← The Library

Shelf II · Things That Bite

Bestiaries & Monsters

Stat blocks and lore for the creatures your heroes will face, from classic multiverse monsters to new mythic threats.


Official2014 (5e)

Mordenkainen Presents: Monsters of the Multiverse

Updated monsters and playable species from across the planes.

Collects and revises creatures from earlier books — fiends, giants, elementals, gith, fey and more — with streamlined stat blocks, alongside over thirty playable species.

Reach for it: Dungeon Masters stocking encounters; players picking an unusual species.

Chapter by chapter

Mordenkainen Presents: Monsters of the Multiverse collects revised fifth-edition character options and a large bestiary originally spread across earlier books. Players can browse 33 fantastical species, while DMs gain monsters, humanoid specialists and major planar powers. The guide follows the character chapter, alphabetical bestiary groups and monster-list appendix. These are the book’s 2022 rules, not an automatic replacement for every later version of a species or creature.

12 sections

  1. Introduction: Using This Bookp. 4

    This is a companion bestiary and a collection of revised character origins, not a complete rulebook. Players mainly need Chapter 1, while the Dungeon Master uses Chapter 2 to populate adventures. The revisions bring options from several earlier fifth-edition books together, so agree which version your table uses rather than combining the benefits of different printings. A monster’s challenge rating describes its broad threat, not a promise that every encounter with it will be fair. Read its movement, senses and special actions alongside the terrain before putting it into play.

    • Chapter 1 offers 33 fantastical race options, described here as species.
    • Chapter 2 contains more than 250 monsters and NPC stat blocks, including allies as well as enemies.
    • The Monster Lists appendix searches the collection by creature type, challenge rating and environment.
    • Use the Player’s Handbook for ordinary character rules and the Dungeon Master’s Guide for encounter planning.

    On the siteNew-player guideRunning the game

  2. Chapter 1: Fantastical Racesp. 5–35

    Choose one of these origins to establish your character’s physical and magical starting traits. The chapter separates those traits from a compulsory culture, personality or alignment, leaving you room to invent an individual. Its shared creation guidance covers ability-score increases, languages, creature type, age, height and weight. Several options let you choose between Small and Medium size or choose the ability used for innate spells. Check flight, natural armour and teleportation with your DM, since they can strongly affect how an adventure plays. The alphabetical catalogue below lists all 33 options; the four genasi are separated because each supplies a different elemental package.

    • A–C: Aarakocra: Birdlike adventurers whose wings and wind magic favour aerial movement. Aasimar: Mortals with celestial power that can heal and manifest a radiant transformation. Bugbear: Long-limbed goblinoids suited to stealth and sudden opening attacks. Centaur: Equine-bodied fey whose speed and hooves support charging combat. Changeling: Shapechangers who can adopt different appearances and social identities.
    • D–F: Deep Gnome: Underground gnomes whose magical gifts help them remain unnoticed. Duergar: Dwarves with psionic magic for changing size and becoming invisible. Eladrin: Fey elves whose seasonal outlook changes the effect of their teleportation. Fairy: Small winged fey with flight and size-altering magic. Firbolg: Forest-associated folk who use quiet magic and communicate with natural life.
    • Genasi: Air Genasi: Element-touched people with wind magic and an affinity for breath and movement. Earth Genasi: Stone-touched people who navigate difficult ground and draw on protective magic. Fire Genasi: Flame-touched people with fire resistance and innate fiery spellcasting. Water Genasi: Water-touched people equipped for swimming, underwater breathing and water magic.
    • G–H: Githyanki: Astral travellers whose psionic talents support mobility and adaptable training. Githzerai: Disciplined psionic people with mental defences and protective magic. Goblin: Small goblinoids who readily hide or withdraw during a fight. Goliath: Mountain-born people whose powerful build and endurance help them survive harsh conditions. Harengon: Rabbitfolk with quick reactions, sharp hearing and springing movement. Hobgoblin: Fey-connected goblinoids whose teamwork turns assistance into extra benefits.
    • K–O: Kenku: Birdlike people gifted at imitation, recollection and practical skills. Kobold: Small draconic folk whose cries can create openings for their companions. Lizardfolk: Reptilian people with natural armour, a strong bite and aquatic survival talents. Minotaur: Horned people who use charges and forceful shoves to control space. Orc: Resilient people who can rush forward and withstand a potentially decisive injury.
    • S: Satyr: Goat-legged fey with lively performance talents and resistance to magic. Sea Elf: Aquatic elves who breathe underwater and communicate with swimming creatures. Shadar-kai: Shadowfell-connected elves whose teleportation can briefly protect them from harm. Shifter: People who temporarily reveal bestial traits such as claws, toughness or keen awareness.
    • T–Y: Tabaxi: Feline people with climbing claws and bursts of exceptional speed. Tortle: Shell-bearing people whose natural protection works differently from worn armour. Triton: Amphibious people with sea magic and adaptations to cold ocean depths. Yuan-ti: Serpentine people with poison-related resilience and innate enchantment magic.

