Love it or hate it, the 'live-play' show Critical Role is certainly not the first group to think of streaming their Dungeons & Dragons campaign for an audience. But they are most certainly the first one with high-profile voice actors and one that was immensely successful due to the dynamics within the players, the abilities of professional voice actors to improv, and the amazing worldbuilding done in the world of Exandria over three campaigns.
At the time of writing this update, Critical Role is a fair bit into its fourth campaign, a soft reboot with a rotating cast -- and in contrast, I first reviewed the monsters in their setting guide Explorer's Guide to Wildemount when its second campaign ended in 2020. Time flies. I had enjoyed Critical Role since then, consuming so much of their content throughout the past couple of years. They've quite literally been my companions throughout so many exercise sessions.
Since then, under the banner of official 5th Edition rules, Critical Role have also released an adventure: Call of the Netherdeep. While they were released a couple of books apart in the official release order, I've decided to merge the two together here since there are a fair bit of reprinted monsters in the latter. (Critical Role, independent of Wizards of the Coast, have also published a bunch of 5th Edition compatible books which have their own bestiaries, but if I do those they'll be in a separate article -- I'm just trying to get through most of the 5E content first).
I am iffy about doing reviews for a lot of the crossover content, but Critical Role feels like it's designed to be used alongside D&D and a lot of their monsters have a very strong 'insertable in any D&D world' flair, if you know what I mean? You can see any of these appearing without needing to import the trappings of Exandria, with minimal lore adjustments, in Faerun or Eberron or whatever.
As usual, my disclaimer with these 'refurbished' D&D 5th Edition reviews stand -- I'm only reviewing monsters that I have something to talk about, and will not talk about 'NPC' or 'job' statblocks, as well as the named characters (including bosses!) which had really caused me to struggle to find something to talk about in my initial reviews.
And speaking of my original, pre-2020 reviews... this marks the last of my 'rewritten' D&D 5th Edition articles! I am quite satisfied. A bulk of the work went to the three primary bestiary books (Monster Manual, Volo's and Mordenkainen's) of course, but I am actually quite happy with how much more streamlined the compilations for the adventures are! I'm particularly happy that I got to remake some of the articles that gave me so much burnout back in the day. I don't think I'll redo the MTG crossovers -- mostly because I plan to continue reviewing MTG stuff, eventually, but also because I think I can do the rest of the 5E adventures in two to three more articles. Maybe I'll finish rewriting player races at some point. But then we're jumping all the way back in time to 2nd Edition as I break down the AD&D Monstrous Manual!
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[Originally reviewed in 2020, revised in June 2026]
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Aeorian Absorber
- Large Monstrosity; Neutral Evil; CR 10
- Debut: Explorer's Guide to Wildemount (2020)
Most of the creatures that debuted in Explorer's Guide to Wildemount are either creatures that have appeared before in Critical Role, or would be relevant in the then-current final arc for the second campaign. These 'Aeorian Hunters' are one such pre-emptive monsters, and I remembered finding how cool it was when I've seen the monsters' statblocks in the book, and then hearing them described in the live play.
The Aeorian Hunters are artificial lifeform created by mages in the flying city of Aeor, specifically bred to battle angels, demons, fey and even the gods themselves. They are biological monstrosities created by horrible experimentation on beasts and humanoids. Aeor itself would crash during the expansive backstory of this world, but their anti-magic monstrosities remain in the ruins of Aeor. They are immortal and designed for war, and have been driven insane and violent in the intervening years. However, I also like that the backstory is quite 'generic-fantasy' enough that you can swap in the Aeorian Hunters into any setting and call them the creation of a mad wizard or a mage city like... oh, Dalaran or the Netherese Empire, and they would fit.
I like that the Aeorian Hunters were specifically noted to have 'brightly-coloured flesh' due to the experimentation. Not all creepy monsters need to be dour!
We're going by alphabetical order, and the Aeorian Absorber is the second-strongest of the three Hunters. It's a bright red-and-blue creature that's described as 'some sort of canine or feline', but it's got a tail that extends into a gigantic eyeball. I like that the Absorber doesn't actually have real eyes on its head, just flat flesh. All the Aeorians have resistance to radiant and necrotic, as well as resistance to magic. The Aeorian Absorber, as its name implies, will absorb half of any spell launched at it, and then unleash that energy in eye-blasts through its tail. Very cool! Very Legend of Zelda, I feel.
