Thursday, 1 April 2021

Reviewing 5E D&D Monsters - 5E Adventure Modules, Part 5 (Saltmarsh & Baldur's Gate)

Yeah, I've been on just an itty-bit of burn-out with D&D, but I think it was because I was trying too hard to present these guys while also talking about the books and the stories around them when I don't quite have a strong grasp on them. Which ended up bogging down these reviews, when the whole point is that I'm talking about the monsters, not the stories! I was so bogged down in trying to read and summarize the Eberron, Waterdeep and Ravenloft 5E books that it ended up being a bit more stressful than I thought it would, which wasn't the point of this series!

So yeah, this one took a while, because while I own and have read Ghosts of Saltmarsh (which is more of a collection of short adventures), there is a lot of history behind Baldur's Gate. And that's the book after Saltmarsh. Eventually I decided to say 'fuck it' and just review these monsters as they are presented in the stat blocks in the books themselves.

In addition to those two books, released around the time are a bunch of mini-modules that tie into these books: Lost Laboratory of Kwalish; Locathah Rising and Infernal Machine Rebuild. The first two very vaguely tie into Ghosts of Saltmarsh and were released around the same time; while the latter is a mini-expansion for Descent into Avernus. I own Locathah Rising and have covered most of its contents during the 'playable races' segment, while Kwalish just contains repeated monsters. We'll talk a bit about Infernal Machine, though! 
  • Click here for the previous part, where we cover the Waterdeep and Eberron 5E books.
  • Click here for the next part, covering Guildmaster's Guide to Ravnica.
  • Click here for the index.
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Ghosts of Saltmarsh

Amphisbaena
Ghosts of Saltmarsh is a collection of various newly-adapted-to-5E classic adventures, but all of them have the recurring theme of taking place in maritime places. Boats, deep-sea gods, deserted islands, you name it. One of the monsters that show up (and we're going by alphabetical order) is the Amphisbaena, based on the Greek mythological monster of the same name, a creature born out of the blood of Medusa. The Saltmarsh version is pretty faithful, being a snake with two heads on either end and being very toxic. It even adapts the myth's relatively silly detail of "to move, the amphisbaena uses 
one head to grip the neck of its other head, forming a hoop that rolls over the ground". It's just such a stupid detail from the real-life myths, but they adapted it faithfully! They don't adapt the Amphisbaena's ant-eating habits, but that's all right. 

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Assassin Vine
These guys show up in one of the 3E Monster Manuals, and I love how silly they are! Vaguely based on real-life strangle-vines (which are parasitic vines that strangle other plants), the Assassin Vines are ambulatory plants that move around, strangles people and turns them into fertilizer. Again, I always appreciate it when D&D goes a bit creative in making their plant monsters instead of just flip-flopping into "how can we flavour the Treant and the Shambling Mound for this setting". While not the most easy monster to work into your adventure and one that's more likely to be a fun 'trap' encounter than an actual combative one, I appreciate this little guy a lot. 

Ghosts of Saltmarsh goes into an interesting amount of detail talking about how its fruits look like grapes, its branch-vines, and subterranean variants that grow near volcanic vents and basically end up creating a little carpet of other fungi that also feed upon the Assassin Vine's prey. Very cool. 


Drowned Ones
Honestly, even in 5E alone we've already got a whole ton of different underwater horrors. Sahuagin, Kuo-toa, Deep Scions, Chuul, Aboleths, Krakens, Locathah they're friendly and wouldn't harm a soul, Sea Hags, Morkoths, cultists of the elemental water... but of course, Ghosts of Saltmarsh not only expands a lot on these pre-existing enemies, but also adds a bunch of new ones! Like the Drowned, which gives me a lot of heavy Pirates of the Caribbean vibes. Instead of an intelligent, completely mutated fish-men, the Drowned are simply just... water zombies. Ghosts of Saltmarsh describes four different Drowned (Ascetic, Assassin, Blade, Master) but they're basically zombies with rotting flesh, white skin and carrying a whole bunch of barnacles in their body. I do like that these Drowned undead, despite being simple undead zombies, are describes as being unnaturally fast thanks to being created from the corpses of actual assassins and martial artists. Not content to merely be undead zombies, the Drowned Ones also carry the Bluerot disease, which I don't think is based on any real-life maritime disease, but still a fun one.