    On the siteSpeciesCharacter Origins

  3. Chapter 2: Bestiary · A–Cp. 36–83

    This alphabetical section helps a DM find creatures by name rather than by habitat. Abishai (CR 6–19) serve Tiamat in five specialised colours; alkiliths (11) turn corruption into a planar threat; alhoons (10) are undead mind flayers; allips (5) spread forbidden knowledge. Use the ratings below as reference points for the named creatures, not as a single encounter’s difficulty. Compare their defensive traits and control effects before deciding how many to use. A creature may be a patron, obstacle or negotiator as well as a combat opponent.

    • Abishai (CR 6–19) serve Tiamat in five specialised colours; alkiliths (11) turn corruption into a planar threat; alhoons (10) are undead mind flayers; allips (5) spread forbidden knowledge.
    • Astral dreadnought (21): a vast Astral predator; balhannoth (11): a reality-warping ambusher; banderhobb (5): a stealthy abductor.
    • Baphomet (23): the demon lord of savage labyrinths; barghest (4): a shapechanging soul-eater; berbalang (2): a seeker of secrets from the dead.
    • Bodak (6), boneclaw (12) and corpse flower (8) offer different undead horrors; boggle (1/8) brings slippery fey mischief; bulezau (3) brings demonic disease.
    • Cattle span CR 1/4–2; cave fisher (3), catoblepas (5), canoloth (8) and cadaver collector (14) suit very different wilderness and planar dangers.
    • Chitine (1/2), choker (1) and choldrith (3) populate dark passages; clockworks (1–5) supply mechanical roles; champion (9) and cloud giant smiling one (11) are powerful personalities.

    On the siteMonster catalogueCombat rulesFrightenedPoisoned

  4. Chapter 2: Bestiary · D–Fp. 84–132

    This alphabetical section helps a DM find creatures by name rather than by habitat. Darklings (CR 1/2–2) are light-sensitive fey; death kiss (10) is a blood-feeding beholder relative; deathlocks (3–8) are warlocks trapped in undeath. Use the ratings below as reference points for the named creatures, not as a single encounter’s difficulty. Compare their defensive traits and control effects before deciding how many to use. A creature may be a patron, obstacle or negotiator as well as a combat opponent.

    • Darklings (CR 1/2–2) are light-sensitive fey; death kiss (10) is a blood-feeding beholder relative; deathlocks (3–8) are warlocks trapped in undeath.
    • Deep scion (3): an aquatic infiltrator; Demogorgon (26): a demon prince; derro (1/4–3): dangerous underground humanoids; devourer (13): a soul-consuming undead threat.
    • Dinosaurs (1/4–2) and dolphins (1/8–3) support natural or magical aquatic scenes; draegloth (7) is a fiendish drow-associated brute.
    • Drow specialists (11–20) range from shadowblade to matron mother; duergar roles (1–12) range from soulblade to despot; dybbuk (4) possesses corpses.
    • Eidolon (12) animates a sacred guardian; seasonal eladrin (10) embody four emotional seasons; elder brain (14) leads an illithid colony; elder tempest (23) is a living storm.
    • Elemental myrmidons (7) are armoured elemental soldiers; fire giant dreadnought (14), firenewts (1/2–1), flail snail (3), flind (9), Fraz-Urb’luu (23), froghemoth (10), frost giant everlasting one (12) and frost salamander (9) round out the range.

    On the siteMonster catalogueCombat rulesFrightenedPoisoned

  5. Chapter 2: Bestiary · G–Ip. 133–162

    This alphabetical section helps a DM find creatures by name rather than by habitat. Gauth (CR 6) and gazer (1/2) are beholder relatives with different appetites and powers; Geryon (22) is a major infernal adversary. Use the ratings below as reference points for the named creatures, not as a single encounter’s difficulty. Compare their defensive traits and control effects before deciding how many to use. A creature may be a patron, obstacle or negotiator as well as a combat opponent.

