hill giant retches up. If the sickness soon passes, they allow the hill giant to rejoin society. If not, the hill giant is instead starved to the point of desperation so Grolantor's hunger can be given a mouth in the world.",
"A mouth of Grolantor is revered as a holy embodiment of Grolantor's aching hunger. Unlike a typical sluggish hill giant, a mouth of Grolantor is thin as a whippet, alert like a bird, and constantly twitchy. Mouths are kept perpetually imprisoned or shackled; if they break free, they're sure to kill anyone nearby before they're brought down or escape on a killing spree. The only time mouths of Grolantor are set loose is during a war, during a raid against an enemy settlement, or in a last-ditch defense of Grolantor's faithful. When a mouth of Grolantor has slaughtered and eaten their fill of enemies, they pass out amid the gory remains of their victims, making them easy to recapture."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Mouth of Grolantor.webp"
},
"credit": "Scott Murphy"
}
]
},
{
"name": "Nabassu",
"source": "MPMM",
"entries": [
"The insatiable nabassus prowl the multiverse in search of souls to devour. If they think they can kill a creature and consume its soul, they attack\u2014even if that other creature is a demon, including another nabassu.",
"Most other demons shun nabassus and force them to live on the fringes of the Abyss. There, nabassus pick off weaker demons or, if the situation warrants, gather in packs to take down larger prey. Some especially powerful nabassus even search for demon lords' amulets.",
"Whenever magic pulls demons from the Abyss to the Material Plane, nabassus try to get summoned so that they can embark on a feast of souls there. A summoned nabassu seeks to break free so that it can devour the soul of its summoner and then feed on the souls of whatever other creatures it can catch. One way a summoner can avoid this fate is by providing a steady supply of souls to the nabassu, which might persuade the demon to be cooperative\u2014as long as the supply lasts."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Nabassu.webp"
},
"credit": "Claudio Pozas"
}
]
},
{
"name": "Nagpa",
"source": "MPMM",
"entries": [
"Long ago, the Raven Queen cursed a cabal of powerful wizards for meddling in a ritual that would have helped avert a war between the gods. She transformed them into the scabrous, birdlike creatures known as nagpas and rendered them able to acquire new lore and magical power only from the ruins of fallen civilizations and great calamities.",
"Nagpas still fear the Raven Queen and do their best to avoid her and her agents. When it's impossible to do so, they become cringing, fawning things, eager to please and thereby escape further attention from her cold gaze. All the original thirteen remain alive, thanks to their cunning and their willingness to do whatever is necessary to survive.",
"Hungry to claim more power despite the Raven Queen's curse, nagpas strive to bring about world-shaking destruction. From the shadows, they manipulate events to bring about ruin. They can bring to bear an array of spells to turn other creatures into their agents, influencing their decisions in subtle ways and making them unwitting accomplices in their own destruction. Nagpas are extraordinarily patient and pursue several schemes simultaneously, so if one plan goes awry, they can shift their focus to another. Typically, nagpas emerge from the shadows only when they can deliver a finishing blow. They then revel in the grand devastation their plotting brought about\u2014looting libraries, plundering vaults, and prying secrets of arcane lore and power from the wreckage."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Nagpa.webp"
},
"credit": "Lars Grant-West"
}
]
},
{
"name": "Narzugon",
"source": "MPMM",
"entries": [
"Paladins who make deals with devils and carry their twisted sense of honor into the afterlife are especially valuable to the archdukes of the Nine Hells. These narzugons act as horrific perversions of knights errant, carrying out their masters' will.",
"Narzugons wield hell-forged lances that shunt the souls of any they killed to the River Styx for rebirth as {@creature lemure||lemures}. Every lance bears the marks of both a narzugon and its master.",
"Each narzugon claims a {@creature nightmare} as its mount. These steeds are bound by {@item infernal tack|MTF} and must respond to the summons and commands of the spurs' wearer."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Narzugon.webp"
},
"credit": "Ilya Shkipin"
}
]
},
{
"name": "Necromancer Wizard",
"source": "MPMM",
"_copy": {
"name": "Wizards",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Necromancers study the interaction of life, death, and undeath. Some necromancers dig up or purchase corpses to create Undead servitors. A few instead use their powers for good, hunting Undead."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Necromancer Wizard.webp"
},
"credit": "Randy Vargas"
}
]
},
{
"name": "Neogi",
"source": "MPMM",
"_copy": {
"name": "Neogi (*)",
"source": "MPMM",
"_mod": {
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"The mentality of neogi is alien to many other peoples. Because adult neogi have the power to control minds, they consider doing so to be entirely appropriate. Their society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don't comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness.",
"Neogi mark themselves and those they capture through the use of dyes, transformational magic, and other markings intended to signify rank, achievements, and the identity of the individual's leader. By these signs, neogi can identify each others' place in the hierarchy\u2014and they must defer to those of higher station or risk harsh punishment."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Neogi.webp"
},
"credit": "Warren Mahy"
}
]
},
{
"name": "Neogi (*)",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Neogi",
"entries": [
{
"type": "quote",
"entries": [
"Only the malevolent or the desperate do business with neogi. I generally advise against working with beings who view you as property or prey."
],
"by": "Mordenkainen"
},
"A neogi looks like an outsize spider with an eel's neck and head. It can poison the body and the mind of its targets and can subjugate even beings that are physically superior.",
"Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Astral Plane and the Ethereal Plane. They left their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulks and used them to build sleek, spidery ships capable of traversing the multiverse."
]
}
]
},
{
"name": "Neogi Hatchling",
"source": "MPMM",
"_copy": {
"name": "Neogi (*)",
"source": "MPMM",
"_mod": {
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"A neogi lives about a century. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special poison. The toxin transforms the old neogi into a bloated mass of flesh. Younger neogi lay their eggs atop it, and when the hatchlings emerge, they devour the old neogi and one another until only a few of the strongest newborns are left. The surviving neogi hatchlings begin their lives under the control of adult neogi. They must learn about their society and earn a place in it, and each one starts its training by gaining mastery over an umber hulk."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Neogi Hatchling.webp"
},
"credit": "Warren Mahy"
}
]
},
{
"name": "Neogi Master",
"source": "MPMM",
"_copy": {
"name": "Neogi (*)",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Neogi masters use magic, as a result of a pact between neogi and aberrant entities they met during their journey from their home world. These entities\u2014known by such names as Acamar, Caiphon, Gibbeth, and Hadar\u2014resemble stars and embody the essence of evil."
]
}
}
}
}
},
{
"name": "Neothelid",
"source": "MPMM",
"entries": [
"A slime-covered worm of immense size, a neothelid is the result of the mind flayer reproductive cycle gone horribly wrong. When an illithid colony collapses, typically after an external assault, and the elder brain is killed, the colony's tadpoles are suddenly freed from their fate. They no longer serve as food\u2014and are no longer fed by their caretakers. Driven by hunger, they turn to devouring one another. Only one tadpole survives out of the thousands in the colony's pool, and it emerges as a neothelid.",
"Neothelids know nothing beyond their predatory existence. They prowl subterranean passages, using their rudimentary psionic abilities to search out and incapacitate brains to sate their constant hunger, growing ever more vicious. These creatures can spray tissue-dissolving enzymes from their tentacle ducts, reducing victims to puddles of slime and leaving only the pulsing brains unharmed. They have no knowledge of their link to illithids, so they're just as likely to prey on mind flayers as on anything else.",
"Mind flayers consider neothelids dangerous abominations\u2014normally they eat or destroy any tadpoles that grow larger than a few inches in length without being implanted in a brain so they can't become such threats. Neothelids are not intelligent enough for elder brains to detect, so mind flayers are always alert for signs of their presence and organize hunting parties to exterminate any of these murderous worms they learn of."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Neothelid.webp"
},
"credit": "Ben Wootten"
}
]
},
{
"name": "Nightwalker",
"source": "MPMM",
"entries": [
"The Negative Plane is a place of death, anathema to all living things. Yet there are some who would tap into its fell power and use its energy for sinister ends. Most individuals prove unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers\u2014terrifying Undead creatures that devour all life they encounter.",
"One can reach the Negative Plane from the Shadowfell in places where the barrier between the planes is thin. Stepping onto the Negative Plane is almost always fatal since the plane sucks the life and soul from creatures, annihilating most at once. The few who survive by sheer luck or by harnessing some rare form of protective magic soon discover that they can't leave as easily as they arrived. Worse, for each creature that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released nightwalker must be lured back to the Negative Plane by offerings of life for it to devour. If the nightwalker is destroyed, the trapped creature has no hope of escape.",
"Generally, a nightwalker on the Material Plane is attracted to elements of the world associated with the creature responsible for its creation, which can provide clues as to who the trapped creature is. This attraction doesn't indicate a willingness to engage with the world, though; nightwalkers exist to make life extinct, and they prioritize anything associated with the trapped creature for destruction."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Nightwalker.webp"
},
"credit": "Ben Wootten"
}
]
},
{
"name": "Nilbog",
"source": "MPMM",
"entries": [
"When Maglubiyet conquered the goblin gods, a trickster deity was determined to get the last laugh. Although Maglubiyet shattered its essence, this trickster god survives in a splintered form as possessing spirits that cause disorder unless they are appeased. Goblins have no name for this deity and dare not give it one, lest Maglubiyet use its name to ensnare and crush it as he did their other deities. They call the possessing spirit, as well as the goblin possessed by it, a nilbog (\"goblin\" spelled backward), and they revel in the chaos a nilbog sows.",
"Whenever goblinoids form a host, there is a chance that a goblin will become possessed by a nilbog, particularly if the goblins have been mistreated by their betters. The possessed goblin turns into a wisecracking, impish creature fearless of reprisal. This nilbog also gains strange powers that drive others to do the opposite of what they desire. Attacking the possessed goblin is foolhardy, and killing them just prompts the spirit to possess another goblin. The only way to keep a nilbog from wreaking havoc is to treat it well and give it respect and praise.",
"Among fey courts, the risk of attracting a nilbog has given rise to the practice of always including at least one goblin jester. This jester is allowed to go anywhere and do whatever they please, hopefully preventing a nilbog from manifesting. The position of jester is much sought-after among the courts' goblins, because even if the jester is obviously not a nilbog, the court must indulge their chaotic behavior.",
{
"name": "Nilbogism",
"type": "entries",
"entries": [
"A nilbog is an invisible spirit that possesses only goblins. When bereft of a host, the spirit has a flying speed of 30 feet, it can't be attacked, and it is immune to all damage and conditions. Acting on initiative count 20 (losing initiative ties), the only action it can take is to attempt to possess a goblin within 5 feet of it.",
"A goblin targeted by the spirit must succeed on a {@dc 15} Charisma saving throw or become possessed. While possessed, the goblin uses the nilbog stat block. If the save succeeds, the spirit can't possess that goblin for 24 hours.",
"If its host is killed or the possession is ended by a spell such as hallow, magic circle, or protection from evil and good, the spirit searches for another goblin to possess. The spirit can leave its host at any time, but it won't do so willingly unless it knows there's another potential host nearby. A goblin stripped of their nilbog spirit reverts to their normal statistics and loses the traits they gained while possessed."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Nilbog.webp"
},
"credit": "Cory Trego-Erdner"
}
]
},
{
"name": "Nupperibo",
"source": "MPMM",
"entries": [
{
"type": "quote",
"entries": [
"A lemure emerges from the Styx wiped of memory, yet the patterns of evil it performed in life remain indelibly inscribed upon its soul...",
"But those who lacked ambition cannot climb the hierarchical ladder of the Hells.",
"They instead step down, becoming nupperibos."