Youngkraken
Juvenile Kraken (ft. Kraken Priest)
Oh, I like this. I like this little meta joke. The Kraken here uses artwork from... 3E, I believe? An earlier edition, anyway, when krakens are just giant squids. Now 5E Krakens are reinvented into giant kaijus that just happen to have tentacles and only vaguely look like squid, but Ghosts of Saltmarsh brings back the giant squid-kraken as a 'juvenile' form of a kraken. I love it. I love the fact that now both versions of the D&D Kraken are canon, both the giant squid one and tentacle-zilla. 

I tend to not talk a lot about humanoid enemies, but I just really, really like that artwork for the Kraken Priest. It's honestly nothing that impressive when you get down to it, just some pale dude with tentacles in their faces and a fancy robe, but man, I just really like that artwork. 


Koalinth
The Locathah, my favourite derpy fish-people race, debuts here! I've covered them elsewhere in this blog. So let's get to the next original monster, the Koalinth. I briefly thought that they're just a variant of a Sahuagin or something, except with pretty fancy coral growths all over their body. Turns out that they're actually sea hobgoblins and... well, they sure don't look like hobgoblins, but if you say so! I like them a lot, although there's really not a whole ton to say beyond them just being aquatic humanoids. Still, deep-sea fish-man hobgoblins are pretty cool!

Shell Shark
Statted but not getting artwork anywhere in the book are the Shell Sharks, which are sharks bred for war by the Sahuagin, who have affixed plates of shell and coral permanently to their bodies with a ritual. It's a shame that we don't get to see what they look like, I want to see what crab-armor-sharks look like!

Skum
Our final truly new creature is the Skum. Previously just pretty boring derivatives of the Kuo-toa (and 4E's equivalents are basic water zombies), 3.5E turned them into... well, basically muscular fish-men. They're still basically twisted, transformed minions of Aboleths, created to serve them and act as their goons. Honestly, I've always found them to be rather mundane. Like, they look like slimy troglodytes or lizardfolk or something. 

5E's Skum gives them this nice, hauntingly creepy white skin, with a humanoid upper torso, a lower body of octopus tentacles... but that head. That head, with the sides of the head turning into scalloped gill-like structures that fuse into the shoulders, and a scattering of depressions and eyeballs that just don't resemble anything we commonly see. It's so much more unsettling than just the general humanoid or fishy look of other sea monsters, or even the crustacean faces of the Chuul. The Skum basically used to be people, but people that are transformed by Aboleths into their thralls. If being transformed into a inhuman creature in thrall to giant eldritch old-god eels isn't bad enough, the Skum are completely dependent on water, being forced to live and immerse themselves in water otherwise, as the lore describes, 'they experience painful and potentially lethal skin eruptions'. 

Sahuagins & the Maw of Sekolah
The Sahuagins have a whole lot of Sahuagin variants -- Blademaster, Champion, Coral Smasher, Deep Diver, High Priestess, Waveshaper and Hatchling Swarm. I like the Sahuagin and they're certainly very appropriate for the race that gets some of the most attention out of a sea-faring book. A lot of them are honestly pretty basic variations of the race (other than the Hatchling Swarm) but it really is nice to have a lot more variety to the kind of piranha fish-goblin you're fighting. 

And then one of the adventures ends with one of the Sahuagins summoning the "Maw of Sekolah", which is that giant two-headed shark seen above. Sekolah is their Shark-Father god, and in one of the adventures the Maw of Sekolah, an avatar of said god, gets to be the final boss. I kinda wished that it was something more than just a two-headed giant shark, but on the other hand I do adore the simplicity of the Sahuagin god. 