    • Gauth (CR 6) and gazer (1/2) are beholder relatives with different appetites and powers; Geryon (22) is a major infernal adversary.
    • Giant strider (1), giff (3) and girallon (4) offer a fire-associated mount, firearms user and four-armed predator respectively.
    • Githyanki specialists (10–14) favour martial leadership and psionics; githzerai specialists (10–16) emphasise disciplined supernatural mastery.
    • Gnolls (1/2–4), gray render (12), graz’zt (24), grungs (1/4–2) and guard drake (2) cover packs, bodyguards, demon politics and amphibious communities.
    • Hobgoblin devastator (4) and iron shadow (2) support magical artillery and stealth; howler (8), hutijin (21) and hydroloth (9) provide planar enemies.

    On the siteMonster catalogueCombat rulesFrightenedPoisoned

  6. Chapter 2: Bestiary · J–Lp. 163–171

    This alphabetical section helps a DM find creatures by name rather than by habitat. There are no J entries in this portion; it begins with kobolds and ends with leviathan. Use the ratings below as reference points for the named creatures, not as a single encounter’s difficulty. Compare their defensive traits and control effects before deciding how many to use. A creature may be a patron, obstacle or negotiator as well as a combat opponent.

    • There are no J entries in this portion; it begins with kobolds and ends with leviathan. These pages offer useful low-level enemy specialists alongside one enormous elemental threat.
    • Kobold dragonshield (CR 1): a defender; kobold inventor (1/4): an improvised-weapon combatant; kobold scale sorcerer (1): draconic magical support.
    • Korred (7): a stone-associated fey with magical hair; kraken priest (5): a cult caster serving a sea horror.
    • Kruthiks (1/8–5): growing stages of a tunnelling hive predator; leucrotta (3): a cruel mimic of voices; leviathan (20): a colossal water elemental.

    On the siteMonster catalogueCombat rulesFrightenedPoisoned

  7. Chapter 2: Bestiary · M–Op. 172–205

    This alphabetical section helps a DM find creatures by name rather than by habitat. Martial arts adept (CR 3) and master thief (5) are humanoid specialists rather than mandatory villains; marut (25) enforces supernatural contracts. Use the ratings below as reference points for the named creatures, not as a single encounter’s difficulty. Compare their defensive traits and control effects before deciding how many to use. A creature may be a patron, obstacle or negotiator as well as a combat opponent.

    • Martial arts adept (CR 3) and master thief (5) are humanoid specialists rather than mandatory villains; marut (25) enforces supernatural contracts.
    • Maurezhi (7), maw demon (1), meazel (1) and meenlock (2) offer corpse-eating, ravenous, strangling and fear-driven threats.
    • Merregon (4), merrenoloth (3), mindwitness (5), Moloch (21), molydeus (21), morkoth (11) and mouth of Grolantor (6) broaden planar and giant encounters.
    • Nabassu (15), nagpa (17), narzugon (13), neogi (1/8–4), neothelid (13), nightwalker (20), nilbog (1) and nupperibo (1/2) span minor nuisances to catastrophic predators.
    • Oblexes (1/4–10) steal memories and imitate people; ogre variants (2–4) carry siege tools and fighting platforms.
    • Oinoloth (12), Orcus (26) and orthon (10) are respectively a plague-bearing fiend, demon lord of undeath and infernal hunter.

    On the siteMonster catalogueCombat rulesFrightenedPoisoned

  8. Chapter 2: Bestiary · P–Rp. 206–210

    Phoenix (CR 16) brings an enormous fire elemental into the campaign. Quickling (1) shows why even a modest challenge rating can conceal extreme speed. Redcap (3) is a murderous fey rather than a friendly fairy-tale figure. Retriever (14) is a construct built to capture targets, while rutterkin (2) spread Abyssal corruption. These pages are especially useful for contrasting pursuit, capture and destructive terrain hazards.

    • Phoenix: a blazing elemental whose presence changes the battlefield.
    • Quickling and redcap: use movement and violent fey motives to make encounters distinct.
    • Retriever and rutterkin: separate a construct’s assigned mission from a demon’s corrupting influence.

    On the siteMonster catalogueCombat rulesFrightenedPoisoned

  9. Chapter 2: Bestiary · Sp. 211–239

    This alphabetical section helps a DM find creatures by name rather than by habitat. Sea spawn (CR 1) suggest maritime transformation horror; shadar-kai specialists (7–11) use shadow magic and mobility. Use the ratings below as reference points for the named creatures, not as a single encounter’s difficulty. Compare their defensive traits and control effects before deciding how many to use. A creature may be a patron, obstacle or negotiator as well as a combat opponent.