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Aeorian Nullifier
- Large Monstrosity; Neutral Evil; CR 12
- Debut: Explorer's Guide to Wildemount (2020)
The most powerful of the three Aeorian Hunters is the Nullifier, which has a humanoid form... and looks like a ghoulish lizard-person with long arms, but with a torso and abdomen filled with fanged mouths. Nasty! The Aeorian Nullifier attacks with its many fangs and claws, as well as the 'horrid gnashing' that can stun or frighten other creatures. But when fighting mages, the Aeorian Nullifier shows off its little list of anti-magic spells... Counterspell and Dispel Magic to break spells, Detect Magic and See Invisibility to go around stealth and illusion, and even Antimagic Field to prevent spells from being casted. It's pretty much an MTG Blue player!
Of course, the one saving grace is that Aeorian Nullifiers and its other hunter kin are technically stuck in the destroyed ruins of Aeor (or your campaign-appropriate ancient ruins), and live alongside its fellow hunters -- and they know each other well enough not to harm one another. But the flavour also gives some nice potential plotlines, noting that there are rumours of a magical control device for these mighty anti-magic monstrosities, and regardless of whether the device exists or not, that would be probably something of high interest for a society so steeped in magic like any D&D setting.
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Aeorian Reverser
- Large Monstrosity; Neutral Evil; CR 8
- Debut: Explorer's Guide to Wildemount (2020)
The weakest of the Aeorian Hunters is the Reverser, who is also visually the most boring, a bright-green dog-headed brute guy. And it is the brute of the three Aeorian Hunters. The Reverser's little gimmick is that it reverses healing done, nullifying healing and dealing force damage instead to the creature. That's a dick move! I guess healers are also spellcasters, though.
I don't have much to really say about the Reverser; I really do think that its appearance could've done more to communicate the idea of something that's anti-healing-magic. The gimmick is interesting, but I wished for a bit more in terms of thematic cohesion.
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Core Spawn Crawler
- Small Aberration; Chaotic Evil; CR 1
- Debut: Explorer's Guide to Wildemount (2020)
The Core Spawn! Surprisingly, the Core Spawn has never appeared or alluded to in the many, many Critical Role episodes, which is surprising! They really do scratch the itch of a strange, Lovecraftian horror species -- something that I actually expected from the Call of the Netherdeep adventure below but didn't really get. The Core Spawn are really weird and bug-themed, so I absolutely love them.
The lore given to us about the Core Spawn ties them to the Elder Evils, who manifest in the Material Plane through 'exploiting the unfathomable energy and darkness found in the world's depths'. They infest a particular region of Exandria called 'Blightshore', and anyone who explores there often return mind-wracked shells of their former selves, babbling about twisting labyrinths and malevolent nests. When cataclysmic, seismic events happen, and cultists hasten the events, are right Core Spawns sometimes pour up from where they are slumbering deep in the earth.
I like this idea. I like that these aren't exactly creatures that breach in from the Far Realm like the Beholders or Star Spawn, but are dark things that are left buried deep beneath the earth, who emerge when the stars and signs are right.
The Core Spawn Crawler is the smallest and the weakest, scurrying through the labyrinthine depths with their four strange hooked legs, their long tails, and probably biting anything in their path with that bug-like mouth. There's a vague Tyranid or Xenomorph vibe to them for sure, but also enough to set it apart. I like that they look insectoid enough while still looking so wrong, with fleshy parts and an inherent wrongness of how the anatomy is. As the weakest Core Spawn, these ones are just melee scrappers with pack tactics and an immunity to psychic damage.
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Core Spawn Emissary
- Medium Aberration; Neutral Evil; CR 6
- Debut: Explorer's Guide to Wildemount (2020)
The Emissary is much cooler. On a brief glance, it's 'just' a wasp-person. But the longer you look, the weirder it gets! That face is easily the weirdest part of the design, looking more like a wasp's nest instead of a head. It's got a bunch of hollowed-out chambers above what I assume is a proboscis. Two sets of arms are traditional insect-monster bone-scythes, but its 'legs' point in a really weird reverse-direction.
The Emissaries serve as assassins and sentinels, and they expel crystalline spores from those tubes in their heads. These crystal spores deal damage when inhaled, which is... not what I expect 'crystal spores' to do. It just deals poison, which isn't the most interesting thing! I expected some kind of weird rock disease or something. But okay. The Emissary also has an 'alluring thrum' that charms those around it, but it's a bit less interesting. The crystals tie to the 'core' and 'rock' part of these subterranean eldritch bugs.