],
"by": "Mordenkainen"
},
"No soul is turned away from the Nine Hells, but the truly worthless\u2014those whose evil acts in life arose from carelessness and inaction more than anything else\u2014are suitable only to become nupperibos. These pitiful creatures shuffle across the landscape, driven to purposeful action only when the clouds of swarming vermin that surround them find them prey to destroy or when a greater fiendish power commands it.",
"Individually, nupperibos are weak, but they're rarely alone and can be dangerous when gathered into packs. Clouds of stinging insects, {@creature stirge||stirges}, and other vermin surround them in a terrifying, reeking sheath that torments any non-devil that draws near.",
"A nupperibo knows nothing but the desire to destroy non-Fiends. Once a nupperibo's vermin cloud senses a potential meal, any nearby nupperibos pursue that prey tirelessly until it or the nupperibos are slain, or some other potential victim crosses the devils' path and distracts them.",
"Nupperibos unthinkingly obey any command they receive telepathically from another devil. This blind loyalty makes them the easiest of infernal troops to lead into battle, but their presence in a legion does nothing to elevate its general's status."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Nupperibo.webp"
},
"credit": "Ralph Horsley"
}
]
},
{
"name": "Oblex Spawn",
"source": "MPMM",
"_copy": {
"name": "Oblexes",
"source": "MPMM",
"_mod": {
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"An oblex devours memories not only to sustain its existence, but also to spawn new oblexes. Each time it fully drains the memories of a victim, it gains the creature's personality\u2014now twisted by the oblex's foul nature. The more memories an oblex steals, the larger it becomes, until it must shed a personality it has absorbed or else go uncontrolled and erratic. This act spawns a new oblex.",
"Newly formed oblexes lack the capabilities of their older kin. They seek only to feed on memories and grow until they can impersonate their victims."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Oblex Spawn.webp"
},
"credit": "Anthony S. Waters"
}
]
},
{
"name": "Oblexes",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Oblexes",
"entries": [
{
"type": "quote",
"entries": [
"Mind flayers unleash all manner of foul experiments upon the planes with little thought for the consequences. Here, though, I suspect another influence: Juiblex."
],
"by": "Mordenkainen"
},
{
"type": "quote",
"entries": [
"An oblex wants memories, but not to serve any end of its own making. Oblexes are hungry for memories and personalities because they are empty without such nourishment. In this way they serve their creators, the illithids. An oblex in the range of an elder brain's powers provides everything necessary for the mind flayers to find choice victims."
],
"by": "Mordenkainen"
},
"By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of Ooze, the oblex\u2014a slime capable of assaulting the minds of other creatures. These pools of jelly are cunning hunters that feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt targets more likely to be intelligent, such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature's mind, leaving its prey befuddled and confused\u2014or dead.",
"When oblexes feed on thoughts, they can form weird copies of their prey to use as lures, which helps them harvest even more victims for their mind flayer masters."
]
}
]
},
{
"name": "Ogre Battering Ram",
"source": "MPMM",
"_copy": {
"name": "Ogres of War",
"source": "MPMM",
"_mod": {
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"entries": [
"An ogre battering ram carries an enormous club that's primarily used for bashing doors into kindling but also works well for smashing foes. These ogres are drilled in two simple tasks: rushing forward to shatter enemy fortifications and using their weapons to force an advancing enemy to halt."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Ogre Battering Ram.webp"
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"credit": "Craig J Spearing"
}
]
},
{
"name": "Ogre Bolt Launcher",
"source": "MPMM",
"_copy": {
"name": "Ogres of War",
"source": "MPMM",
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"A bolt launcher carries a gigantic crossbow\u2014a weapon so large it's essentially an ogre-held ballista. An ogre bolt launcher can load this immense weapon and loose its deadly missile as quickly as a dwarf handles a crossbow. The bolts are so large that few ogres can carry more than a half dozen at a time, but bolt launchers have been known to uproot small trees or tear beams out of buildings and launch those when their ammunition runs low."
]
}
}
}
}
},
{
"name": "Ogre Chain Brute",
"source": "MPMM",
"_copy": {
"name": "Ogres of War",
"source": "MPMM",
"_mod": {
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"An ogre chain brute wields a great spiked chain, swinging it with both hands in a wide circle to knock foes off their feet. Alternatively, the ogre can swing the chain in a crushing overhead smash."
]
}
}
}
}
},
{
"name": "Ogre Howdah",
"source": "MPMM",
"_copy": {
"name": "Ogres of War",
"source": "MPMM",
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"The most unusual of the specialized ogres, the howdah carries a palisaded wooden fort on its back. The fort serves as a fighting platform for up to four Small people. Ogre howdahs are most often seen bearing bow- and spear-wielding {@creature goblin||goblins} into battle, or perhaps {@creature kobold||kobolds} or {@creature Deep Gnome (Svirfneblin)||deep gnomes}, but they might also transport other Small folk."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Ogre Howdah.webp"
},
"credit": "Chris Seaman"
}
]
},
{
"name": "Ogres of War",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Ogres of War",
"entries": [
"Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to carry out specialized missions. The names they are given\u2014the battering ram, the bolt launcher, the chain brute, and the howdah\u2014reflect their particular functions. These jobs are tailored to take advantage of an ogre's strengths."
]
}
]
},
{
"name": "Oinoloth",
"source": "MPMM",
"entries": [
"Grim specters of death, oinoloths bring pestilence wherever they go. When armies recognize their awful forms, their mere appearance causes soldiers to break ranks and flee, lest they succumb to one of the awful plagues that oinoloths let loose.",
"Oinoloths solve thorny problems by killing everyone involved. They are typically hired as a last resort when a siege has gone on too long or an army has proven too strong to overcome. Once summoned, oinoloths stalk the killing field, poisoning the ground and sickening creatures they encounter. Sometimes they might be hired to lift the very plagues they spread, but the price for such work is high, and the effort turns the creatures they save into debilitated wrecks."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Oinoloth.webp"
},
"credit": "Michael Berube"
}
]
},
{
"name": "Orcus",
"source": "MPMM",
"entries": [
"Orcus is the Demon Prince of Undeath, also known as the Blood Lord. While he takes pleasure in the sufferings of the living, he far prefers the company and service of Undead. His desire is to see all life quenched and the multiverse transformed into a vast necropolis populated solely by Undead creatures under his command.",
"Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become {@creature ghoul||ghouls} and {@creature zombie||zombies} that serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master.",
"Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower torso of a goat and a humanlike upper body with a belly swollen with rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary {@item Wand of Orcus|DMG}, which is described in the {@i Dungeon Master's Guide}.",
{
"name": "Cultists of Orcus",
"type": "entries",
"entries": [
"{@note See the {@cult Cult of Orcus|MPMM} entry.}"
]
},
{
"type": "entries",
"name": "Orcus's Lair",
"entries": [
"Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering Undead, many of which are engaged in continuous battles with one another."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Orcus.webp"
},
"credit": "Richard Whitters"
}
]
},
{
"name": "Orthon",
"source": "MPMM",
"entries": [
"When an archduke of the Nine Hells needs a creature tracked, found, and either done away with or captured, the task usually falls to an orthon. These devils are infernal bounty hunters, tireless in their pursuit of their quarry across the multiverse.",
"Orthons are infamous for their sharp senses. Because an orthon can become invisible at will, its quarry is often unaware of being hunted until the orthon strikes. This invisibility can be disrupted when the devil is attacked, however, so a strong counterattack is often the best defense against it.",
"Orthons value the challenge of the chase and the thrill of one-on-one combat above all else. An orthon's first loyalty is to its archduke, but one with no immediate assignment might work for anyone who promises it a worthy struggle against a lethal foe. Because they travel widely, orthons are unequaled as guides through the layers of the Nine Hells."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Orthon.webp"
},
"credit": "Ilya Shkipin"
}
]
},
{
"name": "Ox",
"source": "MPMM",
"_copy": {
"name": "Cattle",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Oxen are domesticated cattle bred for milk and meat production and for hauling. Many cultures incorporate the ox into their labor and diets."
]
}
}
}
}
},
{
"name": "Phoenix",
"source": "MPMM",
"entries": [
{
"type": "quote",
"entries": [
"To rise like a phoenix from the ashes\u2013so many use that quaint colloquialism. Little do they know about the true horror of such a rebirth."
],
"by": "Mordenkainen"
},
"Releasing a phoenix from the Inner Planes creates an explosion of fire that spreads across the sky. An enormous fiery bird forms in the center of the flames and smoke\u2014an elder Elemental possessed by a need to burn everything to ash. The phoenix rarely stays in one place for long as it strives to transform the world into an inferno."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Phoenix.webp"
},
"credit": "Ilya Shkipin"
}
]
},
{
"name": "Quetzalcoatlus",
"source": "MPMM",
"entries": [
"This giant relative of the pteranodon has a wingspan exceeding 30 feet. Although it can walk like a quadruped, it is more comfortable in the air."
]
},
{
"name": "Quickling",
"source": "MPMM",
"entries": [
"Quicklings rocket through twisted forests where the unseelie fey hold sway, both in the Feywild and in the world. These slender Fey resemble miniature elves with feral features and cold eyes that gleam like jewels. Racing faster than the eye can track, they appear as little more than blurry waverings in the air.",
"Quicklings owe their existence\u2014and their plight\u2014to the Queen of Air and Darkness, the dread ruler of the Gloaming Court. Once a species of lazy and egotistical Fey, quicklings' predecessors were late in answering the queen's summons one time too many. To hasten their pace and teach them to mind her will, the queen sped up their internal clocks and shrank them. Her curse gave quicklings amazing speed but also accelerated their passage through life\u2014no quickling lives longer than fifteen years.",
"The mortal realm is a ponderous place to a quickling's eye: a hurricane creeps gradually across the sky, a torrent of rain drifts earthward like lazy snowflakes, lightning crawls in a meandering path from cloud to cloud. The slow and boring world seems to be populated by torpid creatures whose deep, mooing speech lacks meaning.",
"To other creatures, quicklings seem blindingly fast, vanishing into an indistinct blur as they move. Their cruel laughter is a burst of rapid staccato sounds, their speech a shrill squeal. Only when quicklings deliberately slow down, which they prefer not to do, can other beings properly see, hear, and comprehend them. Never truly at rest, \"stationary\" quicklings constantly pace and shift in place, as though they can't wait to be off again.",
"Quicklings have a capricious nature that goes well with their energy level: they think as fast as they run, and they are always up to something. They spend most of their time perpetrating acts of mischief on slower creatures. One rarely passes up an opportunity to tie a person's bootlaces together, move the stool a creature is about to sit on, or unbuckle a saddle while no one's looking.",
"Tricks of that sort are hardly the limit of quicklings' artful malice, however. They don't commit outright murder, but they can ruin lives in plenty of other ways: stealing an important letter, swiping coins collected for the poor, planting a stolen item in someone's bag. Quicklings enjoy causing suffering that transcends mere mischief, especially when the blame for their actions falls on others and creates discord."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Quickling.webp"
},
"credit": "Richard Whitters"
}
]
},
{
"name": "Red Abishai",
"source": "MPMM",
"_copy": {
"name": "Abishais",
"source": "MPMM",
"_mod": {
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"Red abishais have no equals among the abishais when it comes to leadership ability and raw power. Red abishais lead other devils into battle or take charge of troublesome cults to ensure that they continue to carry out Tiamat's commands. A red abishai cuts a fearsome figure, and that sight can be inspiring to the abishai's allies, filling them with a fanatical willingness to fight."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Red Abishai.webp"
},
"credit": "Daniel Landerman"
}
]
},
{
"name": "Redcap",
"source": "MPMM",
"entries": [
"A redcap is a homicidal Fey creature born of blood lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without hesitation or regret.",
"In the Feywild, or where that plane touches the material world at a fey crossing, if a sentient creature acts on an intense desire for bloodshed, one or more redcaps might appear where the blood of a slain person soaks the ground. At first, new redcaps look like tiny bloodstained mushrooms just pushing their caps out of the soil. When moonlight shines on one of these caps, a creature that resembles a wizened and undersized gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, clothing of similar material, heavy iron boots, and a heavy bladed weapon. From the moment redcaps awaken, they desire only murder and carnage, and they constantly seek to satisfy these cravings.",
"Redcaps lack subtlety. They live for direct confrontation and the mayhem of mortal combat. Even if a redcap wanted to be stealthy, the creature's iron boots force them to take ponderous, thunderous steps. When a redcap is near potential prey, though, they can close the distance quickly and get in a vicious swing of their weapon before the target can react.",
"Redcaps' desire to slay is rooted in their will to survive. To sustain their unnatural existence, they must soak their hats in the fresh blood of their victims. When redcaps are born, their hats are coated with wet blood, and they know that if the blood isn't replenished at least once every three days, they will vanish as if they had never been.",
"Some redcaps can sense the being whose murderous acts led to their birth. They typically use this innate connection to find their creator and make that creature their first victim, though they might instead seek out their maker to enjoy proximity to a kindred spirit. Although redcaps don't usually operate in groups, an individual responsible for the creation of multiple redcaps at the same site could attract the entire group to serve as cohorts, emulating that individual's murderous handiwork. Some hags and wicked mages know methods to call redcaps out of the Feywild and might likewise put teams of them to work as grisly servants.",
"In any case, if a redcap works with another being, the redcap demands to be paid in victims. A patron who tries to stifle a redcap's natural and necessary urge for blood risks becoming the redcap's next target."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Redcap.webp"
},
"credit": "Richard Whitters"
}
]
},
{
"name": "Retriever",
"source": "MPMM",
"entries": [
"The retriever is a potent, spider-like Construct conceived and built by Underdark followers of Lolth for one original purpose\u2014to prowl the Abyss and capture demons for these cultists to enslave or use in their rituals. The automatons proved so effective and so fearsome that they now perform many different missions.",
"Though retrievers were created to operate only in the Abyss, they are sometimes dispatched when a powerful devotee of Lolth needs some creature or object captured and brought back alive and intact. Only under the rarest of circumstances is a retriever handed over or sold to others, since Lolth's cultists don't want to take the chance that their creations will be turned against them."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Retriever.webp"
},
"credit": "Scott Murphy"
}
]
},
{
"name": "Rot Troll",
"source": "MPMM",
"_copy": {
"name": "Trolls",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"A troll infused with waves of necrotic energy as it regenerates can develop a symbiotic relationship with that deathly power. The troll's body wither and the flesh falls away from the body as quickly, as it forms. Eventually a rot troll becomes unable to regenerate, though the troll still heals normally. The creature courses with necrotic energy; simply standing near a rot troll exposes other creatures to lethal emanations."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Rot Troll.webp"
},
"credit": "Ralph Horsley"
}
]
},
{
"name": "Rutterkin",
"source": "MPMM",
"entries": [
{
"type": "quote",
"entries": [
"Eugh, rutterkins. You've heard of stinking cloud\u2014now get ready for its sequel, rancid crows.",
"(Mordenkainen, my dear, I know you just died inside when you read that. Kisses!)"