    • Sea spawn (CR 1) suggest maritime transformation horror; shadar-kai specialists (7–11) use shadow magic and mobility.
    • Shadow mastiffs (2–3), shoosuva (8), sibriex (18), skulk (1/2), skull lord (15) and slithering tracker (3) support supernatural pursuit and corruption.
    • Sorrowsworn (1/4–13): the Wretched, Lost, Lonely, Hungry and Angry turn emotional misery into different combat behaviours.
    • Spawn of Kyuss (5): worm-ridden undead; star spawn (1/4–16): grue, mangler, hulk, seer and larva mage with complementary alien abilities.
    • Steeders (1/4–1), steel predator (16), stone cursed (1), stone giant dreamwalker (10), storm giant quintessent (16) and swarm of rot grubs (1/2) span mounts, hunters and environmental horror.
    • Swashbuckler (3) supports duels and intrigue; sword wraith warrior (3) and commander (8) provide disciplined undead opponents.

    On the siteMonster catalogueCombat rulesFrightenedPoisoned

  10. Chapter 2: Bestiary · T–Vp. 240–253

    This alphabetical section helps a DM find creatures by name rather than by habitat. Tanarukk (CR 5) is a fiendish warrior; Titivilus (16) is an infernal manipulator; tlincalli (5) are scorpion-bodied hunters. Use the ratings below as reference points for the named creatures, not as a single encounter’s difficulty. Compare their defensive traits and control effects before deciding how many to use. A creature may be a patron, obstacle or negotiator as well as a combat opponent.

    • Tanarukk (CR 5) is a fiendish warrior; Titivilus (16) is an infernal manipulator; tlincalli (5) are scorpion-bodied hunters.
    • Tortle (1/4) and tortle druid (2) are usable as neighbours and allies as well as opponents; trapper (3) disguises itself as part of a surface.
    • Troll variants (7–13): venom, rot, spirit and dire trolls change how regeneration and offensive pressure play out.
    • Ulitharid (9) is an exceptional illithid leader; vampiric mist (3) is a blood-draining cloud; vargouille (1) carries a supernatural transformation threat.
    • Vegepygmy (1/4), thorny (1) and chief (2) form fungal communities rather than an interchangeable group of plant monsters.

    On the siteMonster catalogueCombat rulesFrightenedPoisoned

  11. Chapter 2: Bestiary · W–Zp. 254–282

    This alphabetical section helps a DM find creatures by name rather than by habitat. War priest (CR 9), warlocks (4–7) and warlord (12) are ready-made religious, occult and military NPCs. Use the ratings below as reference points for the named creatures, not as a single encounter’s difficulty. Compare their defensive traits and control effects before deciding how many to use. A creature may be a patron, obstacle or negotiator as well as a combat opponent.

    • War priest (CR 9), warlocks (4–7) and warlord (12) are ready-made religious, occult and military NPCs.
    • Wastrilith (13): a water-corrupting demon; wizards (1/4–12): apprentice plus abjurer, conjurer, diviner, enchanter, evoker, illusionist, necromancer and transmuter specialists.
    • Wood woad (5), xvarts (1/8–1), yagnoloth (11), Yeenoghu (24) and yeth hound (4) offer woodland guardians, minor cultists, planar muscle and demonic hunting.
    • Yuan-ti (3–12): broodguard, mind whisperer, nightmare speaker, pit master and anathema fulfil separate cult roles.
    • Zaratan (22) is a walking elemental catastrophe; Zariel (26) is an archdevil; Zuggtmoy (23) is the demon queen of fungi.

    On the siteMonster catalogueCombat rulesFrightenedPoisoned

  12. Appendix: Monster Listsp. 283–288

    The appendix is an index for choosing creatures, not a new set of monster rules. It reorganises the bestiary by creature type, challenge rating and environment. Start with environment when you need inhabitants for a location, then narrow the choices by rating. Type is useful when a spell, class feature or story premise distinguishes fiends, undead or other categories. Return to the full entry before play, because the index does not show tactics, mobility or special defences.

    • Creature-type lists separate aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants and undead.
    • The CR lists run from harmless cranium rats at CR 0 to CR 26 demon lords and Zariel.
    • Environment lists help populate places such as the Underdark, forests, cities and the planes.

    On the siteMonster catalogueEncounter preparation

How to read a stat block under the 2024 rules.