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- Medium Aberration; Chaotic Evil; CR 13
- Debut: Explorer's Guide to Wildemount (2020)
Going a bit weirder is the Core Spawn Seer. These are the least traditionally insectoid, and that's because they are humanoid arcanists that are corrupted! You can still see a bit of a humanoid figure in a tattered cloak, but its lower body has degenerated into a mass of scuttling bug-like legs... except they are actually arms, which make it creepier. Crystal mases grow erratically across the Seer's body, and its head is probably the coolest part, having degenerated into an oblong mass embedded with crystals. Or are those eyes? The flavour text says that they are 'horrible protrusions of fluorescent crystals', so does it just not have a face anymore? The end result is quite interesting, a weird silhouette that looks like something out of Dark Souls.
The Core Spawn Seer has been 'ravaged by otherworldly radiation and disease'. Okay! It has a bunch of interesting abilities that the more 'natural' insect Core Spawn don't have, like the ability to glide through the earth, a resistance to magic, the ability to launch psychedelic orbs that cause random effects, and a strange 'fuse damage' that lets it negate damage and then unleash radiant damage on the next turn.
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Core Spawn Worm
- Gargantuan Aberration; Chaotic Evil; CR 15
- Debut: Explorer's Guide to Wildemount (2020)
And the final and most powerful Core Spawn is... a giant worm. It always comes back to a giant worm! Love the art of this thing, though, where the body of the giant worm seems to be made up of a mass of dark tendrils that can break apart into masses of tentacles that are tearing into the adventurers fighting it. Its head is also not just a huge lamprey mouth, but rather a mass of tentacles surrounding an inner, almost reptilian mouth -- that red bit isn't the inside of its mouth, but rather its head! What a 'toothy maw'. The flavour text notes that this Core Spawn Worm's body is 'composed of primordial lava, perpetually on the verge of hardening into solid rock'. Which is probably why it can move around and coil around, while also tying into the 'earth's core' gimmick.
In addition to being a giant worm that destroys and swallows prey, the Core Spawn Worm is also able to unleash explosions of damage whenever it is hit by radiant damage. Wouldn't you know, the Seer can deal radiant damage! It's a bit similar to the Star Spawn Hulk from Mordenkainen's Tome of Foes being able to reflect its allies' attacks, which is a nice little consistency among aberrations.
Ultimately I do feel like they could've done a bit more in highlighting the 'born from the planet's core' aspect of it beyond the visuals and some descriptions of crystals and lava, but I still like these weird eldritch bugs nonetheless!
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Frost Worm
- Gargantuan Monstrosity; Unaligned; CR 17
- Debut: Explorer's Guide to Wildemount (2020)
Appearing in both the first and second campaigns, the Frost Worm is actually adapted from 3.5E's Monster Manual! Particularly in the first campaign, Critical Role made a fair amount of use of 3E and 4E monsters, and the Frost Worm showed up in a cool sequence alongside a Purple Worm. Standing at a CR 17 with the 5th Edition rules, the Frost Worm is slightly more powerful than a Purple Worm, and the stat blocks feel inspired by it -- with the addition of frost damage to its bites, a frosty aura around it, and the ability to emit a haunting 'trilling' that stuns them.
I like the artwork, too. The original 3E Frost Worm is a bit more unique, with a triangular head-ridge and a pair of pincer fangs, but the 5E Frost Worm does look like a relative of the Purple Worm... with its 'inner body' even being coloured purple and the artwork making it look like it's a Purple Worm that's grown or evolved the frosty white carapace and bristles around it.
Just like other big wormy enemies like the Purple Worm or the Remorhaz, the Frost Worm spends most of its time hiding underground, conserving energy until it detects foolish prey walking overhead with its tremorsense, upon which it bursts out and tries to eat them. I've always felt like the Frost Worm was a bit redundant because of the aforementioned Purple Worm and Remorhaz, and I can see why post-3E editions eliminate it from the base bestiary... but I am happy to see them represented in 5th Edition for sure.