],
"by": "Tasha"
},
"Rutterkins are warped demons that roam the Abyss in mobs, constantly searching for intruders to surround and devour. These Fiends protect the Abyss from non-demons. When they spot any interlopers, they gather in a crowd and surge forward, emitting a wave of fear in advance of their attacks that leaves their victims terrified and rooted in place.",
"Creatures bitten by rutterkins are exposed to a terrible disease that infects them with the corrupting influence of the Abyss. Victims afflicted with the disease experience tremendous pain as their bodies become disfigured, flesh twisting around the bones, until they transform to join the mass of {@creature manes} demons that follow in the wake of the rutterkin mob that laid them low."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Rutterkin.webp"
},
"credit": "Shawn Wood"
}
]
},
{
"name": "Sacred Statue",
"source": "MPMM",
"_copy": {
"name": "Eidolon",
"source": "MPMM"
}
},
{
"name": "Sea Spawn",
"source": "MPMM",
"entries": [
"Many of the stories sung as sea chanteys and recounted in dockside taverns tell of people lost to the sea\u2014but not merely drowned and gone. Some unfortunates taken by the ocean live on as sea spawn, haunting the waves like tortured reflections of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well.",
"Tales provide myriad reasons for these strange transformations. Folklore warns against falling in love with a sea elf or merfolk, braving storms in hopes of a bounteous catch, and promising your heart to a sea god. Such cautionary tales disguise the deeper truth: things lurking beneath the waves strive to claim the hearts and minds of land dwellers.",
"{@creature Kraken||Krakens}, morkoths, {@creature sea hag||sea hags}, {@creature marid||marids}, {@creature storm giant||storm giants}, {@creature dragon turtle||dragon turtles}\u2014all of these and more can mark mortals as their own and claim them as minions. Unlucky folk might become beholden to such a master through a bleak bargain, or they might find themselves cursed by one. Once warped into a fishlike form, a sea spawn can't leave the water for long without courting death.",
"Sea spawn come in a wide variety of forms. An individual might have a tentacle for an arm, the jaws of a shark, a sea urchin's spines, a whale's fin, octopus eyes, seaweed hair, or any combination of such qualities. Some of these piscine body parts provide them with special abilities.",
{
"name": "The Sea Spawn of Purple Rocks",
"type": "entries",
"entries": [
"Visitors to a string of islands called the Purple Rocks (in the Forgotten Realms setting) might notice one curious fact about the islands' human inhabitants: no infants or elderly are among them. This is because babies born to the Rocklanders are claimed by a {@creature kraken} named Slarkrethel. The experience transforms the children into fanatics dedicated to the kraken. They return from the sea as humans, but when they reach old age, they transform into sea spawn and rejoin their master in the depths. Some children return having suffered partial transformations and must conceal themselves from strangers until their full transformation in order to keep the secret of the Purple Rocks.",
"Kraken priests (in this book) tend to the kraken's flock. Most of the priests are island natives, but some are other sorts of creatures that live in the water around the Purple Rocks, such as {@creature merfolk} or {@creature merrow}, or even sea elves."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Sea Spawn.webp"
},
"credit": "Eric Belisle"
}
]
},
{
"name": "Shadar-kai",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Shadar-kai",
"entries": [
"In the gloom of the Shadowfell live shadar-kai, elves whose ancestors served the Raven Queen, a god of death and memory. They were brought to that realm in ages past, so long ago that they're now adapted to its cheerless environment, both physically and mentally.",
"Eons of exposure to the influence of the Shadowfell has left shadar-kai often joyless and mournful. In that realm, they have pale hair, wrinkled gray skin, and swollen joints that give them a corpselike aspect. They appear more youthful while on other planes, but their skin always retains a deathly ashen hue. When in the Shadowfell, they detest mirrors and avoid keeping things that remind them of their age.",
"Shadar-kai of the Raven Queen watch over both the Shadowfell and the Material Plane, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however; their efforts are rewarded only with vague omens they interpret as best they can.",
{
"name": "Fortress of Memories",
"type": "entries",
"entries": [
"The shadar-kai who are most devoted to the Raven Queen serve her at the Fortress of Memories, her twisted castle in the Shadowfell. The fortress is a mournful place, filled with incessant echoes of the past. Flocks of ravens that act as the Raven Queen's eyes and ears darken the skies around it when they emerge from within, bearing her cryptic messages and omens far and wide across the multiverse.",
"Within the fortress are items that the Raven Queen finds irresistible: objects invested with deep feelings of sorrow, longing, or remorse. These items are brought to her as gifts from the shadar-kai, and include furniture, clocks, mirrors, jewels, and toys. Ghostly visions of people, places, and pets also appear in the fortress. Any of these things can spontaneously appear about her lair, every object and apparition being a metaphoric representation of some story\u2014great or small\u2014that was saturated with raw emotion.",
"Shadar-kai encountered outside the Shadowfell are often on quests to find the most sorrow-touched items they can find to bring back to their queen's gloomy castle."
]
}
]
}
]
},
{
"name": "Shadar-kai Gloom Weaver",
"source": "MPMM",
"_copy": {
"name": "Shadar-kai",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
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"Although they're formidable warriors, gloom weavers are often content to hide in the shadows, watching as their very presence affects their victims. Their bleak energy weighs down the heart, causing those nearby to feel the approach of death. If detected, gloom weavers use their shadow magic to reduce enemies to ghastly corpses."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Shadar-kai Gloom Weaver.webp"
},
"credit": "Sidharth Chaturvedi"
}
]
},
{
"name": "Shadar-kai Shadow Dancer",
"source": "MPMM",
"_copy": {
"name": "Shadar-kai",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
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"Those who have fought shadow dancers describe the experience as similar to fighting a living darkness. Every dim alcove and darkened nook is a place the lithe and acrobatic shadow dancers can emerge from to ambush their prey. Using this tactic, they attack their enemies from all angles with a flurry of entangling chains that hold fast and corrupt the flesh. When their quarry is helpless, they dispatch it and then loot the corpse for trinkets, particularly anything colorful and lively to gaze at after they return to the gloom of the Shadowfell."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Shadar-kai Shadow Dancer.webp"
},
"credit": "Sidharth Chaturvedi"
}
]
},
{
"name": "Shadar-kai Soul Monger",
"source": "MPMM",
"_copy": {
"name": "Shadar-kai",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Wracked with despair over the loss of memories of a brighter time, soul mongers crave the vitality of others. The aching void within a soul monger radiates outward, manifesting as an unbearable weight that drains the vigor of anyone unfortunate enough to be in their presence. Those who have escaped the onslaught of a soul monger can hardly shake the memory of the sound they make\u2014the moan of a tortured soul, lost in a bottomless well of tragedy."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Shadar-kai Soul Monger.webp"
},
"credit": "Sidharth Chaturvedi"
}
]
},
{
"name": "Shadow Mastiff",
"source": "MPMM",
"_copy": {
"name": "Shadow Mastiffs",
"source": "MPMM",
"_mod": {
"entries": {
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"Shunning sunlight, these hounds are usually met as a pack. Some faiths devoted to deities of gloom and night, such as that of Shar in the Forgotten Realms, perform unholy rites to summon shadow mastiffs to work as temple sentinels and bodyguards."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Shadow Mastiff.webp"
},
"credit": "Conceptopolis"
}
]
},
{
"name": "Shadow Mastiff Alpha",
"source": "MPMM",
"_copy": {
"name": "Shadow Mastiffs",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
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"Each pack of shadow mastiffs is led by an alpha, the smartest one of the group. The sound of an alpha's howl strikes terror into those who hear it and is a sure sign that a pack is on the prowl."
]
}
}
}
}
},
{
"name": "Shadow Mastiffs",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Shadow Mastiffs",
"entries": [
"Shadow mastiffs\u2014hounds of the Shadowfell\u2014move invisibly through the shadows, always on the hunt."
]
}
]
},
{
"name": "Shoosuva",
"source": "MPMM",
"entries": [
{
"type": "quote",
"entries": [
"What? Are you expecting me to comment on these creatures? Fine, how's this: a loyal pet deserves a loyal pet."
],
"by": "Mordenkainen"
},
{
"type": "quote",
"entries": [
"Trust Mordenkainen to look down on any sort of companionship\u2014even the slavering, venomous, demonic puppy kind."
],
"by": "Tasha"
},
"A shoosuva is a hyena-demon gifted by {@creature Yeenoghu|MPMM} to an especially powerful worshiper (typically a {@creature gnoll fang of Yeenoghu||fang of Yeenoghu}). A shoosuva manifests shortly after a Yeenoghu-worshiping war band achieves a great victory, emerging from a billowing, fetid cloud of smoke as it arrives from the Abyss. In battle, the demon wraps its slavering jaws around one victim while lashing out with the poisonous stinger on its tail to bring down another. A creature immobilized by the poison becomes easy pickings for any nearby members of the war band.",
"Each shoosuva is bonded to a particular worshiper of Yeenoghu and fights alongside its master. A gnoll that has been gifted with a shoosuva is second only to a flind in status within a war band dedicated to Yeenoghu."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Shoosuva.webp"
},
"credit": "Craig J Spearing"
}
]
},
{
"name": "Sibriex",
"source": "MPMM",
"entries": [
"Thought to be as old as the Abyss itself, sibriexes haunt remote parts of that plane, where they use their vile abilities to create new horrors and they seek ancient lore. Rivulets of blood and bile cascade from a sibriex's body, polluting the surrounding landscape.",
"Sibriexes have spent eons amassing knowledge from across the planes, hoarding it for when it might be useful. Such are their incredible intellects and stores of information that many seek them out, including demon lords. Some sibriexes act as advisors and oracles, manipulating demons into serving their ends, while others parcel out lore only when doing so advances their plans.",
"Sibriexes can channel the power of the Abyss to create new demons from other creatures. Some demons petition sibriexes for physical gifts, for sibriexes can graft on new body parts to give the demons greater strength, vision, or stamina. Sibriexes never give aid freely, though; they demand a service or a treasure in return for the flesh-shaping they provide."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Sibriex.webp"
},
"credit": "Christopher Burdett"
}
]
},
{
"name": "Skulk",
"source": "MPMM",
"entries": [
{
"type": "quote",
"entries": [
"Some children have imaginary friends that their parents can't see. Sometimes those invisible friends aren't imaginary."