Pairs withCharacter OriginsCombat

Third-party5.5e compatible

Dragonix's Deadly Denizens IV (Preview)

A Kickstarter preview bestiary of folklore and mythic creatures.

New creature families and templates inspired by myth and folklore, grouped by tier and balanced for the 2024 rules — for example, a tiered set of assassin-guild foes. Preview copy: art and text may change.

Reach for it: Dungeon Masters who want monsters their players haven't seen.

Chapter by chapter

Dragonix’s Deadly Denizens IV is a third-party monster collection designed for revised fifth-edition D&D. This guide covers only the supplied preview, not the promised complete bestiary. Its creature families offer specialised troops, magical variants and powerful leaders, with descriptions sometimes extending beyond the stat blocks actually included. All entries are DM-facing because they explain enemy roles and encounter surprises.

23 sections · “Open all” skips DM-only sections

  1. Introduction: Using the PreviewDM onlyp. 1

    Spoilers for players — the Dungeon Master’s eyes only.

    This is a preview of Dragonix’s Deadly Denizens IV, a third-party bestiary intended for the revised fifth-edition rules often called 5.5e. It presents new monsters and specialised versions of familiar enemies rather than player character options. The opening credits identify the creator and describe the project’s scope. The manuscript explicitly remains subject to changes in both art and text. Some pages supply only artwork or partial selections, so a creature discussed in prose does not necessarily have a complete usable stat block in this preview.

    • Printed bestiary page numbers run one lower than the corresponding PDF page in the main preview.
    • Use this guide to select encounter themes, then consult the actual creature rules when running combat.
    • A family can include ordinary troops, leaders and legendary bosses; these are not interchangeable difficulties.

    On the siteCombat rulesRunning encounters

  2. AssassinsDM onlyp. 2–3

    Spoilers for players — the Dungeon Master’s eyes only.

    These enemies turn contracts and surveillance into dangerous encounters. Their progression moves from practical killers towards almost supernatural executioners. A bounty or a threatened political figure gives the party a reason to investigate before the attack occurs. The preview describes four grades, but does not provide every grade’s complete rules.

    • Assassin Adept: a working syndicate killer using stealth, poison and ranged attacks.
    • Prime Assassin (stat heading Assassin, Prime): a more resilient operative with an execution technique against weakened victims.
    • Master Assassin: an elite killer described as acting with exceptional speed and slipping outside ordinary combat timing.
    • Grandmaster Assassin: the apex professional, reserved for exceptionally powerful targets.

    On the siteCombat rulesRunning encounters

  3. BaukDM onlyp. 4

    Spoilers for players — the Dungeon Master’s eyes only.

    The bauk is a shadow-corrupted fey related to bugbears. It hunts by frightening and grabbing prey rather than standing in a fair fight. Darkness and enclosed routes let it withdraw with a victim. Its aversion to sudden light and loud sounds offers clues that can make preparation more important than raw damage.

    • Bauk: a long-armed ambusher that uses fear and darkness to isolate prey.
    • Caves, abandoned houses and sewers are natural encounter locations.
    • Light and noise are relevant weaknesses, not just atmospheric details.

    On the siteCombat rulesRunning encounters

  4. BinangunanDM onlyp. 5–6

    Spoilers for players — the Dungeon Master’s eyes only.

    The binangunan combines volcanic imagery with demonic terror. Its heat and fear effects make clustering around it hazardous. Older forms are described as increasingly deliberate destroyers of communities and sacred places. This preview includes rules for the basic and greater forms alongside prose introducing stronger versions.

    • Binangunan: a magma-like demon that combines burning proximity with frightening aggression.
    • Greater Binangunan: a stronger territorial fiend that seeks to break enemy leaders.
    • Elder Binangunan: a magically sophisticated destroyer associated with fire storms and supernatural sickness.
    • Ancient Binangunan: a civilisation-threatening horror described with overwhelming fear and rapid additional attacks.

    On the siteCombat rulesRunning encounters

  5. BlackguardsDM onlyp. 7–9

    Spoilers for players — the Dungeon Master’s eyes only.

    Blackguards are armoured servants of evil causes rather than a particular species. Their auras turn nearby enemies’ saving throws and movement into liabilities. Higher ranks add leadership, stronger magic and additional opportunities to act. They work well as recurring officers whose appearance signals a more organised opponent.