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Gearkeeper Construct
- Large Construct; Unaligned; CR 10
- Debut: Explorer's Guide to Wildemount (2020)
Named a 'Gear Warden' in the actual campaign, the Gearkeeper Construct is a large construct whose primary shape is a sphere... but is like a swiss-army knife! The artwork shows it scuttling on blades, using them like beetle legs; while a bunch more blades poke out of its upper half. But it can also do a bunch of other things, like launch spears or unleash a cone of shrapnel blast. They can also roll up into a ball to quickly navigate corridors, before entering a combative state to shred whatever unlucky intruder they happen to find.
These Gearkeeper Constructs were designed by ancient tinkerers and mage-engineers in the same 'Age of Arcanum' that those Aeorian Hunters were created, and were similarly left behind in ancient ruins. There's definitely some Skyrim Dwemer inspiration that goes into these things, which isn't a bad thing to reference.
And just like Skyrim, in the world of Exandria, the recovered parts of the Gearkeeper Constructs have been reverse-engineered by modern tinkerers (those dang gnomes!) to make modernized versions of it, which could be used in prisons or by fancy collectors.
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Gloomstalker
- Large Monstrosity; Neutral Evil; CR 6
- Debut: Explorer's Guide to Wildemount (2020)
Very much a recurring creature that show up a lot particularly in the first campaign, the Gloomstalker's visuals are quite simple. It's a giant 'shadow wyvern', and its ability involves it being able to teleport within shadows, being able to unleash a paralyzing shriek, and also being sensitive to sunlight. The Gloomstalkers hail from the cursed lands of Shadowfell, being some of the apex airborne predators of the place.
The Gloomstalkers in the wild hunt in packs (called 'frenzies') to tear apart prey together, but they are most commonly utilized as mounts. Originally employed by worshippers of the evil Betrayer Gods, the cool giant shadow-wyverns have been utilized by even some of our heroes' allies. It's not the most original creature, but also one that I feel fits neatly as a not-too-derivative monster, and I've always felt like the Shadowfell needed a fair bit more expansion. And shadow-wreathed wyverns that emit paralyzing screeches are neat enough.
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Horizonback Tortoise
- Gargantuan Monstrosity; Unaligned; CR 8
- Debut: Explorer's Guide to Wildemount (2020)
Love these guys. The Horizonback Tortoises are just really, really big tortoises, which really isn't super interesting, but I really love the idea of these slow-moving gentle giants having entire houses or even mini-villages on their back. The rough-and-tumble settlements look great, and the Horizonback Tortoises keep showing up both in the campaign as well as in the different Critical Role books.
I really love the artwork and the idea of people making settlements atop giant, slow-moving tortoises. It's not quite the 'turtle island' that often crop up in media, but it's neat enough and I love the idea of these mobile caravans of tortoises picking up entire houses and facilitating a nomadic tribe to wander across deserts and plains.
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Moorbounder
- Large Beast; Unaligned; CR 1 (regular), 3 (Bristled)
- Debut: Explorer's Guide to Wildemount (2020)
This one shows up a lot, too. The Moorbounders are large panthers with massive tusks, and the eyes of goats. Again, like the Gloomstalkers, they were originally introduced to give a unique mount -- particularly utilized to get through marshes and swamps. They're one of those monsters that are just a regular real-world animal with a few extra weird features... and that's fine. I guess early on, Critical Role's DM Matthew Mercer didn't want to go too wild with his original monsters? But it's fine; all settings have their own simple 'slightly different real-world animal'. Almost every D&D 5E adventure does that, in fact, except they usually go for creatures that can be turned into familiars.
Moorbounders come in two variants, the regular and the Bristled Moorbounder. The Bristled variants are less suitable for mounts, being covered with blade-like bristles that they can use to slice up its prey.
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Nergaliid & Husk Zombie
- Large Fiend (Devil); Lawful Evil; CR 3 (Nergaliid)
- Medium Undead; Neutral Evil; CR 1 (Husk Zombie)
- Debut: Explorer's Guide to Wildemount (2020)
The first arc villain of the second campaign is the Nergaliid, or 'Devil Toad', who joins the ranks of 'evil frog/toad people' that has been a bit of a glut throughout Dungeons & Dragons. I've done this rant elsewhere, so I won't belabor the point, but it is a bit of a pet peeve that there are so many other animal inspirations out there!
The Nergaliid is quite cool. These devils stalk the edges of society, feeding on the life force of sleeping humanoids. They try to stalk the same prey nightly, besetting them with nightmares and keeping them alive just to be a food source. The Nergaliid that our heroes fight was masquerading as part of a traveling circus, which gives it a convenient cover. When discovered, a Nergaliid tries to strike a deal with whoever uncovered it, in exchange for silence and freedom from torment. But if it has to battle, the Nergaliid will fight like the devil toad that it is... and anyone that the Nergaliid fully drains the life of turns into a Husk Zombie.