],
"by": "Mordenkainen"
},
"Skulks are the soulless shells of travelers who became lost in the Shadowfell, wandering its gray wastes until they lost all sense of self. They are so devoid of identity that they have become permanently {@condition invisible}. Only children can see a skulk without the help of a mirror or a special candle. On the rare occasions when a skulk is visible, it appears as a drab, featureless, hairless biped.",
"A skulk can be summoned from the Shadowfell by performing a ritual, and it is bound to obey the summoner's commands for 30 days. During this time, if the skulk is visible, an astute observer might deduce who summoned it, because the skulk assumes a vague likeness of its master.",
"Cruel and chaotic, skulks carry out their orders in the most violent manner possible. A summoned skulk can't return to the Shadowfell until it dies, so many throw themselves into creating bloodshed and mayhem with no regard for their own lives. After killing a person on the Material Plane, some skulks take up a silent imitation of that person's life. In extreme cases, skulks have invaded villages, killed all the occupants, and turned the places into seeming ghost towns where flavorless food is prepared daily, colorless clothes are hung up to dry, and livestock is shifted from pen to pen until it starves."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Skulk.webp"
},
"credit": "Zack Stella"
}
]
},
{
"name": "Skull Lord",
"source": "MPMM",
"entries": [
"Skull lords have claimed vast regions of the Shadowfell as their dominion. From these blighted lands, they wage war against their rivals, commanding hordes of the undying in a bid to establish dominance. Yet skull lords always prove to be their own worst enemies; each is a combined being born from three hateful individuals, and they constantly plot against themselves.",
"Infighting and treachery brought skull lords into existence. The first of them appeared in the aftermath of Vecna's bid to conquer the world of Greyhawk, after the vampire Kas betrayed Vecna and took his eye and hand. In the confusion resulting from this turn of events, Vecna's warlords turned against each other, and his plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into the shadows, others have arisen, typically created from other leaders who betrayed their masters."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Skull Lord.webp"
},
"credit": "Ilya Shkipin"
}
]
},
{
"name": "Slithering Tracker",
"source": "MPMM",
"entries": [
"The quest for revenge sometimes leads those terribly aggrieved to undergo a ritual whereby they transform into bodies of semiliquid sentience known as slithering trackers. Innocuous and insidious at the same time, a slithering tracker flows into places where a normal creature can't go and brings its own brand of watery death down on its quarry.",
"The ritual for creating a slithering tracker is known to hags, liches, and priests who worship gods of vengeance. It can be performed only on a willing creature that hungers for revenge. The ritual sucks all the moisture from the subject's body, killing it. Yet the subject's mind lives on in the puddle that issues forth from the remains, and so too does its insatiable need for retribution.",
"A slithering tracker tastes the ground it courses over, seeking any trace of its prey. To kill, a slithering tracker rises up and enshrouds a creature, attempting to drown the creature while also draining it of blood.",
"Achieving revenge against its target doesn't end a slithering tracker's existence or its hunger for blood. Some slithering trackers remain aware of their purpose and extend their quest for vengeance to others, such as anyone who supported or befriended the original target. Most of the time, though, a tracker's mind can't cope with being trapped in liquid form, unable to communicate, and driven by the desire for blood; after fulfilling its duty, the overwhelmed creature attacks indiscriminately until it is destroyed."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Slithering Tracker.webp"
},
"credit": "Eric Belisle"
}
]
},
{
"name": "Sorrowsworn",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Sorrowsworn",
"entries": [
"The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. Sorrowsworn embody the forms of suffering inherent to the shadowy landscape and visit horror on those who stumble into their midst. Each sorrowsworn personifies a different aspect of despair or distress."
]
}
]
},
{
"name": "Spawn of Kyuss",
"source": "MPMM",
"entries": [
"Kyuss was a high priest of Orcus who plundered corpses from necropolises to create the first spawn of Kyuss. Even centuries after Kyuss's death, his malign disciples continue performing the horrific rites he perfected.",
"From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, however, the scores of little green worms crawling in and out of it become visible. These worms jump onto nearby Humanoids and burrow into their flesh. A worm that penetrates a Humanoid body makes its way to the creature's brain. Once inside the brain, the worm kills its host and animates the corpse, transforming it into a spawn of Kyuss, which breeds more worms.",
"Spawn of Kyuss are expressions of Orcus's intent to replace all life with undeath. Left to its own devices, a solitary spawn of Kyuss travels aimlessly. If it stumbles across a living creature, the spawn attacks with the sole intent of creating more spawn. Whether spawn are dispersed or clustered, they reproduce exponentially if nothing stops them."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Spawn of Kyuss.webp"
},
"credit": "Shawn Wood"
}
]
},
{
"name": "Spirit Troll",
"source": "MPMM",
"_copy": {
"name": "Trolls",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"A troll blasted with psychic energy can take a non physical form upon regenerating. The troll's psyche survives, but the body is as insubstantial as shadow. The troll might be unaware of the transition\u2014the creature still moves and attacks with teeth and claws as ever\u2014but now the troll strikes at victims' minds."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Spirit Troll.webp"
},
"credit": "Ralph Horsley"
}
]
},
{
"name": "Spring Eladrin",
"source": "MPMM",
"_copy": {
"name": "Eladrin",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
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"Their hearts filled with joy, spring eladrin cavort through their sylvan realms, their songs and laughter filling the air. These playful eladrin beguile other creatures to fill them with the joy of spring. Their antics can lead other creatures into danger and make mischief for them."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Spring Eladrin.webp"
},
"credit": "Eric Belisle"
}
]
},
{
"name": "Star Spawn",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Star Spawn",
"entries": [
{
"type": "quote",
"entries": [
"Stars don't spawn these creatures.",
"Such beautiful lights shouldn't be blamed for such balefulness."
],
"by": "Mordenkainen"
},
"The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment's contact is enough to break a mortal's mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures' minds.",
"However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out.",
"The creatures known as star spawn are the heralds, servants, and soldiers of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet\u2014or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.",
{
"name": "Elder Evil Blessings",
"type": "entries",
"entries": [
"Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has only one.",
{
"type": "list",
"columns": 3,
"items": [
"{@cult Cult of Atropus, the World Born Dead|MTF}",
"{@cult Cult of Borem, of the Lake of Boiling Mud|MTF}",
"{@cult Cult of Haask, the Voice of Hargut|MTF}",
"{@cult Cult of Tharizdun, the Chained God|MTF}",
"{@cult Cult of Tyranthraxus, the Flamed One|MTF}"
]
}
]
}
]
}
]
},
{
"name": "Star Spawn Grue",
"source": "MPMM",
"_copy": {
"name": "Star Spawn",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Fanged and lipless, the ever-grinning, eerily staring grue lopes about on spindly legs and long arms. Bristles and spines project from odd patches of its grayish skin, and its long fingers end in broken and dirty nails. Grues are the weakest of the star spawn. A host of writhing, scrambling grues typically accompanies more powerful star spawn. Their constant chittering and shrieking produce discordant psychic energy that disrupts thought patterns in other creatures, which experience flashing colors, hallucinations, disorientation, and waves of hopelessness."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Star Spawn Grue.webp"
},
"credit": "Brynn Metheney"
}
]
},
{
"name": "Star Spawn Hulk",
"source": "MPMM",
"_copy": {
"name": "Star Spawn",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"The hulk is one of the largest of the known star spawn, with glistening, translucent skin. Pale and seemingly lidless eyes glare balefully from a face distorted by too many teeth and too little nose. Hulks are seldom encountered without a commanding star spawn seer (also in this book) nearby. A hulk appears to have little will of its own and is driven to protect its master."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Star Spawn Hulk.webp"
},
"credit": "Brynn Metheney"
}
]
},
{
"name": "Star Spawn Larva Mage",
"source": "MPMM",
"_copy": {
"name": "Star Spawn",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"A larva mage is a nightmarish combination of a mortal body and otherworldly substance. When a powerful cultist of a wormlike entity such as Kyuss or Kezef\u2014usually a warlock or other spellcaster\u2014contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the original cultist's personality survives the transformation; what emerges is wholly alien."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Star Spawn Larva Mage.webp"
},
"credit": "Ben Wootten"
}
]
},
{
"name": "Star Spawn Mangler",
"source": "MPMM",
"_copy": {
"name": "Star Spawn",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
{
"type": "quote",
"entries": [
"The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail.",
"In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn't be."
],
"by": "Mordenkainen"
},
"A mangler is a low-slung, creeping horror with multiple gangly arms\u2014it most often has six arms but can have any number from four to eight. Manglers creep along the ground or the walls, sticking to shadows and hiding in spots that seem too shallow or well-lit to conceal anything. They appear smaller than their true size, thanks to their hunched posture and emaciated frames. Cultists summon these creatures to serve as guards and assassins, two roles at which they excel."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Star Spawn Mangler.webp"
},
"credit": "Christopher Burdett"
}
]
},
{
"name": "Star Spawn Seer",
"source": "MPMM",
"_copy": {
"name": "Star Spawn",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"A star spawn seer is most often encountered as the leader of a cult dedicated to one or more Elder Evils. Usually, the seer is the only cult member that grasps the full extent of the horror the cult is venerating. The seer's goal is to tap into vast energy sources and perform the dire rites that will extend a bridge between the Material Plane and the squirming chaos of an Elder Evil's realm.",
"An entity that appears as a star spawn seer in the Material Plane usually arrives disembodied. When a warlock or other spellcaster establishes communication with it, the seer-entity takes control of the mortal, transforming it into a star spawn seer. Whoever the mortal once was largely vanishes beneath the mass of tumorous skin than builds up in strange whorls all over the seer's body. The mortal's hands become bulky, flipper-like appendages able to grasp the seer's strange staff formed of a blend of flesh, bone, and star stuff.",
"A star spawn seer is almost always accompanied by one or more star spawn hulks (also in this book). Not only is a hulk a powerful combatant, but when a seer deals psychic damage to a hulk, the hulk isn't hurt, and the effect ricochets off and expands to assault other creatures."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Star Spawn Seer.webp"
},
"credit": "Christopher Burdett"
}
]
},
{
"name": "Steeders",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Steeders",
"entries": [
{
"type": "quote",
"entries": [
"Steeders resemble spiders as much as worgs resemble wolves. The creatures may appear similar, but steeders are more than mere vermin."
],
"by": "Mordenkainen"
},
"Giant hunting spiders, steeders prowl the depths of the Underdark. Female steeders grow larger and stronger than males, and the female often devours the male after breeding. Numerous Underdark folk domesticate steeders, particularly duergar (also in this book). Typically the females serve as steeds in battle, while the males are used as draft animals.",
"Steeders attempt to tear apart perceived threats\u2014and consider even other steeders enemies. When they're put to work, their handlers must stable them separately from one another and place blinders on them to keep them from attacking each other.",
"Steeders are intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder might turn against its handler. Training a steeder requires a rider to bond with it, a process that begins shortly after the steeder hatches. As it grows, its rider works with it to direct its predatory instincts.",
"Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey."