    • Blackguard: the basic corrupted knight or ruthless enforcer.
    • Blackguard Commander: an officer whose despair aura supports a disciplined attack.
    • Blackguard High Lord: a heavily equipped senior warlord.
    • Blackguard Exarch: a legendary champion who adds powerful dark magic and further actions.

    On the siteCombat rulesRunning encounters

  6. Dragons: Black DragonsDM onlyp. 10–12

    Spoilers for players — the Dungeon Master’s eyes only.

    These black dragons fill age stages beyond the usual familiar categories. They keep the colour’s association with acid, swamps and calculated cruelty. Growing magical capability distinguishes older examples as well as larger numbers. The layout includes illustrated pages, so not every described age is accompanied by a stat block here.

    • Adolescent Black Dragon: a newly independent predator practising cruelty on weaker prey.
    • Subadult Black Dragon: an establishing territorial hunter combining acid attacks and ambush.
    • Mature Black Dragon: an experienced ruler using magic and coerced servants.
    • Black Dragon Great Wyrm: a ruinous elder whose acid and supernatural wounds threaten whole regions.

    On the siteCombat rulesRunning encounters

  7. Dragons: White DragonsDM onlyp. 13–16

    Spoilers for players — the Dungeon Master’s eyes only.

    White dragons provide cold-environment predators across several ages. Their movement abilities make ice, snow and underground approaches important terrain. Younger forms focus on hunger and establishing territory, while older ones become much broader environmental threats. Use the age distinctions to choose the scale of a story rather than treating every dragon encounter as a final boss.

    • Adolescent White Dragon: a newly independent hunter with freezing breath.
    • Subadult White Dragon: a territorial predator claiming frozen caverns.
    • Mature White Dragon: a powerful ice hunter with legendary battlefield control.
    • White Dragon Great Wyrm: an immense cold threat suited to the highest-stakes adventures.

    On the siteCombat rulesRunning encounters

  8. Dreadwood WardenDM onlyp. 17–18

    Spoilers for players — the Dungeon Master’s eyes only.

    These corrupted woodland guardians consider a blighted forest something to defend rather than cure. Their arrows carry rot, terror or poison, giving a pursuit through the woods several different dangers. Scouts and leaders suggest an organised order rather than isolated evil archers. Some ranks receive only descriptive treatment in the supplied preview.

    • Dreadwood Scout: an advance watcher who reports intrusions rather than seeking a fair fight.
    • Dreadwood Warden: a bow-using guardian who imbues attacks with corrupting effects.
    • Dreadwood High Warden: a veteran leader directing the forest’s defenders.
    • Dreadwood Slayer: an exceptionally stealthy assassin deployed against important intruders.

    On the siteCombat rulesRunning encounters

  9. Drider SpellcastersDM onlyp. 19–20

    Spoilers for players — the Dungeon Master’s eyes only.

    This section gives spider-bodied adversaries distinct magical identities. Psychic attacks, shadow magic, venom and spider control demand different responses from a party. Vertical terrain allows these enemies to fight in ways ordinary ground troops cannot. The prose offers more specialisms than the selection of complete stat blocks included here.

    • Drider Psionicist: a drider using mental power and psychic ranged attacks.
    • Drider Shadowcaster: a spellcaster whose identity centres on darkness and shadow.
    • Drider Venomancer: a specialist in poisonous magic and spider-associated afflictions.
    • Drider Spidermaster: a controller whose tactics revolve around arachnid allies.

    On the siteCombat rulesRunning encounters

  10. EttinsDM onlyp. 21–23

    Spoilers for players — the Dungeon Master’s eyes only.

    The two-headed giant becomes a platform for both brutal fighters and unusual spellcasters. The butcher offers a direct physical threat, while the sorcerer adds magical pressure. A separate dragon-blooded form gives each head a distinct chromatic ancestry. That combination makes the creature’s appearance a useful warning about its attacks.

    • Ettin Butcher: a heavily built two-headed melee combatant.
    • Ettin Sorcerer: a giant with innate destructive spellcasting.
    • Half-Dual Dragon Ettin: an ettin combining two different chromatic dragon inheritances and associated breath powers.

    On the siteCombat rulesRunning encounters

  11. Fire Giant, FiendishDM onlyp. 24–26

    Spoilers for players — the Dungeon Master’s eyes only.

    Fiendish fire giants show two different forms of supernatural corruption. The abyssal version emphasises demonic aggression, while the infernal version is more calculating. Both suit conflicts in which a powerful giant army has made dangerous alliances. Their fire-based identity should shape the environment and the clues players discover before combat.