Husk Zombies are a bit different in that they aren't the 'shambling, brains brains' zombie like the ones described in the Monster Manual. Rather, they are the fast, charging zombies of Resident Evil or Night of the Living Dead, and whoever is slain by a Husk Zombie also becomes a Husk Zombie -- in typical zombie apocalypse fashion. There are also Husk Zombie 'Bursters' that explode when they die, in typical video game fashion.
I really kind of wished that there was a bit more cohesion in the themes! The night-feeding and the zombie-plague-making are both cool features for sure, and I really like the idea of a fiend that stalks and insidiously feeds on the same prey over and over again. But I felt like there could have been a better cohesion between the themes explored here, particularly the fact that this is a devil -- the type of fiend that normally has a specific goal of creating deals in mind. It's not a bad monster, but one that I felt would've worked better as an independent fiend.
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Sea Fury
- Medium Fey; Chaotic Evil; CR 12
- Debut: Explorer's Guide to Wildemount (2020)
Critical Role portrays Fey quite well, and I'm surprised we didn't get more of a Fey presence in its tie-in books. The Sea Fury is a nice one, filling in the gap back in 2020 when the Hags had super-cool lore but not much in terms of impressive stat-blocks. Doing this review a half-decade later, we now have the Arch-hags in the 5.5E Monster Manual and a bunch of named Hags in the Witchlight adventure, but I respect the Sea Fury a lot.
With a pretty cool name, a Sea Fury is an elite version of the otherwise-weak Sea Hag. Sea Hags that form massive covens to fight a threat often fall upon themselves, and the victor of the infighting would transform into a Sea Fury after absorbing the power of her once-sisters. A Sea Fury acts as one of the minor antagonists in the second campaign (which has a fair share of nautical elements to it).
The statblock isn't super special compared to the other hags, but it is a very nice thematic one that has a lot of thematic fear and water-related abilities. Most cool is one of her lair actions, which has her summon the ghosts of dead pirates and sailors that haunt its lairs as Specter minions. Love the regional effects caused by a Sea Fury's presence too, which involves seaweed morphing into grasping limbs, while regular crabs and octopi mutate into intelligent, giant sentries.
Of note is that I am skipping a bunch of monsters that are just... 'variants of old monsters'. Since the Sea Fury is a variant of Sea Hag, I'll cover them quickly here. we've got a 'Shadowghast', which is a stealthy ghast. And to tie in to the nautical theme, we've got 'elite' versions of the Merrow and the Sahuagin, with the Sahuagin being a Warlock of local deep-sea eldritch horror Uk'otoa. They're neat, but I don't have much to say beyond that.
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Swavain Basilisk
- Huge Monstrosity; Unaligned; CR 7
- Debut: Explorer's Guide to Wildemount (2020)
Again, at this point of 5E's history, we don't actually have a proper 'sea serpent' statblock -- with the Swavain Basilisk here having a full year of publication history before Fizban gave us a Sea Serpent. As someone that likes to classify monsters in my head, I am not the biggest fan of calling it a 'Basilisk' since it's confusing with the actual dinosaurian, six-legged reptile Basilisk. But from a worldbuilding perspective, I like the idea that the same word is attributed to two completely different monsters.
The Swavain Basilisk is basically just a big sea serpent, and the 'basilisk' part comes from its slimy secretions being able to petrify those that come into contact with it. That's a bit unexpected, but I suppose that's what makes the Swavain Basilisk so dangerous, I suppose. Like the land-based Basilisk, a Swavain Basilisk's secreted oil can be collected to create an alchemical antivenom.
The Swavain Basilisk is noted to be a 'cousin' of its land-bound namesakes, which I find a bit hard to believe, but also magic exists, so okay. The Swavain Basilisk petrifies sailors in the ships that it wrecks en masse, creating large 'ocean gardens of statues' that the Swavain Basilisk uses as a food larder. The flavour text also suggests that they might travel up and end up in inland waterways or subterranean sewer systems. Must be a really big sewer... which makes sense, considering how big sewers get in the fantasy setting.