Miscellaneous Monsters
A lot of Ghosts of Saltmarsh's new monsters are admittedly just expansions on older creatures, but I do appreciate that they added those for these races. Among others, we get the Bullywug Croakers (bullywugs that use songs as magic); Bullywug Royals (asshole bullywug kings); Harpy Matriarchs (a harpy with a small swarm of skeletal seagulls); Lizardfolk Commonder; Lizardfolk Render; Lizardfolk Scaleshield; Lizardfolk Subchief (more lizardfolk is good, I like them); Merfolk Savager (nice to see merfolk actually being allowed to be a bit of a badass); plus the Skeletal Alchemist, Skeletal Juggernaut and Skeletal Swarm. None of these got any artwork, which is a shame, I'd love a good giant wall of skeletons rising out of the ground. The Skeleton Alchemist does get artwork, s/he's got a pretty funky witch hat and a hood going on. 

Less interesting ones include the Giant Coral Snake (amphibious, as with many real life snakes); Giant Sea Eels (moray eels are scary); Monstrous Peryton (it's a peryton, but big), Living Iron Statue, Minotaur Living Crystal Statue, Vampiric Jade Statue (eh, statues) plus like various different pirate stats for different pirate ranks. 

That's not a whole ton of new monsters, huh? But when I bought this module I did also find out about the Deep Scions and Locathah from the book. Still easily one of my favourite 5E books! That's why I own it!
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Baldur's Gate: Descent into Avernus


Nope, it's not just a video game. It's a location in D&D! I don't own this book but I've flipped through it and seen through its bestiary. It's about a location in Sword Coast that's smack dab and a nexus of the demon-vs-devil Blood War. Oh, and also, this fallen angel Zariel lady also shows up in the cover, she's probably a major player in the story. We've talked about Zariel before, but I just want to really appreciate just how badass her artwork her makes her be compared to literally every other art piece she's gotten before. I've not really been consistent about it, but I think from this point on I will hold myself to my older claim that I won't talk about characters, just monsters.

TL;DR, Zariel's cool, her artwork's cool. She sure is an awesome bleeding-eyed fallen angel demon lady. 


Crokek'toeck
That said, a lot of the creatures in Baldur's Gate: Descent into Avernus are just reprints of demons and devils, and demon lords and archdevils featured in previous releases. One exception that we haven't gotten before is Crokek'toeck, described by the bestiary as "Yeenoghu's pet". Yeenoghu, if you guys forgot, is the gnoll demon lord. The book describes 
Crokek'toeck as a 'giant mudskipper with the teeth, fur, ears and laugh of a hyena', but... okay, yeah, I kinda can see that. If a mudskipper had a chin swelling that looked like intestines and bizarre chicken-bone legs jutting out of its side. Crokek'toeck does look pretty nasty, and that face! I can almost see the 'mudskipper' part there, but the fangs and the general desiccated flesh look just makes it look so utterly horrid looking. 

As the picture shows, Crokek'toeck doubles as basically a troop carrier, unloading an army of demons because it can wade through River Styx (lesser demons would have their minds shattered) and unload troops like a goddamn battleship. The demons apparently don't mind being carried around in the gullet of a giant whale-mudskipper with giant tongues that lash about. Very, very nasty, and exactly the sort of thing that I honestly would expect to see in a hell-themed adventure. They can't all look like humanoid dudes like Zariel and Baphomet and Orcus.


Abyssal Chicken
Not statted in the bestiary segment but in the story of the book itself are the Abyssal Chickens. I love these guys! They're little fiends that are literally just chickens, but in hell. And they look so weird! They have a xenomorph-esque eyeless head with massive fangs and a tongue; two giant chicken legs... and their bodies just sort of jut upwards in a curved triangle. It seems to just be bizarre for bizarre's sake, until you see the other concept arts included in the book, because that long 'horn' are actually wings that fold upwards like a butterfly, and they split apart to allow the Abyssal Chicken to take flight! Of course, the same stat block explicitly clarifies the Abyssal Chicken as a 'poor flier', but so are real chickens, and they can still take into the air and scare little children. I love the detail that apparently there's some blood and flesh dripping as the wings split open. Oh, and they apparently 'hatch' fully grown from fruits in a meat-tree. Because hell. Sure!