    • Fire Giant, Abyssal: a demonic giant focused on savagery and destructive force.
    • Fire Giant, Infernal: a tyrannical giant combining martial power with devilish magical control.
    • The section treats fiendish fire giants as corrupted offshoots, not a player lineage.

    On the siteCombat rulesRunning encounters

  12. Hag, ZhalranaDM onlyp. 27

    Spoilers for players — the Dungeon Master’s eyes only.

    The zhalrana is a horror-focused hag with a swollen, hive-like body. Its physical design links its magic and attacks to infestation rather than a conventional fairy-tale witch. It suits an investigation where bodily corruption and an unnatural colony leave recognisable clues. Establish the group’s comfort with insect and body horror before presenting it.

    • Zhalrana Hag: a hive-bodied crone whose identity centres on infestation and grotesque transformation.
    • Use its distinctive signs to foreshadow danger instead of making the first clue an unavoidable attack.
    • This is a monster entry, not a playable hag option.

    On the siteCombat rulesRunning encounters

  13. HodagDM onlyp. 28

    Spoilers for players — the Dungeon Master’s eyes only.

    The hodag is a solitary woodland monstrosity with a grotesque mix of animal features. It fits a wilderness hunt more naturally than a faction negotiation. Its physical threat rewards attention to tracks and the terrain of its territory. A warning from local inhabitants can establish that it is more than an ordinary forest animal.

    • Hodag: an aggressive horned woodland predator with a heavily armed body.
    • Use forests and rough ground to frame a stalking or hunting encounter.
    • The entry offers one creature rather than a progression of ranks.

    On the siteCombat rulesRunning encounters

  14. KluddeDM onlyp. 29–30

    Spoilers for players — the Dungeon Master’s eyes only.

    The kludde is a savage nocturnal predator with a monstrous humanoid-and-beast appearance. The section includes a basic hunter and a stronger alpha. These versions let the DM distinguish a lone attack from an encounter centred on a leading beast. Its brutality is best telegraphed through signs of predation before the party is committed to close quarters.

    • Kludde: a violent monster that fights with teeth and claws.
    • Kludde Alpha: the stronger leading version of the predator.
    • Night-time approaches and obstructed sightlines reinforce the section’s hunting theme.

    On the siteCombat rulesRunning encounters

  15. Kobold WarriorsDM onlyp. 31–32

    Spoilers for players — the Dungeon Master’s eyes only.

    These kobolds distinguish a clan’s population from its dedicated fighters and leaders. Different weapons and levels of experience create a more varied encounter than repeating one stat block. Their organisation supports scenes involving warning systems, skirmishers and local command. The preview uses the Dragon creature type for these kobolds, which can matter to other rules.

    • Kobold Commoner: an ordinary clan member rather than a seasoned soldier.
    • Kobold Javelineer: a light ranged fighter built to harass opponents.
    • Kobold Raider: a more experienced armed clan warrior.
    • Kobold Boss: a leader directing lesser kobolds.

    On the siteCombat rulesRunning encounters

  16. Kobold SpellcastersDM onlyp. 33–34

    Spoilers for players — the Dungeon Master’s eyes only.

    The magical side of a kobold clan includes both arcane and religious specialists. Low-ranking adepts can support small encounters while senior priests anchor a shrine or important defence. The prose uses Kobold Mage where the displayed higher arcane stat block is titled Kobold Sorcerer. Preserve that distinction when locating rules rather than assuming the preview contains two fully separate arcane entries.

    • Kobold Adept: a beginner using modest arcane magic.
    • Kobold Mage / Kobold Sorcerer: the prose and stat-block labels for the stronger arcane role.
    • Kobold Priest: a spiritual guide with divine magic.
    • Kobold Wyrmpriest: an exalted servant of Tiamat wielding draconic religious power.

    On the siteCombat rulesRunning encounters

  17. Ogre SpellcastersDM onlyp. 35–36

    Spoilers for players — the Dungeon Master’s eyes only.

    These ogres replace the assumption that every giant brute relies exclusively on muscle. Their specialisms use death, thunder, molten material or ill fortune. Mixing one with ordinary warriors changes which threats the party needs to prioritise. Their size still matters even when their strongest contribution is magical.

    • Ogre Bonecaster: an ogre using bone- and death-associated magic.
    • Ogre Thundercaller: a caster specialising in thunderous force.
    • Ogre Slagshaper: a practitioner associated with molten slag and heat.
    • Ogre Doomspeaker: a more ominous magical threat associated with doom and destructive pronouncements.