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Udaak
- Gargantuan Fiend; Neutral Evil; CR 16
- Debut: Explorer's Guide to Wildemount (2020)
A bit of a recurring creature in Critical Role -- albeit more of a background description -- Udaaks are giant, four-armed demon gorillas with a monstrous maw and four eyes. Its head also looks a bit 'stony'. It's basically a badass version of the Girallon we've seen elsewhere in Dungeons & Dragons. Standing at a mighty CR 16, the Udaak is only slightly weaker than the iconic giant demon, the Goristro. Which is classified as 'huge' instead of 'gargantuan'.
The Udaak is a lot dumber than the Goristro, though. These 'ox-gorillas' are solitary wanderers, and in the world of Exandria, many of them were left behind after an ancient cosmic war left them there. With no more connection to the Abyss, the remaining Udaaks just wander the world, titanic beings that slowly scavenge for food as they move and crush anything in their wake. However, in the time of Critical Role, the Udaaks have been enslaved by magical collars used by the mostly-Drow Kryn Empire, and used as siege engines and war mounts in their war against the Dwendalians.
Overall, it's a pretty cool, if relatively simple, giant demon monster!
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Alyxian Aboleth


- Large Aberration; Lawful Evil; CR 12
- Debut: Critical Role: Call of the Netherdeep (2022)
A significant chunk of the 'Call of the Netherdeep' adventure takes place in underwater locations, and deep in the titular Netherdeep, an ancient demigod Alyxian has been imprisoned, slowly 'Golluming' between his inherent goodness and his selfish wrath, and has been corrupting the world around him.
Even aberrations can be corrupted, and while I kind of wished for an eldritch campaign that starred greater Aboleths as the ultimate evil to be defeated (or at least as lieutenants of the Big Bad), I also recognize that it wouldn't fit the story this adventure is trying to tell. The Alyxian Aboleth has been corrupted to have the left side of its body warping to form a whorling mass of eyes, teeth and a nasty, parasitic mass of ruidium -- a plot device connected to campaign 3 and also Alyxian.
Despite having a higher CR rating, the Alyxian Aboleth actually has a much less interesting statblock, swapping out some of its original abilities for ones that just do more psychic damage. Instead, the book actually utilizes the Alyxian Aboleth as this persistent threat that stalks the heroes through a part of the dungeon, causing parts of the dungeon to warp and change, and for strange whispers that foreshadow the real Alyxian's conflict to manifest in people's minds.
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Corrupted Giant Shark

- Huge Aberration; Unaligned; CR 9
- Debut: Critical Role: Call of the Netherdeep (2022)
One of the first monsters you meet that show the strange corruption of the Ruidium is the Corrupted Giant Shark, which is a wonderfully-illustrated hammerhead shark with these grisly red-moon crystals and tendrils that trail behind the shark like a nasty fungal infection. The artwork is just pretty cool!
The ruidium corruption causes the shark to emit an aura of constant psychic damage around it, and it is also to regenerate from wounds, unless hit by radiant energy or critical hits. It's a cool artwork more than anything, although we don't actually get to see that many ruidium-corrupted creatures in this adventure.
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Death Embrace
- Huge Aberration; Chaotic Evil; CR 11
- Debut: Critical Role: Call of the Netherdeep (2022)
That's more like it! As we enter deep into the Netherdeep, we get to see some screwed-up, mutated sea life. The Death Embrace is a giant monstrous jellyfish-squid thing, with long grasping tentacles, a mass of veiny 'feeding' ones, and really wouldn't look out of place in a setting like Metroid or something. I like the pinky-purple colours as well!
The Death Embrace's feeding tentacles thrums with magic, while its 60-feet-long barbed tentacles does the titular 'death embrace', which is illustrated in that artwork. Those touched by the Death Embrace actually become petrified into statues, which... why not? It's a magical jellyfish. Interestingly, despite its name, the Death Embrace is highlighted to not be an aggressive predator, but rather prefers to do ambush tactics, and use the petrified statues of its other prey as shields to absorb attacks.
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Light Devourer

- Medium Aberration, Unaligned; CR 6
- Debut: Critical Role: Call of the Netherdeep (2022)
Oh, this one is a cool concept. You could be forgiven for thinking that it's merely a monstrous, alien anglerfish. That alone would be cool enough -- the body looks a bit longer and the perspective is a bit tricky, but I think it's meant to be a longer fish, like an oarfish or an eel. It's got spikes all over its body, a massive beard of Cthulhu tentacles and veins, a glorious gaping maw, and I don't see any visible eyes but a lot of glowing pink spots that could be eyespots?