]
}
]
},
{
"name": "Steel Predator",
"source": "MPMM",
"entries": [
"A steel predator is a merciless machine with one purpose: to locate and kill its target regardless of distance and obstacles.",
"Steel predators are created by a unique modron, using a machine located in the city of Sigil. It wasn't always headquartered in the City of Doors, however. On its original home, the plane of Mechanus, the ingenious modron was lauded for its invention\u2014until it turned these creations against its superiors. Steel predators wreaked havoc against the modron hierarchy until the rogue modron was trapped and exiled. Now it operates a shop in Sigil where, for a steep price, anyone can commission the manufacture of a steel predator.",
"To create a steel predator, the modron's machine must be fed something that identifies the predator's target, such as a lock of hair, a well-worn glove, or a much-used weapon. The moment the newly manufactured steel predator emerges, it bounds away in search of its prey. It senses the location of its target across planar boundaries, but such detection is accurate only to within a thousand yards; to close the remaining distance, the steel predator locates its prey by sight and smell.",
"Once battle is joined, the predator ignores every other threat to attack its target, unless other creatures prevent it from reaching the target. In that case, it does what it must to fulfill its mission.",
"If all goes according to plan, a steel predator slays its target and then voluntarily returns to Sigil, where it's broken down into parts that can be used in another steel predator. Battle damage can cause this instinct to fail, however, in which case the steel predator lingers in the area, hunting and killing other creatures that resemble its target or that simply live nearby. Such rogue predators are dangerous to anyone in the vicinity."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Steel Predator.webp"
},
"credit": "Jon Hodgson"
}
]
},
{
"name": "Stegosaurus",
"source": "MPMM",
"entries": [
"This heavily built dinosaur has rows of plates on its back and a flexible, spiked tail held high to strike predators. It tends to travel in herds of mixed ages."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Stegosaurus.webp"
},
"credit": "Marc Sasso"
}
]
},
{
"name": "Stench Kow",
"source": "MPMM",
"_copy": {
"name": "Cattle",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Stench kows are misshapen bison native to the Lower Planes. These orange and green creatures defend themselves by exuding a miasma so hideous as to be toxic. Some mischievous and malevolent wizards have summoned stench kows to the Material Plane, disguised the creatures as oxen, and let the infernal bison loose on unsuspecting villages."
]
}
}
}
}
},
{
"name": "Stone Cursed",
"source": "MPMM",
"entries": [
"Stone cursed are spawned through a foul alchemical ritual performed on a Humanoid that has been turned to stone. The ritual, which requires a mixture of basilisk blood and the ashes from the burned feathers of a cockatrice, awakens a dim echo of the {@condition petrified} victim's spirit, animating the statue and turning it into a useful guardian.",
"Stone cursed possess a malevolent drive to slay the living, yet they are utterly loyal to whoever performed the ritual to animate them, and they obey that being's orders to the best of their ability. In combat, stony claws that drip with thick, gray sludge emerge from a stone cursed's fingers. This alchemical sludge transforms those slashed by the claws into statues.",
"As part of the ritual used to create a stone cursed, a fist-sized obsidian skull forms within the creature's torso. The skull isn't visible while the stone cursed is active, but when it is slain, the statue shatters and the skull clatters to the ground. Because it is the nexus for the alchemy used to create these horrors, a faint echo of the original victim's memories resonates within the skull. A skilled magic-wielder can attempt to extract memories from it to gain insight into the victim's past or find lore that otherwise would be lost.",
{
"name": "Cryptic Whispers",
"type": "entries",
"entries": [
"Even though a creature transformed into a stone cursed is long dead, a vague whisper of their memories lives on in the obsidian skull embedded within the stone cursed's body. At the end of a short rest, a character can make a {@dc 20} Intelligence ({@skill Arcana}) check to attempt to extract a memory from the skull that is a response to a verbal question posed to the skull by the character. Once this check is made, whether it succeeds or fails, the skull can't be used in this manner again."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Stone Cursed.webp"
},
"credit": "Mark Behm"
}
]
},
{
"name": "Stone Giant Dreamwalker",
"source": "MPMM",
"entries": [
"The surface of the world is an alien realm to stone giants: fluctuating, temporary, exposed to gusting wind and sudden rain. It is as wildly changeable as a dream, and that's how they regard it\u2014as a dream. Nothing there is permanent, so nothing there is real. What happens on the surface doesn't matter. Promises and bargains made there needn't be honored. Life and even art hold less value there.",
"Stone giants sometimes go on dream quests in the surface world, seeking inspiration for their art, a break from decades-long ennui, or satisfaction of simple curiosity. Some who go on these quests let themselves become lost in the dream. Other stone giants are banished to the surface as punishment. Regardless of the reason they ended up on the surface, if they don't take shelter under stone, such stone giants can become dreamwalkers.",
"Dreamwalkers occupy an odd place of respect outside the stone giant ordning. They are considered outcasts, but their familiarity with the surface world makes them valuable guides, and their insights can help other stone giants grasp the dangers of living in a dream.",
"Dreamwalkers become divorced from reality by isolation, shame, and their unendingly alien surroundings, and this delirium leaches out into the world around them, affecting other creatures that get too close. Believing that they're living in a dream and that their actions have no real consequences, dreamwalkers act as they please, becoming forces of chaos. As they travel the world, they collect objects and creatures that seem especially significant to them. Over time, the collected things accrete to their bodies, becoming encased in stone."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Stone Giant Dreamwalker.webp"
},
"credit": "Cory Trego-Erdner"
}
]
},
{
"name": "Storm Giant Quintessent",
"source": "MPMM",
"entries": [
"To forestall the inevitable, some storm giants approaching the end of their natural life spans seek an escape from death. They plumb the depths of their powerful connection to the elements and disperse themselves into nature, transforming into semiconscious storms. The blizzard that rages unendingly around a mountain peak, the vortex that swirls around a remote island, or the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be the undying form of a storm giant clinging to existence.",
"A storm giant quintessent sheds their armor and weapons but gains the power to form makeshift weapons out of thin air. When the giant has no further use of these elemental weapons, or when the giant dies, the weapons disappear.",
"A storm giant quintessent can revert to their true giant form temporarily and can maintain that form long enough for the giant to communicate with a mortal, carry out a short task, or defend their home against aggressors.",
{
"type": "entries",
"name": "A Quintessent's Lair",
"page": 236,
"entries": [
"A storm giant quintessent has no need for castles or dungeon lairs. Their lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept desert bluff. The storm in which the giant lives could be a blizzard, a typhoon, a thunderstorm, or a sandstorm, as befits the environment."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Storm Giant Quintessent.webp"
},
"credit": "Eric Belisle"
},
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Storm Giant Quintessent 2.webp"
},
"credit": "Tyler Jacobson"
}
]
},
{
"name": "Summer Eladrin",
"source": "MPMM",
"_copy": {
"name": "Eladrin",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"When angered, eladrin enter the season of summer, a burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, helping them move with astonishing quickness and strike with terrible force."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Summer Eladrin.webp"
},
"credit": "Eric Belisle"
}
]
},
{
"name": "Swarm of Cranium Rats",
"source": "MPMM",
"_copy": {
"name": "Cranium Rat",
"source": "MPMM"
}
},
{
"name": "Swarm of Rot Grubs",
"source": "MPMM",
"entries": [
"Rot grubs are finger-sized maggots that eat living and dead creatures, although they can survive on vegetation. They infest corpses and piles of decaying matter and attack anyone that disturbs them. After burrowing into a creature, rot grubs instinctively chew their way toward vital parts.",
"Rot grubs recoil from flames, and fire is the main weapon against rot grubs once they're inside a body. Magic that neutralizes poison can also stop them before they kill their host.",
{
"type": "entries",
"name": "Single Rot Grub",
"page": 237,
"entries": [
"Rot grubs pose a threat both singly and as a swarm. See the stat block for the mechanics of a swarm of rot grubs. A single rot grub has no stat block.",
"Any creature that comes into contact with a single rot grub must succeed on a {@dc 10} Constitution saving throw or be {@condition poisoned}, as the rot grub burrows into the creature. The {@condition poisoned} creature takes 3 ({@damage 1d6}) poison damage at the end of each of its turns. Whenever the {@condition poisoned} creature takes fire damage, the creature can repeat the saving throw, ending the effect on itself on a success. If the {@condition poisoned} creature ends its turn with 0 hit points, it dies, as the rot grub kills it."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Swarm of Rot Grubs.webp"
},
"credit": "Jason Felix"
}
]
},
{
"name": "Swashbuckler",
"source": "MPMM",
"entries": [
"Swashbucklers are charming ne'er-do-wells who live by their own codes of honor. They crave notoriety, often indulge in romantic trysts, and eke out livings as pirates and corsairs, rarely staying in one place for too long.",
"Many swashbucklers have a signature flourish with which they embellish their actions to make themselves more memorable. You can roll on the Swashbuckler Flourishes table or choose one of the options to find a suitably dramatic flourish for a swashbuckler.",
{
"type": "table",
"caption": "Swashbuckler Flourishes",
"colLabels": [
"{@dice d8}",
"Flourish"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
1,
"Winks and flashes a charming grin"
],
[
2,
"Bows theatrically"
],
[
3,
"Constantly flips their dagger"
],
[
4,
"Punctuates sentences with a boisterous \"Ha-HA!\""
],
[
5,
"Sings catchy sea chanteys"
],
[
6,
"Dexterously manipulates a silver coin through their fingers"
],
[
7,
"Hurls colorful insults"
],
[
8,
"Adds showy embellishments to rapier strokes"
]
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Swashbuckler.webp"
},
"credit": "Jim Nelson"
}
]
},
{
"name": "Sword Wraith Commander",
"source": "MPMM",
"_copy": {
"name": "Sword Wraiths",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Sword wraith commanders haunt battlefields, attacking anyone who questions their valor but looking kindly on those who sing their praises."
]
}
}
}
}
},
{
"name": "Sword Wraith Warrior",
"source": "MPMM",
"_copy": {
"name": "Sword Wraiths",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Sword wraith warriors are most often found on ancient battlefields where soldiers were hemmed in and slaughtered without quarter."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Sword Wraith Warrior.webp"
},
"credit": "Eric Belisle"
}
]
},
{
"name": "Sword Wraiths",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Sword Wraiths",
"entries": [
"When glory-obsessed warriors die in battle without honor, they might haunt the site as sword wraiths."
]
}
]
},
{
"name": "Tanarukk",
"source": "MPMM",
"entries": [
{
"type": "quote",
"entries": [
"I believe spite can be an excellent motivator. But unchecked fury? That rarely leads to anything more than a big mess."