    On the siteCombat rulesRunning encounters

  18. Orc ArchersDM onlyp. 37–38

    Spoilers for players — the Dungeon Master’s eyes only.

    These archers add mobile ranged roles to an orc force. They are not all interchangeable bow users: veterans, hunters and harriers pressure different targets. Their movement helps them keep fighting effectively as the battle shifts. Use cover and space to reposition so their specialisation is visible to the players.

    • Orc Stringer: the basic bow-armed fighter.
    • Orc Archer Veteran: a seasoned ranged combatant.
    • Orc Blood Hunter: a hunter that becomes especially threatening to wounded prey.
    • Orc Harrier: a mobile archer that keeps opponents under pressure.

    On the siteCombat rulesRunning encounters

  19. Orc SpellcastersDM onlyp. 39–40

    Spoilers for players — the Dungeon Master’s eyes only.

    Orc magical support ranges from beginning adepts to battle priests. Earth and fire specialists change the battlefield in different ways. These entries let a warband present magical problems without needing an unrelated wizard as its leader. Place the casters where allied troops and terrain help them fulfil their role.

    • Orc Adept: a novice magical combatant.
    • Orc Earth Shaman: a caster drawing power from stone and earth.
    • Orc Fire Sorcerer: a specialist in destructive flame.
    • Orc War Priest: a divine battlefield leader supporting the warband.

    On the siteCombat rulesRunning encounters

  20. OtyughsDM onlyp. 41–42

    Spoilers for players — the Dungeon Master’s eyes only.

    The familiar refuse-dwelling monster becomes either a larger abomination or an unsettling psychic threat. Its filthy environment makes exploration choices important before initiative is rolled. Grappling reach and unusual senses can complicate an approach through waste or darkness. Do not assume that increased intelligence makes the eldritch version friendly.

    • Otyugh Abomination: an oversized variant with stronger physical control of nearby prey.
    • Otyugh, Eldritch: a more mentally dangerous otyugh that attacks perception and thought.
    • The ordinary otyugh is discussed as a comparison, not offered here as a new third variant.

    On the siteCombat rulesRunning encounters

  21. Plague DoctorDM onlyp. 43–44

    Spoilers for players — the Dungeon Master’s eyes only.

    These plague doctors are deliberate agents of coercion rather than automatically benevolent healers. Disease and alchemical methods become ways to control communities. Increasing seniority moves the concept from a local menace towards institutional persecution. The preview describes a high inquisitor beyond the complete lower-rank blocks shown.

    • Plague Doctor: an arcane practitioner weaponising sickness and medical tools.
    • Plague Doctor Inquisitor: a stronger enforcer using affliction to impose control.
    • Plague Doctor High Inquisitor: a senior figure extending calculated suffering into social policy.

    On the siteCombat rulesRunning encounters

  22. Tenebrax (Gloomstar)DM onlyp. 45–48

    Spoilers for players — the Dungeon Master’s eyes only.

    The tenebrax is an aberration known to surface inhabitants as a gloomstar. Its alien senses and attacks make ordinary assumptions about sight and safe distance unreliable. Young, standard and elder versions support encounters at different scales. Several pages in this section are illustrative rather than additional named variants.

    • Tenebrax, Young: the smaller early-life version of the gloomstar.
    • Tenebrax: the full-sized aberration, with dangerous reach and poisonous attacks.
    • Tenebrax, Elder: an older and more powerful manifestation of the same threat.

    On the siteCombat rulesRunning encounters

  23. WightsDM onlyp. 49–51

    Spoilers for players — the Dungeon Master’s eyes only.

    These wights preserve enough former identity to fulfil specialised combat roles. Ranged attackers, killers, religious figures and commanders make an undead force feel organised. Life-draining powers mean that simply counting remaining hit points can underestimate the risk. The preview gives prose for a broader roster than the selection of complete stat blocks it displays.

    • Wight Archer: an undead ranged combatant.
    • Wight Assassin: a stealth-oriented undead killer.
    • Wight Death Priest: a wight retaining a death-focused religious role.
    • Wight Dread Commander: a heavily armed undead leader with command and intimidation abilities.
    • Wight Frost Mage: an undead spellcaster combining cold magic with life drain.
    • Wight Lifedrinker: a variant especially associated with consuming living vitality.
    • Wight Oathbreaker: an undead warrior defined by corrupted vows.
    • Wight Shadow Mage: a caster associated with shadow and darkness.

    On the siteCombat rulesRunning encounters