These guys literally just exist to make the setting of D&D-hell just that much weirder, and I appreciate them so much for actually dedicating a creature to do so. Not every monster has to rank on the hierarchy of demons and devils, and sometimes you have these crazy abyssal chickens who only exist to be weird and maybe maul a face or two. 


4eDiA-94-Hellwasp nest-Titus Lunter
Hellwasp
The original Hellwasp from 4E is actually pretty cool, looking like Resident Evil meets H.R. Giger meets Pokemon, resulting in a humanoid wasp-man with pretty fun, almost metallic-looking carapace, a giant abdomen, non-bug legs and giant blades for arms. They were classified as Devils in 4E, and were actually pretty damn cool!

5E's Hellwasps are equally cool, but in a completely different way. Instead of trying to go for a devil-man (which, if we're being honest, even 5E has a lot of monstrous-humanoid devils, demons and yugoloths) and goes out of the way in taking a regular wasp -- already a creature that a lot of people harbour a lot of instinctual fear towards -- and make it scarier and nastier. The abdomen is hairier and more exaggerated; the colours are a wild set of dark purple and yellow; the wings are flesh-coloured, and the head and legs look more scragglier compared to regular wasps. And still, honestly, it's not that over-the-top different and if you showed this to me and said it's an obscure species of wasp found in some obscure island, I'd believe you. It's a very cool artwork and design, but I feel like they could've went a bit more over-the-top in the same way that they did for the Abyssal Chicken. 

Mechanically, though, the 5E Hellwasp injects 'alchemist's fire' into its victims, which sounds a lot more terrifying than just regular venom. It also paralyzes you, and the Hellwasps will carry you back to their giant paper-wasp nests. Oh, and they communicate via telepathy, not pheromones. Neat!
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Hollyphant
A celestial creature this time around, the original 1E and 2E Hollyphants are just scraggly elephants with angel wings. Cute, but boring. 3E gives us two different versions, one being a cute tiny little fairy golden elephant with bug wings, and a giant elephant-man with giant devil-bat wings. Both are adorable, but clearly the tiny friend wins out. And that's the Hollyphant of 5E.

And... the artwork really does a great, great job at making this look like an adorable friend, doesn't it? It looks like a pokemon! It's cuter than half the Pokemon out there! It's got cute Dumbo ear-wings, but they are shaped like actual wings! It's golden, and it's got teeny-tiny Pomeranian legs! And best of all are those beady eyes, which just adds a neat sense of 'not quite natural' that celestial beings should rightfully have. Being a celestial, this is a sentient being, too, that's far more likely to act like Jiminy Cricket than Pikachu. Only instead of merely talking, the Hollyphant is a spellcaster that can also unleash holy sonic-booms from its cute baby elephant trunk when it bears witness to evil acts. Cute and powerful. I like this one. 


Madcap
Our final weirdo creature is a variant on the Redcap we've seen a while back, which are murder-fey born from blood. Madcaps are born from demon blood, and it's psychotic. I love how much that bizarre hood-hat actually looks like it's actually part of the upper half of its head in some places -- it looks like sinew and the eyes and teeth seem to be seamlessly integrated, but its ears poke out of it like a hat. It's also got sickles on its boots, which are stupidly impractical and I love it. Madcaps are essentially an even more psychotic version of an already psychotic monster, and I love how the book notes how they band over a shared hatred over something. Like music. Or the colour blue. Or curly hair. Or the word 'cool'. All examples given in the book. Holy shit, they are a online hatedoms. 