],
"by": "Tasha"
},
"When demonic influence corrupts the leadership of a people or an organization, the leaders might embrace abyssal magic to make tanarukks, using these ferocious warriors to bolster their followers' strength.",
"The demon lord {@creature Baphomet|MPMM} gladly shares the secret of creating tanarukks with those who entreat him for power; the cult of Gruumsh has also mastered a ritual for this purpose, and bestows it on those deemed worthy. Whatever process is used corrupts the subject, transforming them into a vicious Fiend.",
"Although tanarukks are valued as fearsome fighters, they are a threat to their allies off the battlefield. When not in combat, a tanarukk is destructive and volatile and is usually kept imprisoned by its allies. If unrestrained, a free tanarukk embarks on a rampage, attempting to take over by force. Most such coups fail but are costly nonetheless. If a tanarukk does seize the leadership of a group, reckless raiding or even war is the course they inevitably choose."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Tanarukk.webp"
},
"credit": "John-Paul Balmet"
}
]
},
{
"name": "Thorny Vegepygmy",
"source": "MPMM",
"_copy": {
"name": "Vegepygmies",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"If a Beast such as a dog or a bear dies from {@hazard russet mold|VGM}, the result is a bestial moldy called a thorny, instead of a bipedal vegepygmy. Thornies are less intelligent than other vegepygmies, but they are larger and more ferocious and have thorn-covered bodies."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Thorny Vegepygmy.webp"
},
"credit": "Jim Nelson"
}
]
},
{
"name": "Titivilus",
"source": "MPMM",
"entries": [
"Dispater, the gloomy Lord of Dis, rules from his iron palace, seeming to hide behind its labyrinthine corridors, iron walls, diabolical traps, and monstrous servants. Knowing he has enemies on all sides and fearing he'll be displaced like Moloch, Geryon, and so many others, he almost never travels farther than the sprawling city that lies outside his palace.",
"Dispater is correct to fear, but the true threat comes not from without. The lord's great error was allowing himself to be seduced by Titivilus, who beguiled his way into being the primary advisor in Dispater's household.",
"Although Titivilus is inferior in physical strength and power when compared to other archdevils, he compensates with cunning. A shrewd politician, he has clawed his way up through the ranks to become the second-most powerful devil in Dis, entirely by saying the right thing at the right time to get what he wanted. Charming and pleasant, he is a master at negotiation, able to twist words so as to leave his victims confused and believing he's on their side. Through these skills, Titivilus has manipulated everyone along his path to power, either to win them over to his cause or to remove them as a threat.",
"Since gaining his position, Titivilus has convinced Dispater that countless plots are being hatched against him and that Asmodeus himself seeks to remove Dispater from power. In response, Dispater has withdrawn to his palace and left day-to-day decisions to Titivilus, even authorizing him to answer and negotiate bargains with mortals who attempt to summon Dispater. Titivilus now represents his master and speaks with his voice, a turn of events that leads some to whisper that either Titivilus is Dispater in disguise or Titivilus has removed the archduke and replaced him altogether.",
"Titivilus recognizes the precariousness of his position. After all, Dispater's acceptance of his plans and his advice can last only so long before some other plotter steps in and reveals the truth. For insurance, Titivilus has begun recruiting outsiders to deal with problem devils, to insulate him against criticism, and, above all, to create complications that he can solve so as to reinforce his value in the eyes of his master. Titivilus finds adventurers well suited to the tasks he needs performed and recruits them directly or through intermediaries, expending them later as his plans require."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Titivilus.webp"
},
"credit": "Ralph Horsley"
}
]
},
{
"name": "Tlincalli",
"source": "MPMM",
"entries": [
"Tlincallis, also called scorpion folk, are chitin-covered creatures with a humanlike upper body and the lower body of an enormous scorpion, complete with a stinger at the end of a long tail. These desert creatures range across arid lands, hunting at dawn and dusk. In the hours between, they wait out the day's heat or the night's cold by burying themselves in loose sand or earth or, if the terrain proves too inflexible, lurking in ruins or shallow caves.",
"Tlincallis stay in one place for only as long as the hunting is good in the immediate area, though they might visit the same way stations over and over during their wanderings. They also settle down temporarily whenever it's time to lay eggs and hatch a new brood of young.",
"These scorpion folk deposit their eggs in warm places out of direct sunlight, often amid a stand of cacti near their present encampment. The eggs are protected by hard shells coated in paralytic poison similar to that produced by their stingers. This poison leaves most would-be predators that dare to break an egg defenseless when the tlincalli parents come to investigate.",
"Tlincallis eat what they kill, whether their hunt nets desert animals or a caravan, but when they have new mouths to feed, they are careful to take some of their prey alive. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these captives back to their encampment and tie them to cacti or rock formations. When the sun sets, the newly hatched young emerge from the lair to eat the captives alive.",
"These predators see themselves as great hunters, and respect others with such skills. If a tlincalli encounters a more powerful hunter, such as a blue dragon, they carefully weigh whether to serve the superior hunter, move on, or fight to the death to remove it as competition.",
"Tlincallis rarely build cities, make clothing, or mine metals. Instead, they scavenge much of what they need or want. They do, however, melt down scavenged metal to forge crude weapons, armor, and tools."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Tlincalli.webp"
},
"credit": "Conceptopolis"
}
]
},
{
"name": "Tortle",
"source": "MPMM",
"_copy": {
"name": "Tortles",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"The generic tortle stat block here represents a warrior, especially the sort who travels far and wide."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Tortle.webp"
},
"credit": "Richard Whitters"
}
]
},
{
"name": "Tortle Druid",
"source": "MPMM",
"_copy": {
"name": "Tortles",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Many tortles view the world as a place of wonder. They live for the chance to hear a soft wind blowing through trees, to watch a frog croaking on a lily pad, or to stand in a crowded marketplace. A tortle druid savors such things more than most, channeling the natural magic of the world around them."
]
}
}
}
}
},
{
"name": "Tortles",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Tortles",
"entries": [
"Tortles are omnivorous, turtle-like bipeds with shells that cover most of their bodies. Because they carry their homes on their backs, tortles feel little need to stay put for long.",
"Most tortles like to see how other folk live. A tortle can spend decades away from their native land without feeling homesick, often viewing their current companions as their family."
]
}
]
},
{
"name": "Transmuter Wizard",
"source": "MPMM",
"_copy": {
"name": "Wizards",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Transmuters are masters at transforming physical forms. They typically view magical transmutation as a path to riches, enlightenment, or apotheosis."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Transmuter Wizard.webp"
},
"credit": "Pindurski"
}
]
},
{
"name": "Trapper",
"source": "MPMM",
"entries": [
"A trapper is a manta-like creature that usually lurks in subterranean environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. It remains motionless as it waits for prey to come close. When a target is within its reach, it peels itself away from the surface and wraps around its prey, crushing, smothering, and then digesting it. Only a scattering of bones, metal, treasure, and other indigestible bits is left behind.",
"A trapper's ability to alter the color and texture of its outer side enables it to blend in with any surface made of stone, earth, or wood, masking its presence to any but the most rigorous scrutiny. It can't change its texture to that of a grassy or snow-covered surface, but it is just cunning enough to change its color to match and then conceal itself under a thin layer of vegetation or actual snow.",
"A trapper that lurks on the floor of its hunting grounds can cover any remains there with its body, making them look like irregularities in the surface. The creature might instead attach itself to a nearby wall or a ceiling, using the remnants as bait; any creature that stops to investigate the bones for valuables becomes the trapper's next meal.",
"A trapper needs to eat a {@race halfling}-sized meal once per week to remain sated. Given a steady supply of food, trappers are content to stay in one place, making them a threat along well-traveled dungeon corridor and on routes through the wilderness that see a lot of traffic. When prey is scarce, a trapper enters a state of hibernation that can last for months, though it is still aware when prey comes near. A trapper on the verge of starvation might defy its instincts and abandon its old territory in search of better hunting."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Trapper.webp"
},
"credit": "Dave Dorman"
}
]
},
{
"name": "Trolls",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Trolls",
"entries": [
"Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre features. Radically transformed trolls like the rot trolls, spirit trolls, and venom trolls that follow are especially likely to arise when trolls regenerate in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if their bodies were damaged by elemental forces. These unusual forms can also be produced and shaped by the ritual magic of evil spellcasters or by trolls' own practices, as is the case for dire trolls.",
{
"type": "entries",
"name": "Vaprak the Destroyer",
"entries": [
"Although trolls are rarely devout and seldom ponder spiritual questions, some fear and venerate the entity known as Vaprak the Destroyer. Vaprak's true nature is something of a mystery, but Vaprak is always portrayed as a horrid, misshapen, greenish creature strongly resembling a troll. Vaprak is given to fits of mindless destruction and uncontrollably fears the plots and ambitions of other deities.",
"Vaprak's troll worshipers believe this god devours the souls of those who have been cooked or digested (slain by fire or acid). Otherwise, the god spits the soul back into the world to regenerate a new body."
]
}
]
}
]
},
{
"name": "Ulitharid",
"source": "MPMM",
"entries": [
"Very rarely, when a tadpole from the brine pool of an {@creature elder brain|MPMM} is implanted into a creature, that creature transforms into an ulitharid: a larger and more potent {@creature mind flayer} with six tentacles. Illithids innately recognize that an ulitharid's survival is more important than their own. An {@creature elder brain|MPMM|elder brain's} reaction to the rise of an ulitharid varies. In most colonies, the ulitharid becomes an elder brain's most favored servant, invested with power and authority. In others, the {@creature elder brain|MPMM} perceives an ulitharid as a potential rival and manipulates or quashes the ulitharid's ambitions accordingly.",
"When an ulitharid finds sharing leadership with an {@creature elder brain|MPMM} insufferable, it breaks off from the colony, taking a group of {@creature mind flayer||mind flayers} with it, and moves to another location to form a new colony. After the death of the ulitharid's body, a special process transforms its brain into a new {@creature elder brain|MPMM} for the colony.",
"This process doesn't work on the brain of an ulitharid that dies a natural death, as such brains are too decrepit to be used. Instead, each ulitharid carries a psionically enhanced staff; when the ulitharid is ready to give up its life, it attaches the staff to the back of its head, and the staff cracks open its skull, enabling its brain to be extracted. The brain and the staff are then planted in the ulitharid's corpse, causing it to dissolve into ichor. This psionically potent slime helps to fuel the transformation of the area into a brine pool for the embryonic {@creature elder brain|MPMM}."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Ulitharid.webp"
},
"credit": "Scott Murphy"
}
]
},
{
"name": "Vampiric Mist",
"source": "MPMM",
"entries": [
"In billowing clouds of fog lurk vampiric mists, the wretched remnants of {@creature vampire||vampires} that were prevented from finding rest. Indistinguishable from the mists they lurk within, they strike unseen and undetected to bleed their victims dry.",
"Vampiric mists, sometimes called crimson mists, are all that remain of {@creature vampire||vampires} who couldn't return to their burial places after being defeated or suffering some mishap. Denied the restorative power of these places, the {@creature vampire||vampires'} bodies dissolve into mist. The transformation strips the intelligence and personality from them until only an unholy, insatiable thirst for blood remains.",
"Indistinguishable from fog aside from the charnel reek it exudes, a vampiric mist descends on a creature and causes the blood in the creature's body to ooze through its pores or spill out from its eyes, nose, and mouth. This blood wafts out from the victim like crimson smoke, which the mist then consumes. The feeding causes no pain or discomfort to the victim, so vampiric mists can feed on sleepers without waking them. The more a mist feeds, the redder it gets, such that it turns pink, then red, and finally a deep scarlet hue; when sated, it rains blood droplets wherever it goes.",
"Like sharks in water, vampiric mists can scent blood from up to a mile away. Any injury, no matter how small, might catch their attention and draw them toward their victims. In battle, a mist focuses its attacks on injured targets, since open wounds are a more ready source of blood."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Vampiric Mist.webp"
},
"credit": "Jon Hodgson"
}
]
},
{
"name": "Vargouille",
"source": "MPMM",
"entries": [
"Shrieking, flapping, and hideous to behold\u2014with a body like a severed head and wings in place of ears\u2014vargouilles boil out of the Abyss to infest other planes of existence, such as Carceri, where they are a menace. Each vargouille carries a disease that creates more of its kind; a flock of vargouilles on the wing is a plague of chaos and evil.",
"Swarms of vargouilles flap through the caverns and skies of the Abyss. They are given little regard by powerful and intelligent demons since vargouilles can do them no harm. Even the weakest demon, such as a manes or a dretch, fears vargouilles only if they appear in great numbers. In the Lower Planes, vargouilles rarely get the chance to eat live prey other than vermin. More often, they lap up the ichor left behind when one Fiend kills another.",
"Because of their hunger for living prey, vargouilles are eager to escape the Lower Planes. On rare occasions, summoning a demon to another plane can bring a vargouille along for the ride, attached like a tick. The precautions a mortal takes to control a summoned demon rarely account for a stowaway, enabling the vargouille to escape into the world.",
"Vargouilles that roam free on the Material Plane are a dire threat to all creatures. Their awful shrieking can {@condition paralyzed||paralyze} other creatures with fear, which also makes the creatures susceptible to the vargouille's curse. If the curse is allowed to run its course, an abyssal spirit invades the person's body, causing a gruesome transformation. Over a period of hours, the victim's head takes on fiendish aspects, such as fangs, tentacles, and horns. At the same time, the person's ears grow larger, expanding into wing-like appendages. In the final moments, the victim's head tears away from the body in a fountain of blood, becoming another vargouille, which often then eagerly laps up the blood spilling from its former body. Sunlight or the brilliant illumination of a {@spell daylight} spell can delay this transformation; otherwise, only magic can overcome the curse. "
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Vargouille.webp"
},
"credit": "Shawn Wood"
}
]
},
{
"name": "Vegepygmies",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Vegepygmies",
"entries": [
"Vegepygmies are fungus creatures that live in simple bands, hunting for sustenance and spreading the spores by which they reproduce. Also called mold folk or moldies, vegepygmies inhabit dark, moist areas, so they're most commonly found underground or in forests where little sunlight penetrates. A vegepygmy feels kinship with other plant and fungus creatures, and thus vegepygmy bands coexist well with creatures such as {@creature myconid adult||myconid adults}, {@creature shrieker||shriekers}, and {@creature violet fungus||violet fungi}.",
"Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, so they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can't speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and tapping. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed."
]
}
]
},
{
"name": "Vegepygmy",
"source": "MPMM",
"_copy": {
"name": "Vegepygmies",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Typical vegepygmies originate from the remains left behind when a Humanoid or a Giant is killed by {@hazard russet mold|VGM}. One or more vegepygmies emerge from the corpse a day later."