But the Light Devourer's name comes from its ability to absorb light -- including radiant damage -- and that's how it generates its own light! That's different from real anglerfishes! And when the Light Devourer unleashes the energy it absorbs, the spines and teeth glow hot as it converts the stolen light into searing energy. It's such a fun and perhaps somewhat 'video-game-y' enemy concept, but I like the gimmick a lot. I like the idea of this monster absorbing light (which other creatures need in the dark abyss) which it can weaponize against its prey. That sounds like pretty fun fantasy-magic-creature biology to me.
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Scuttling Serpentmaw

- Small Aberration; Unaligned; CR 4
- Debut: Critical Role: Call of the Netherdeep (2022)
The Scuttling Serpentmaw is a fun one, a deep-sea craw with four claws (two near its mouth, and two longer ones), a really spiky body, and an alien pink worm bursting out of the center of its crab body. I love how alien this looks, while also still boiling down to 'crab fused with a snapping eel'. The artwork, again, is really nice!
The lore notes that Scuttling Serpentmaws lurk in crevasses and deep canyons, and normally the serpentine maw is hidden within the shell. When they see a prey, they unleash these serpentine appendages to tear into prey. Interestingly, the flavour text explicitly notes that the 'Scuttling' part isn't just decorative, these eel-crabs literally can't swim, and can only move around in seafloors and the sides of underwater caverns. I guess they are all crab legs and claws, and are missing the rear 'paddle fins' of real-life crabs!
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Slithering Bloodfin

- Large Aberration; Unaligned; CR 9
- Debut: Critical Role: Call of the Netherdeep (2022)
Another sea-life creature mutated by the Netherdeep is the Slithering Bloodfin, who is just a large sea serpent! Or maybe gulper eel? This one just looks cool, though, with a row of red spines running down its body, some blade-like fins near its head, and a massive, mean maw with a blue tongue. I guess the idea is also to reference another iconic deep-sea creature, the gulper eel, since the flavour text notes how it unhinges its jaw quite wide, but it's still just a regular sea serpent.
In an interesting twist of the usual 'big creature swallows an adventurer' gimmick, the Slithering Bloodfin actually drains energy from the swallowed prey, using it to regenerate damage to its own body. The Slithering Bloodfin also explodes when it dies, leaving behind a poisonous cloud of viscera in its wake. Overall, the art is nice, but I like this one a bit less than the other deep-sea horrors we've seen.
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Sorrowfish Swarm
The flavour text does try to give some interest to them, noting that some people think that the Sorrowfish are given their name for their horrible flesh, but the real 'sorrow' is when hordes of them gather together, and are transformed by the dark presence in the Netherdeep into vicious, all-devouring hordes. The best part of this description also notes that Sorrowfish Swarms hide within the tentacles of a Death Embrace, probably similar to clownfish and anemones, except the Sorrowfishes are more vicious than clownfish.
- Medium Swarm of Tiny Aberrations; Unaligned; CR 6
- Debut: Critical Role: Call of the Netherdeep (2022)
And... our final underwater enemy is the Sorrowfish Swarm, which gets cool art, but ultimately are just mean-looking snapping fishies that are a cross between like, a barracuda's 'mean long' body layout and a piranha's behaviour. They're just a horde of fish that bite you, and the statblocks are essentially Quippers (or Piranhas, depending on the edition of 5E you're using) with immunity to psychic damage.
The flavour text does try to give some interest to them, noting that some people think that the Sorrowfish are given their name for their horrible flesh, but the real 'sorrow' is when hordes of them gather together, and are transformed by the dark presence in the Netherdeep into vicious, all-devouring hordes. The best part of this description also notes that Sorrowfish Swarms hide within the tentacles of a Death Embrace, probably similar to clownfish and anemones, except the Sorrowfishes are more vicious than clownfish.
Overall, I felt like this is just... scratching the surface of a 'Netherdeep', deep-sea and eldritch abomination bestiary, surely? I liked the adventure given, but main villain Alyxian that we're not reviewing here goes for a more 'blob demon/corrupted angel' vibe which fits his story, I guess, but the adventure does rely a lot more on mood and descriptions of surroundings to set the horror moreso than either deep-sea or Lovecraftian horrors, which I thought was a bit of a missed opportunity!