Cultists of the Dead Three
A huge chunk of the bestiary that isn't just reprints of fiends we've seen earlier in 5E talk about the Cultists of the Dead Three. The Dead Three are evil adventurers called Bane, Bhaal and Myrkul, who apparently tried to become gods, succeeded, but are eventually slain. Some circumstance or other left them as 'quasi-divine mortal beings' that are left in the Forgotten Realms where the other gods have left, and now the cults try to bring them back. 

And I'm sure I'll be a lot more excited to see them if I'm actually invested and someday maybe I'll read the Baldur's Gate books or play the game? But for now, I'll just acknowledge that there are like around a dozen of these dead-god cultists. Bane is the god of tyranny and his followers carry around symbols of a jet-black right hand, and wants strength over everything else. His cultists are warriors gain power through tyranny and slavery. Bhaal is the god of murder, and his followers gain power from killings that invoke fear and dread; and his symbol is a red handkerchief. His cultists basically go around killing in explicitly unnecessarily brutal ways. Myrkul is the lord of bones, and he and his followers have power over undeath and claims lore, power and fealty from the dead. His cultists walk around with skulls that double as what's essentially soul-jars. 

I'm not disparaging the work that went into the world-building for these cults at all, because they're actually legitimately cool, and actually playing a game where these insidious murder-cults are actively running around in a city would be excellent role-play. It's just that I don't have much to talk about them as a design beyond "well, psycho-murder cult, that's a cool antagonist concept".

Other miscellaneous non-NPC enemies in this game include the Fiendish Flesh Golem (a Flesh Golem, but created from fiend parts).
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Infernal Machine: Rebuilt

A simple, short adventure done in conjunction with a charity, Infernal Machine: Rebuilt actually has a bunch of surprising new monsters. Let's get through it!


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Thessalhydra & Thessalkraken
The actual 'Thessalhydra' has been around since the 1st Edition, in the second Monsteer Manual... and it's just a weirdo variation of the hydra. Except instead of multiple snake/dragon heads jutting out of a single neck-stump, the snake-heads jut out of the rim of a central Sarlacc/lamprey mouth, and the Thessalhydra has an extra pincer at the end. If not for a certain TV show that made D&D very-very cool and prominently had characters shouting out 'Thessalhydra'; I doubt this weirdo would've been restored with so much faithfulness in 5th Edition. 

In the story of this module, some crazy alchemist Thessalar made a bunch of crazy misshapen 'thessal-beasts'. In addition to the Thessalhydra, he also made a Thessalkraken, which is described as a 'smaller kraken, but with a jagged-toothed maw that drips constantly with acid'.

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Neo-Otyugh
Reusing artwork from 4E (or is it 3.5E? I am too lazy to open my Monster Manuals for those versions to check) is the Neo-Otyugh. Which is basically a stronger Otyugh with more intelligence! In all versions, the Neo-Otyugh tends to just be a footnote in the Otyugh entry, but, well, they have the ability to cast spells, which can and will catch you by surprise. Not much to say here, I'm just happy to see the Neo-Otyugh actually acknowledged. 

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Thessalheart Construct
Also part of the storyline are the Thessalheart Constructs, which are teeny-tiny constructs that are bound to the life energy of another creature, basically making it a phylactery or a horcrux for the bound creature. It's a second 'heart' stowed away from the body! The artwork provided is pretty cool, a literal heart walking around in a metal aquarium with chicken legs. 

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Misc. Monsters
Other random creations by the mad Thessalar include a Two-Headed Owlbear (pictured) and a Two-Headed Crocodile. Not a whole ton to say, but it's just a fun little variation of existing enemies. Certainly far, far more memorable and gives a far more fun mental image than just "Dire Owlbear" or "Grand Owlbear" or whatever. 

Brain in a Jar
It's an undead brain in a jar! Honestly, despite D&D having Intellect Devourers, Elder Brains and Grells, it's actually surprising that we never quite got a traditional evil-scientist-brain-in-a-jar. Or at least not as a particularly prominent D&D monster, in any case. Well, 5E has one! It's an undead brain, kept alive by magical means, and just like brains-in-a-jar in regular fiction, they might be willing or unwilling participants to being a disembodied brain. They shoot mental blasts out of their bodies, because of course, why not?