]
}
}
}
}
},
{
"name": "Vegepygmy Chief",
"source": "MPMM",
"_copy": {
"name": "Vegepygmies",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"As a {@creature vegepygmy|MPMM} ages, it grows tougher and develops spore clusters on its body. Other vegepygmies defer to these so-called chiefs. A chief can expel its spores in a burst, infecting nearby creatures. If a creature dies while infected, its corpse produces vegepygmies the same way {@hazard russet mold|VGM} does."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Vegepygmy Chief.webp"
},
"credit": "Richard Whitters"
}
]
},
{
"name": "Velociraptor",
"source": "MPMM",
"entries": [
"This feathered dinosaur is about the size of a large turkey. It is an aggressive predator and often hunts in packs to bring down larger prey."
]
},
{
"name": "Venom Troll",
"source": "MPMM",
"_copy": {
"name": "Trolls",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"A troll that survives massive doses of poison might transform into a venom troll. Lingering poison infuses the troll's blood and tissue, and poison leaks from the pores to coat the troll's fangs and claws. These creatures are especially dangerous in close combat because poison drips off their flesh and sprays out from every wound they receive."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Venom Troll.webp"
},
"credit": "Ralph Horsley"
}
]
},
{
"name": "War Priest",
"source": "MPMM",
"entries": [
"War priests worship deities of war, protection, and strategy. They plan tactics, lead soldiers into battle, confront enemy spellcasters, and tend to casualties. A war priest might command an army or serve as the right hand of a {@creature warlord|MPMM} (appears in {@book this book|MPMM}) on the battlefield.",
"War priests typically adorn themselves with a symbol of their faith. You can roll on the War Priest Holy Symbols table below, or choose one that fits your campaign.",
{
"type": "table",
"caption": "War Priest Holy Symbols",
"colLabels": [
"{@dice d8}",
"Holy Symbol"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
1,
"Vial of iridescent liquid"
],
[
2,
"Hilt of a broken sword"
],
[
3,
"Piece of stained glass from a shrine"
],
[
4,
"Clay figurine of a {@creature ki-rin|MPMM} or another Celestial"
],
[
5,
"{@item Torch|PHB} carved so that a hand appears to be holding the flame"
],
[
6,
"Circlet of woven reeds"
],
[
7,
"Scrimshawed bone"
],
[
8,
"Vessel such as a cup, a {@item jug|PHB}, an urn, or an amphora"
]
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/War Priest.webp"
},
"credit": "Marta Nael"
}
]
},
{
"name": "Warlock of the Archfey",
"source": "MPMM",
"_copy": {
"name": "Warlocks",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Warlocks of the Archfey gain their powers through magical pacts forged with lords of the Feywild. These warlocks commonly associate with lesser Fey creatures such as {@creature boggle|MPMM|boggles}, {@creature quickling|MPMM|quicklings}, and {@creature redcap|MPMM|redcaps} (all appear in {@book this book|MPMM}) or even {@creature satyr||satyrs} and {@creature sprite||sprites}."
]
}
}
}
}
},
{
"name": "Warlock of the Fiend",
"source": "MPMM",
"_copy": {
"name": "Warlocks",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Warlocks of the Fiend gain their powers through magical pacts forged with archfiends of the Lower Planes. These warlocks often keep {@creature imp||imps} or {@creature quasit||quasits} as companions, and they tend toward philosophical extremes: consorting with fiendish cults or dedicating their lives to destroying such cults."
]
}
}
}
}
},
{
"name": "Warlock of the Great Old One",
"source": "MPMM",
"_copy": {
"name": "Warlocks",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Warlocks of the Great Old One gain their powers through magical pacts forged with eldritch entities from strange and distant realms of existence. Some of these warlocks associate with cultists devoted to these entities, as well as Aberrations that share their goals, yet other warlocks of the Great Old One are experts at rooting out the chaos and wickedness inspired by bizarre beings from beyond the stars."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Warlock of the Great Old One.webp"
},
"credit": "Valera Lutfullina"
}
]
},
{
"name": "Warlocks",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Warlocks",
"entries": [
"Warlocks gain arcane might through magical pacts with mysterious entities. While some use their abilities to serve the sources of their power, others use them to undermine or even destroy these entities."
]
}
]
},
{
"name": "Warlord",
"source": "MPMM",
"entries": [
"Warlords are legendary battlefield commanders, whose names are spoken with awe. After a string of decisive victories, a warlord could easily take on the role of monarch or general and attract followers willing to die for the warlord's banner.",
"Warlords urge their troops into the fray with shouted exhortations. You can roll on the Warlord Battle Cries table to select one, or choose a battle cry that fits with your campaign.",
{
"type": "table",
"caption": "Warlord Battle Cries",
"colLabels": [
"{@dice d8}",
"Battle Cry"
],
"colStyles": [
"col-1 text-center",
"col-11"
],
"rows": [
[
1,
"\"Remember why we fight!\""
],
[
2,
"\"Victory awaits!\""
],
[
3,
"\"For the crown!\""
],
[
4,
"\"Be monstrous to the enemy!\""
],
[
5,
"\"Fight so they fear us!\""
],
[
6,
"\"Weapons drawn! Spells at the ready!\""
],
[
7,
"\"To the Abyss with them!\""
],
[
8,
"\"You know what to do!\""
]
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Warlord.webp"
},
"credit": "Caio Monteiro"
}
]
},
{
"name": "Wastrilith",
"source": "MPMM",
"entries": [
"Found in the waters of the Abyss and other bodies of water contaminated by that plane's fell influence, wastriliths establish themselves as lords of the deep and rule their dominions with cruelty.",
"A wastrilith pollutes the waters around it. Its noxious presence even affects nearby sources of water when the demon travels on land. The corrupted water, which contains a measure of the demon's essence, responds to the wastrilith's commands\u2014perhaps hardening to prevent foes from escaping or erupting in a surge that drags victims into its reach.",
"Creatures that ingest water corrupted by a wastrilith risk their very souls. Those who drink the poisonous liquid might wither away until they finally die, or they remain alive only to become thralls of chaos and evil. To represent this defilementchapter 2 of the Dungeon Master's Guide, you can use the {@table Optional Rule: Abyssal Corruption; Abyssal Corruption||optional rule on abyssal corruption} in {@book chapter 2 of the Dungeon Master's Guide|DMG|2|The Abyss}, causing the poisoned creature to be corrupted."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Wastrilith.webp"
},
"credit": "Ilya Shkipin"
}
]
},
{
"name": "Water Elemental Myrmidon",
"source": "MPMM",
"_copy": {
"name": "Elemental Myrmidons",
"source": "MPMM"
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Water Elemental Myrmidon.webp"
},
"credit": "Filip Burburan"
}
]
},
{
"name": "White Abishai",
"source": "MPMM",
"_copy": {
"name": "Abishais",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"White abishais fight with a reckless fury, making them ideally suited for bolstering the ranks of Tiamat's armies. White abishais fight without fear, becoming whirlwinds of destruction on the battlefield."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/White Abishai.webp"
},
"credit": "Daniel Landerman"
}
]
},
{
"name": "Winter Eladrin",
"source": "MPMM",
"_copy": {
"name": "Eladrin",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"When sorrow distresses eladrin, they enter the winter season, becoming figures of melancholy. Frozen tears drop from their cheeks, and their palpable sadness emanates from them as icy cold."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Winter Eladrin.webp"
},
"credit": "Eric Belisle"
}
]
},
{
"name": "Wizards",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Wizards",
"entries": [
"Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes while others train lesser wizards or collaborate with colleagues to create new spells."
]
}
]
},
{
"name": "Wood Woad",
"source": "MPMM",
"entries": [
"A wood woad is a powerful bipedal Plant invested with the soul of someone who gave up life to become an everlasting guardian.",
"The ritual to create a wood woad is a primeval secret passed down through generations of forest-dwelling societies and druid circles. Performing the ritual isn't necessarily an evil act if the victim-to-be is a willing sacrifice.",
"In the ritual, a living person's chest is pierced and the heart removed. A seed is pushed into the heart, which is then placed in a tree. Any hollow or crook will do, but often a special cavity is carved out of the trunk. The tree is bathed and watered with the blood of the sacrificed victim, and the body is buried among the tree's roots. After three days, a sprout emerges from the ground at the base of the tree and swiftly grows into a bipedal form.",
"This new body, armored in tough bark and bearing a gnarled club and shield, is at once ready to perform its duty. The one who performed the ritual sets the wood woad to its task, and the creature follows those orders unceasingly.",
"A wood woad has a hole where its heart would be, just as does the body of its former self, buried in the earth. Those who become wood woads trade their free will and all sense of sentiment for supernatural strength and a deathless duty. They exist only to protect woodlands and the people who tend them. A wood woad's face is void and expressionless, except for the motes of light that swim about in its eye sockets. Wood woads speak little, and when not called on to take action, they root themselves in the earth and silently take sustenance from it.",
"Like trees, wood woads need only sunlight, air, and nutrients from the earth to go on living. Because they are undying, some wood woads outlive their original purpose. The site a wood woad guards might lose its power or significance over time, or those whom it was assigned to guard might die. If it is freed from its specific duties, a wood woad might roam to find another place of natural beauty or fey influence to watch over.",
"Wood woads are drawn to creatures that have close ties to nature and that protect and respect the land, such as {@creature druid|MM|druids} and {@creature treant|MM|treants}. Some treants have wood woad servants by virtue of age-old pacts with druids or Fey that performed the rituals, while others acquire the services of freed wood woads that find renewed purpose in serving a kindred guardian."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Wood Woad.webp"
},
"credit": "Cory Trego-Erdner"
}
]
},
{
"name": "Wretched Sorrowsworn",
"source": "MPMM",
"_copy": {
"name": "Sorrowsworn",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Horrid little monsters, wretched sorrowsworn\u2014or the Wretched\u2014gather in packs to scour the Shadowfell for prey. These desperate entities subsist on life force; when they find a creature, they surge forward to sink their fangs into their victims and drink deep."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Wretched Sorrowsworn.webp"
},
"credit": "Cory Trego-Erdner"
}
]
},
{
"name": "Xvart",
"source": "MPMM",
"_copy": {
"name": "Xvarts",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Fleeing his pursuers, Raxivort wandered across the multiverse and spawned xvarts, who not only look like him but also cause any magic that could reveal his location to point to the nearest xvart instead."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Xvart.webp"
},
"credit": "Richard Whitters"
}
]
},
{
"name": "Xvart Warlock of Raxivort",
"source": "MPMM",
"_copy": {
"name": "Xvarts",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Some xvarts are spawned with a trace of Raxivort's divine energy. These xvarts usually form a pact with him and wield magic in his service as warlocks."
]
}
}
}
}
},
{
"name": "Xvarts",
"source": "MPMM",
"entries": [
{
"type": "section",
"name": "Xvarts",
"entries": [
"Xvarts are cowardly, greedy creatures spawned by a renegade demigod, Raxivort. They have blue skin, orange eyes, and receding hairlines, mirroring their creator's appearance. They stand about 3 feet tall.",
"Raxivort spent centuries watching over the treasury of Graz'zt, and in time, Raxivort plundered his lord's vault. One of the treasures he stole was the {@i Infinity Spindle}, a crystalline shard that could transform even a creature as lowly as Raxivort into a demigod. After his apotheosis, Raxivort forged the Black Sewers, a realm within Pandemonium that he filled with his beloved creatures, rats and bats, which xvarts befriend to this day. He enjoyed his reign only briefly before Graz'zt unleashed his vengeance. The demon prince urged villains far and wide to pursue the Infinity Spindle for themselves and destroy Raxivort."
