Young Aboleth

Young Aboleth

Large aberration, lawful evil

Armor Class 16 (natural armor)
Hit Points 91(14d10+14)
Speed 10 ft., swim 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (0) 13 (+1) 18 (+4) 15 (+2) 17 (+3)

Saving Throws Con +4, Int +7, Wis +5
Skills History +7, Perception +5
Senses darkvision 120 ft., passive Perception 15
Languages Deep Speech, telepathy 120 ft.
Challenge 5 (1,800 XP)

Amphibious. The aboleth can breathe air and water.

Mucous Cloud. While underwater, the aboleth is surrounded by a transformative mucus. A creature that touches the aboleth or hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1 hour. The diseases creature can breathe only underwater.

Probing Telepath. If a creature communicates telepathically with the aboleth, the aboleth learns the creature’s greatest desires if the aboleth can see the creature.

Actions

Multiattack. The aboleth makes three tentacle attacks.

Tentacle. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature’s skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can only be removed by heal or another disease curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

Cave Fisher

Cave Fisher

Medium monstrosity, unaligned

Armor Class 16 (natural armor)
Hit Points 58 (9d10 + 9)
Speed 20ft., climb 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 3 (-4) 10 (0) 3 (-4)

Skills Perception +2, Stealth +5
Senses darkvision 60 ft., passive Perception 12
Languages
Challenge 3 (700 XP)

Adhesive Filament. The cave fisher can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the cave fisher (escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament deals no damage to the cave fisher, which can extrude a filament on its next turn.

Flammable Blood. If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage.

Spider Climb. The cave fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The cave fisher makes two attacks with its claws.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.

Filament. One creature grappled by the cave fisher’s adhesive filament must make a DC 13 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes a claw attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the cave fisher can’t extrude another filament.

Harvester

Harvester

Large aberration, unaligned

Armor Class 13
Hit Points 58 (9d10 + 9)
Speed 35 ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 12 (+1) 4 (-3) 12 (+1) 7 (-2)

Skills Athletics +3, Stealth +5
Senses darkvision 60 ft., passive Perception 11
Languages
Challenge 2 (450 XP)

Spider Climb. The harvester can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sure-Footed. The harvester has advantage on Strength and Dexterity saving throws to avoid being knocked prone.

Actions

Multiattack. The harvester makes two attacks: one with its impale and one with its bite.

Impale. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the harvester has advantage on bite attacks against the target.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.

Eye Beam (Recharge 5-6). One creature the harvester can see within 120 feet of it must make a DC 12 Dexterity saving throw, taking 14 (4d6) radiant damage on a failed save, or half as much on a successful one.

Black Cat

Black Cat

tiny beast, unaligned

Armor Class 12
Hit Points 2(1d4)
Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (0) 3 (-4) 12 (+1) 7 (-2)

Skills Stealth +4, Perception +3
Senses passive Perception 13
Languages understands Common and those known by its master, but can only speak in bleats.
Challenge 0 (10 XP)

Ill Omen The black cat cannot take the help action. This ability is instead replaced by the harass action.

Harrass The black cat gives disadvantage on attacks to a hostile creature within 5 feet of the black cat.

Keen Smell The black cat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Claws Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Baron of Drax-us

Baron of Drax-us

Large fiend(demon), chaotic evil

Armor Class 16 (natural armor)
Hit Points 42 (5d10 + 15)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 9 (-1) 10 (0) 10 (0)

Damage Resistances fire
Senses darkvision 60 ft., passive Perception 10
Languages Abyssal
Challenge 4 (1,100 XP)

Death Throes. When the baron dies, it explodes, and each creature within 30 feet of it must make a DC 15 Dexterity saving throw, taking 11 (3d6) fire damage on a failed save, or half as much damage on a successful one.

Actions

Multiattack. The darax-us baron makes two attacks; one with its claw and one with its demonic coil.

Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Demonic Coil. The darax-us baron shoots one of the following demonic coils at one creature it can see within 90 feet of it. It can use demonic coil only once on a turn.

  1. Nether Coil. The baron has a 50 percent chance of summoning one dretch. A summoned dretch appears in an unoccupied space within 30 feet of the target, acts as an ally of the baron, and can’t summon other demons. It remains for 1 minute, until it or the baron dies, or until the baron dismisses it as an action.
  2. Fear Coil. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the baron is visible to the target, ending the effect on itself on a success.
  3. Wounding Coil. The target must make a DC 13 Constitution saving throw, taking 4 (1d4 + 2) lightning damage on a failed save, or half as much on a successful one.

Baron of Drax-us Lore

Darax-us is a powerful demon lord who controls three layers of the Abyss known as the Twisting Nether. He relies on his barons to enforce his will both in his abyssal realms and beyond it. These barons are unique to the prince of the Twisting Nether, and are granted unusual powers for their loyalty.

Powered by Nether. Although not particularly powerful for demons, the barons of Darax-us are able to siphon energy from their domain regardless of where they are. With this siphon they can launch coils of demonic magic. But when the siphon is severed, typically when a baron is slain, the energy is released causing a destructive explosion of abyssal flame.

Demonic Royalty. Unlike other demons, barons can evolve as their competence in serving Darax-us grows. Eventually they can reach the rank of Guard, followed by Fel Knight, and the highest rank, Void Lord. Each time they are promoted their siphon to the nether is widened and they become more powerful.