That's about it for what we're covering today. It's a fun set of books! 




Ghosts of Saltmarsh:
The stats for Bard, Bodak, Deep Scion, Maw Demon, Fathomer, Storm Giant Quintessent and Swarm of Rot Grubs are reprinted here.
  • Amphisbaena: Medium monstrosity; unaligned; CR 1/2
  • Assassin Vine: Large plant; unaligned; CR 3
  • Bullywug Croaker: Medium humanoid - bullywug; neutral evil; CR 2
  • Bullywug Royal: Medium humanoid - bullywug; neutral evil; CR 3
  • Drowned Ascetic: Medium undead; chaotic evil; CR 3
  • Drowned Assassin: Medium undead; chaotic evil; CR 4
  • Drowned Blade: Medium undead; chaotic evil; CR 2
  • Drowned Master: Medium undead; chaotic evil; CR 9
  • Giant Coral Snake: Large beast; unaligned; CR 4
  • Giant Sea Eel: Large beast; unaligned; CR 1/2
  • Harpy Matriarch: Medium monstrosity; chaotic evil; CR 5
  • Juvenile Kraken: Huge monstrosity - titan; chaotic evil; CR 14
  • Koalinth: Medium humanoid - goblinoid; lawful evil; CR 1/2
  • Koalinth Sergeant: Medium humanoid - goblinoid; lawful evil; CR 2
  • Kraken Priest: Medium humanoid - any lace; any evil alignment; CR 5
  • Kysh: Medium humanoid - triton; lawful good; CR 1
  • Living Iron Statue: Medium construct; unaligned; CR 5
  • Lizardfolk Commoner: Medium humanoid - lizardfolk; neutral; CR 1/4
  • Lizardfolk RenderMedium humanoid - lizardfolk; neutral; CR 3
  • Lizardfolk ScaleshieldMedium humanoid - lizardfolk; neutral; CR 1
  • Lizardfolk SubchiefMedium humanoid - lizardfolk; neutral; CR 3
  • Locathah: Medium humanoid - locathah; neutral; CR 1/2
  • Locathah Hunter: Medium humanoid - locathah; neutral; CR 2
  • Maw of SekolahHuge monstrosity; neutral; CR 7
  • Merfolk SavagerMedium humanoid - merfolk; neutral; CR 1
  • Minotaur Living Crystal Statue: Large construct; unaligned; CR 6
  • Monstrous Peryton: Large monstrosity; chaotic evil; CR 11
  • Mr. Dory: Medium aberration; chaotic evil; CR 10
  • Oceanus: Medium humanoid - elf; neutral good; CR 1/2
  • Pirate Bosun: Medium humanoid - any race; any alignment; CR 1/2
  • Pirate CaptainMedium humanoid - any race; any alignment; CR 2
  • Pirate Deck WizardMedium humanoid - any race; any alignment; CR 1
  • Pirate First MateMedium humanoid - any race; any alignment; CR 1
  • Rip Tide PriestMedium humanoid - human; neutral evil; CR 2
  • Sahuagin BlademasterMedium humanoid - sahuagin; lawful evil; CR 6
  • Sahuagin ChampionMedium humanoid - sahuagin; lawful evil; CR 3
  • Sahuagin Coral SmasherMedium humanoid - sahuagin; lawful evil; CR 1
  • Sahuagin Deep DiverMedium humanoid - sahuagin; lawful evil; CR 4
  • Sahuagin Hatchling Swarm: Medium swarm of tiny beasts; chaotic evil; CR 3
  • Sahuagin High PriestessMedium humanoid - sahuagin; lawful evil; CR 5
  • Sahuagin Wave ShaperMedium humanoid - sahuagin; lawful evil; CR 5
  • Sanbalet: Medium humanoid - human; neutral evil; CR 1
  • Sea Lion: Large beast; unaligned; CR 1/2
  • Shell Shark: Medium monstrosity; unaligned; CR 2
  • Skeletal Alchemist: Medium undead; lawful evil; CR 1/2
  • Skeletal Juggernaut: Large undead; lawful evil; CR 5
  • Skeletal Swarm: Large swarm of medium undead; lawful evil; CR 2
  • Skum: Medium aberration; lawful evil; CR 5
  • Thousand Teeth: Large monstrosity; neutral evil; CR 6
  • Vampiric Jade Statue: Large construct; unaligned; CR 8