]
}
]
},
{
"name": "Yagnoloth",
"source": "MPMM",
"entries": [
"Anyone who would contract yugoloths for a task usually ends up dealing with a yagnoloth. Cunning negotiators, these strange Fiends handle the writing of contracts for their fellow yugoloths. Once a yagnoloth is hired, it communicates its employer's desires to the yugoloths it commands.",
"Although they are entrusted with leading lesser yugoloths, yagnoloths ultimately take their orders from arcanaloths and ultroloths. Aside from their superiors, yagnoloths have full authority over and expect obedience from the yugoloths under their command. Yagnoloths follow the dictates of the contracts they negotiate but always include a loophole to escape their obligations if the situation warrants.",
"A yagnoloth has one arm of human size and one giant-sized arm. During negotiations, the yagnoloth uses its human-sized arm to draft and sign contracts. When a show of force is necessary or when combat is joined, it attacks with its brutally powerful giant arm."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Yagnoloth.webp"
},
"credit": "Ilya Shkipin"
}
]
},
{
"name": "Yeenoghu",
"source": "MPMM",
"entries": [
"The Beast of Butchery appears as a great scarred gnoll, towering 14 feet tall. Yeenoghu is the Gnoll Lord, and his creations are made in his twisted image. When the demon lord hunted across the Material Plane, packs of hyenas followed in his wake, and those that ate of great Yeenoghu's kills became gnolls. Few others worship the Beast of Butchery, but those who do tend to take on a gnoll-like aspect, hunching over and filing their teeth down to points.",
"Yeenoghu wants nothing more than slaughter and senseless destruction. Gnolls are his favorite instruments, and he drives his gnoll followers to ever-greater atrocities in his name, even imbuing some of their commanders with his powers, which transforms them into flinds (in this book). Yeenoghu takes pleasure in causing fear before death, and he sows sorrow and despair through destroying beloved things. He doesn't parlay; to meet him is to do battle with him\u2014unless he becomes bored and wanders away. The Beast of Butchery has a long rivalry with Baphomet, the Horned King, and the two demon lords and their followers attack one another on sight.",
"The Gnoll Lord is covered in matted fur and leathery hide, and his face resembles a grinning predator's skull. He wields a triple-headed flail called the Butcher, which he can summon into his hand at will, although he is as likely to tear his prey apart with his teeth.",
{
"type": "entries",
"name": "Cultists of Yeenoghu",
"entries": [
"{@note See the {@cult Cult of Yeenoghu|MPMM} entry.}"
]
},
{
"type": "entries",
"name": "Yeenoghu's Lair",
"entries": [
"Yeenoghu's lair in the Abyss is called the Death Dells. Its barren hills and ravines serve as a hunting ground, where he pursues captured mortals in a cruel game. Yeenoghu's lair is a place of blood and death, populated by {@creature gnoll||gnolls}, {@creature hyena||hyenas}, and {@creature ghoul||ghouls}, and there are few structures or signs of civilization on his layer of the Abyss.",
"The challenge rating of Yeenoghu is 25 (75,000 XP) when he's encountered in his lair."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Yeenoghu.webp"
},
"credit": "Richard Whitters"
}
]
},
{
"name": "Yeth Hound",
"source": "MPMM",
"entries": [
"Granted by mighty Fey to individuals who please them, yeth hounds serve their masters like hunting dogs. They race in pursuit of their prey, running it down until it's too exhausted to fight back. Only the threat of dawn drives the pack back into hiding.",
"A pack of yeth hounds can be created by powerful Fey such as the Queen of Air and Darkness. Each pack's master can telepathically communicate with their yeth hounds to give the pack commands from afar. If a pack's master is killed, the hounds seek out a new master, typically an evil {@creature vampire}, {@creature necromancer|vgm}, or {@creature green hag|mm|hag}."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Yeth Hound.webp"
},
"credit": "Brynn Metheney"
}
]
},
{
"name": "Young Kruthik",
"source": "MPMM",
"_copy": {
"name": "Kruthiks",
"source": "MPMM",
"_mod": {
"entries": {
"mode": "prependArr",
"items": {
"type": "entries",
"entries": [
"Kruthiks hatch from eggs laid by female adults. Each egg is about the size of an adult human's head and hatches within a month. Tiny kruthik hatchlings are harmless and rarely stray far from the nest. They feed primarily on offal and one another. Within a month, the survivors become young kruthiks large enough to hunt and defend themselves."
]
}
}
}
},
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Young Kruthik.webp"
},
"credit": "Zack Stella"
}
]
},
{
"name": "Yuan-ti Anathema",
"source": "MPMM",
"entries": [
"As part of their quest for godhood, a yuan-ti abomination might perform a ritual that, if successful, transforms them into an even greater form: a yuan-ti anathema. This ritual demands the sacrifice of hundreds of snakes and requires the abomination to bathe in the blood of their enemies. The transformation is quick but painful.",
"Anathemas consider themselves demigods on the path to greater divinity. They demand obeisance from weaker creatures and use every resource at their disposal to war against neighbors, seeking the captives, sacrifices, glory, and riches the anathemas believe they need to achieve true divinity.",
"Anathemas don't age, allowing them to pursue their goals until the end of days. Truly powerful ones might rule multiple yuan-ti cities and bring entire regions under their control."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Yuan-ti Anathema.webp"
},
"credit": "Dave Dorman"
}
]
},
{
"name": "Yuan-ti Broodguard",
"source": "MPMM",
"entries": [
{
"type": "quote",
"entries": [
"Tasha once likened histachii to the bees that tend to larvae in beehives. It is a fanciful view of a horrific process."
],
"by": "Mordekainen"
},
"Broodguards were once Humanoids, but they have been transformed by yuan-ti into simpleminded, scaly Monstrosities that do their serpentine masters' bidding. The transformation process warps not only a subject's body but also their mind, making them instinctively obey any yuan-ti and filling them with a seething rage at the sight of non-reptilian creatures.",
"Although broodguards can no longer think as clearly as before their transformation, they are able to perform simple yet important tasks in the community, such as guarding eggs or patrolling for intruders. Yuan-ti refer to broodguards as \"histachii,\" which means \"egg-watchers.\"",
"Most broodguards are made from human captives forced to consume a magical brew that renders them helpless and unable to fight off the inevitable transformation. A human transformed into a broodguard loses all semblance of who they once were. A broodguard is hairless and emaciated, with scaly skin. They have a forked tongue, and they smell faintly of rotting meat. Broodguards can speak but rarely do so, preferring to communicate via snakelike hisses and guttural noises."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Yuan-ti Broodguard.webp"
},
"credit": "Christopher Burdett"
}
]
},
{
"name": "Yuan-ti Mind Whisperer",
"source": "MPMM",
"entries": [
"Mind whisperers are yuan-ti malison spellcasters who enter into a pact with the serpent god Sseth, the Sibilant Death. They use their abilities to convert others to their faith, increase their personal power, and befuddle the minds of their enemies.",
"Mind whisperers are elusive, manipulative, unpredictable, and willing to cheat or kill comrades and rivals alike if doing so benefits them. The worshipers of Sseth have their hands in many schemes, often plying the middle ground between two factions, and thus spend a lot of energy making sure none of their allies learn of their conflicting connections. Even among Sseth-worshiping communities, mind whisperers are known for being self-important, sneaky, and prone to flee at the first sign of trouble."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Yuan-ti Mind Whisperer.webp"
},
"credit": "Daarken"
}
]
},
{
"name": "Yuan-ti Nightmare Speaker",
"source": "MPMM",
"entries": [
"Nightmare speakers are yuan-ti malison priests who make a pact with the Dendar the Night Serpent to feed their deity the fears and nightmares of their victims in exchange for power in the mortal world. These priests receive nightmarish visions from Dendar that they interpret as prophecies, and they then use their magic and influence to make these visions come true.",
"Nightmare speakers revel in torturing others, keeping their victims in a constant state of fear and dread. They prefer to terrify rather than kill their opponents. They manipulate communities for the purpose of acquiring more victims and enjoy the company of Undead."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Yuan-ti Nightmare Speaker.webp"
},
"credit": "Mark Behm"
}
]
},
{
"name": "Yuan-ti Pit Master",
"source": "MPMM",
"entries": [
"With snakes for arms, pit masters are yuan-ti malison priests who have made a pact with the god Merrshaulk and seek to rouse him from his slumber by sacrificing Humanoids to him. They are the most traditionalist yuan-ti and believe that they are best equipped to achieve the goals of their people.",
"Pit masters are deeply involved in yuan-ti's longterm plan to take over Humanoid governments, as well as in the ongoing effort to protect their cities from discovery or attacks by hostiles. They oppose reckless behavior and argue for a slow, cautious approach in all matters."
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Yuan-ti Pit Master.webp"
},
"credit": "Daarken"
}
]
},
{
"name": "Zaratan",
"source": "MPMM",
"entries": [
{
"type": "entries",
"entries": [
"When a zaratan is summoned from the Elemental Plane of Earth, the ground rises up to take the shape of a hulking, armored reptile. A zaratan's steps trigger shock waves severe enough to level structures. It expresses its rage through trumpeting calls and the occasional boulder or blast of debris it spews from its cavernous maw. If seriously injured, a zaratan retracts its appendages to gain shelter beneath its impervious shell, biding its time until it recovers and can resume its march."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Zaratan.webp"
},
"credit": "Brynn Metheney"
}
]
},
{
"name": "Zariel",
"source": "MPMM",
"entries": [
{
"type": "quote",
"entries": [
"That which falls from grace may yet rise to regain it. If Zariel were to return to her celestial self, how glorious would be the tales!"
],
"by": "Mordenkainen"
},
{
"type": "entries",
"entries": [
"Once a mighty angel charged with watching the tides of the Blood War, Zariel succumbed to the corrupting influence of the Nine Hells and fell from grace. Asmodeus admired Zariel's passion for war and offered her rulership of Avernus. She accepted his offer, and he transformed her into an archdevil.",
"Zariel's rise in status came at the expense of Bel, her pit fiend predecessor. Zariel and Bel hate each other. To keep Bel busy and out of her sight, Zariel tasks him with forging weapons, armor, and grue some demon-slaying machines.",
"To replenish her legions, Zariel needs the souls of mortals to create lemures, which she can then promote to higher forms of devils. She is keenly interested in collecting souls from the greatest warriors on the Material Plane. She bargains hard, and there is little hope of wriggling out of a pact. However, she expects the best from her servants, so she allows her mortal followers to live out their lives provided they continue to hone their talents to increase their value. As a result, Zariel's servants are universally effective, disciplined, and dangerous."
]
},
{
"type": "entries",
"name": "Cultists of Zariel",
"entries": [
"{@note See the {@cult Cult of Zariel|MPMM} entry.}"
]
},
{
"type": "entries",
"name": "Zariel's Lair",
"entries": [
"Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams and moans coming from the burned victims chained to the stronghold's wall, the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by walls reinforced with high turrets. Devils of all kinds crawl over the structure, ensuring that no intruders breach their defenses."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Zariel.webp"
},
"credit": "Tyler Jacobson"
}
]
},
{
"name": "Zuggtmoy",
"source": "MPMM",
"entries": [
"The Demon Queen of Fungi, Lady of Rot and Decay, Zuggtmoy is an alien creature whose only desire is to infect the living with spores, transforming them into her mindless servants and, eventually, into decomposing hosts for the mushrooms, molds, and other fungi that she spawns.",
"Utterly inhuman, Zuggtmoy can mold her fungoid form into an approximation of a humanoid shape, including the skeletal-thin figure depicted in grimoires and ancient art, draped and veiled in mycelia and lichen. Indeed, much of her appearance and manner, and that of her servants, is a soulless mockery of mortal life and its many facets.",
"Zuggtmoy's cultists often follow her unwittingly. Most are fungi\u2014infected to some degree, whether through inhaling her mind-controlling spores or being transformed to the point where flesh and fungus become one. Such cultists are fungal extensions of the Demon Queen's will.",
"Their devotion might begin with the seemingly harmless promises offered by exotic spores and mushrooms, but quickly consumes them, body and soul.",
{
"type": "entries",
"name": "Cultists of Zuggtmoy",
"entries": [
"{@note See the {@cult Cult of Zuggtmoy|MPMM} entry.}"
]
},
{
"type": "entries",
"name": "Zuggtmoy's Lair",
"entries": [
"Zuggtmoy's principal lair is her palace on Shedaklah. It consists of two dozen mushrooms of pale yellow and rancid brown. These massive fungi are some of the largest in existence. They are surrounded by a field of acidic puffballs and poisonous vapors. The mushrooms themselves are all interconnected by bridges of shelf-fungi, and countless chambers have been hollowed out from within their rubbery, fibrous stalks."
]
}
],
"images": [
{
"type": "image",
"href": {
"type": "internal",
"path": "bestiary/MPMM/Zuggtmoy.webp"
},
"credit": "Tyler Jacobson"
}
]
}
]
}