Baldur's Gate: Descent into Avernus
The stats for the Amnizu, Baphomet, Bulezau, Merregon, Narzugon, Nupperibo, Redcap, Tressym, White Abishai and Yeenoghu are reprinted here.
  • Abyssal Chicken: Tiny fiend (demon), chaotic evil, CR 1/4
  • Crokek'toeck: Gargantuan fiend (demon), chaotic evil, CR 14
  • Fist of Bane: Medium humanoid (demon), lawful evil, CR 1/2
  • Iron Consul: Medium humanoid (human), lawful evil, CR 2
  • Black Gauntlet of Bane: Medium humanoid (human), lawful evil, CR 6
  • Night Blade: Medium humanoid (human), chaotic evil, CR 1/4
  • Reaper of Bhaal: Medium humanoid (human), chaotic evil, CR 2
  • Death's Head of Bhaal: Medium humanoid (human), chaotic evil, CR 5
  • Necromite of Myrkul: Medium humanoid (human), neutral evil, CR 1/2
  • Skull Lasher of Myrkul: Medium humanoid (human), neutral evil, CR 1
  • Master of Souls: Medium humanoid (human), neutral evil, CR 4
  • Fiendish Flesh Golem: Large construct, unaligned, CR 8
  • Hellwasp: Large fiend, lawful evil, CR 5
  • Hollyphant: Small celestial, lawful good, CR 5
  • Madcap: Small fey, chaotic evil, CR 3
  • Archduke Zariel of Avernus: Large fiend (devil), lawful evil, CR 26

Locathah Rising
The stats for Drowned, Sahuagin Blademaster, Sahuagin Deep Diver and Water Elemental Myrmidon are reprinted here
    • Fhenimore (Kraken Priest): Medium humanoid - human, neutral evil, CR 5
    • Gar Shatterkeel: Medium humanoid, neutral evil, CR 15
    • Sea Lion (Monstrosity): Large monstrosity, unaligned, CR 5 
    • Shoalar Quaderil: Medium humanoid - water genasi, lawful evil, CR 6
    • Whymsee (Kraken Priest): Medium humanoid - human, neutral evil, CR 5
    • Young Kraken: Huge monstrosity - titan, chaotic evil, CR 14

    Infernal Machine Rebuilt
    The stats for many creatures are reprinted here.
    • Barbatos: Medium human, neutral evil, CR 6
    • Brain in a Jar: Medium undead, any alignment, CR 6
    • "The Demogorgon": Large giant, chaotic neutral, CR 8
    • Lynx Creatlach: Medium undead - tiefling, lawful evil, CR 5
    • Moghadam: Medium human, neutral evil, CR 12
    • Neo-Otyugh: Huge aberration, neutral, CR 7
    • Sir Ursas: Medium humanoid - human, lawful evil, CR 5
    • Thessalar: Medium humanoid - human, neutral evil, CR 12
    • Thessalheart Construct: Tiny construct, neutral, CR 0
    • Thessalhydra: Huge monstrosity, unaligned, CR 4 
    • Thessalkraken: Gargantuan monstrosity - titan, chaotic evil, CR 14
    • Two-Headed Crocodile: Large beast, unaligned, CR 1
    • Two-Headed Owlbear: Large monstrosity, unaligned, CR 3

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