Gargantuan monstrosity, neutral
Though it is supremely rare, sometimes Udødelig’s tailored bacteria don’t help a creature defend against the colloid’s extraterrestrial influence, exacerbating its touch instead. The afflicted victim transforms and mutates into a thing of crystal shards, growing massively in size to as its mind fractures into a thousand irretrievable pieces.
Driven by an instinctive hunger, it destroys and absorbs all the life around it before disappearing into the stars above.
Armor Class 20 (natural armor) Hit Points 310 (20d20 +100) Speed 40 ft.
STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 20 (+5) 3 (–4) 10 (+0) 1 (–5) Damage Vulnerabilities radiant
Damage Immunities piercing, poison, psychic, radiant, slashing, bludgeoning damage from nonmagical weapons that aren’t adamantine Damage Resistances necrotic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, prone, stunned
Senses darkvision 120 ft., passive Perception 10 Languages understands the languages it knew before the transformation, but can’t speak
Challenge 20 (25000 XP)
Absorb Magic. As a bonus action, the colliatur monstrosity targets any creature, object, or magical effect within 20 feet of it. The colliatur monstrosity chooses a spell already cast on the target. If the spell is of 3rd level or lower, the colliatur monstrosity absorbs the spell and it ends. If the spell if of 4th level or higher, the colliatur monstrosity must make a check with a +8 modifier. The DC equals 10 + the spell’s level.
On a successful check, the colliatur monstrosity absorbs the spell and it ends. The colliatur monstrosity’s body emits scintillating patterns of light when it absorbs a spell, as if under the
effects of a light spell. A colliatur monstrosity can only hold one absorbed spell at a time.
Crystalline Armageddon. When the colliatur monstrosity dies, it detonates in a cascade of crystalline shrapnel and searing light. Each creature within 60 feet of it must make a DC 19 Dexterity saving throw, taking 35 (10d6) slashing and 35 (10d6) radiant damage on a failed save, or half as much damage on a successful one.
For every 10 Hit Dice worth of souls a colliatur monstrosity has currently stored via its soul destruction feature, the damage of this explosion increases by 7 (2d6) slashing and 7 (2d6) radiance.
Immutable Form. The colliatur monstrosity is immune to any spell or effect that would alter its form.
Magic Resistance. The colliatur monstrosity has advantage on saving throws against spells and other magical effects.
Magnitude. The mere approach of a colliatur monstrosity reverberates through the earth. In any round a colliatur monstrosity has taken an action, all non-flying creatures within 120 feet of it must succeed a Dexterity saving throw (DC 19) or fall prone.
Mighty Frame. A colliatur monstrosity can carry and lift tremendous weights due to their dense, crystalline frames. A colliatur monstrosity can lift and manipulate twice as much weight as usual for its Strength.
Soul Destruction. Mindless hunger for the souls of the slain drive the colliatur monstrosity ever onwards. Creatures slain within 100 ft. of the colliatur monstrosity have their souls drawn into the refracting crystals of the best. Only a true resurrection or direct divine intervention can bring the slain back to life. A colliatur monstrosity loses all stored souls after 24 hours or after completing a long rest, whichever comes first.
Upon having consumed 200 Hit Dice of souls within a 24 hour period, the colliatur monstrosity gains a flying speed of 60 feet and may use this to travel even through the great beyond between the stars. The flying speed is lost after a long rest or upon entering a new planet’s magosphere, whichever happens first.
A
CtionSMultiattack. The colliatur monstrosity makes two melee attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 20 (3d8+7) bludgeoning damage.
Release Spell. The colliatur monstrosity can release an absorbed spell effect as a blast of prismatic energy, which blasts out as a sphere centered on the colliatur monstrosity with a radius of 10 feet per level of the absorbed spell.
All creatures in the area of effect other than the colliatur monstrosity take 7 (2d6) radiant damage per level of the absorbed spell, or half damage with a successful DC 19 Dexterity saving throw.
Creatures that fail the saving throw are also blinded until the end of the colliatur monstrosity’s next turn. Colliatur are immune to the harmful effects of this ability.
Gøgelid
Medium undead, unaligned
Bluish mist forms into the shape of a purple-fleshed dog. Its long red tongue loll out of a viciously fanged mouth beneath two blank, ovoid eyes.
Armor Class 12
Hit Points 39 (6d8 +12) Speed 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 6 (–2) 14 (+2) 10 (+0) Skills Perception +5, Survival +4
Damage Vulnerabilities radiant; bludgeoning Damage Resistances necrotic, piercing, slashing Damage Immunity poison
Condition Immunities petrified, poisoned Senses darkvision 120 ft., passive Perception 15 Languages —
Challenge 1 (200 XP)
Ethereal Hop. The gøgelid may use its action to enter the Ethereal Plane from the Material Plane. It is visible on the Material Plane while it is in the Border Ethereal, yet it can’t affect or be affected by anything on the other plane. The gøgelid may spend 1d4+1 consecutive rounds in the Ethereal Plane, before it is shunted back to the material plane. The gøgelid may return to the Material Plane as a bonus action.
Ethereal Jaws. The gøgelid’s bite attack is suffused with the substance of ether. It is treated as a magical attack.
Undead Tracker. The gøgelid may track creatures like ghosts even while they are in the Ethereal Plane as though they were moving on the Material Plane.
A
CtionSBite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
Gøgelid are typically found with or near dødelig, usually coexisting peacefully and helping the undead halflings find their buried kin in the Underworld of Aventyr. Where the gøgelid originally come from remains unknown. Though intelligent and sometimes quite talkative, the animated canines never speak of more than the name of their home dimension: Preokret. This has never diminished their relationship with dødelig, who happily accept the four-legged creatures into their families. Once part of a home, gøgelid are fiercely territorial of both the building and its inhabitants, but otherwise they are generally quite friendly and curious.
A gøgelid is roughly the size of a very large dog, standing on its hind legs at a height of about 5 ft., and weighs as much as 110 pounds.
Hondra
Large monstrosity, unaligned
Plated blue scales and bright purple spines extend off of this ursine creature as it lopes toward you on powerful hind legs and forelimbs that resemble that of a bear, though its massive, open-faced jaw is certainly not like its forest dwelling cousin.
Armor Class 14 (natural armor) Hit Points 76 (8d10 +40) Speed 40 ft., climb 20 ft.
STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 20 (+5) 2 (–4) 14 (+2) 9 (–1) Saving Throws Dex +5, Con +8
Skills Perception +5
Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons
Condition Immunities charmed, frightened Senses darkvision 60 ft., passive Perception 15 Languages Draconic
Challenge 6 (2300 XP)
Mighty Swing. When the hondra attacks without moving during its turn, it makes its claw attack with advantage.
Draaki Attunement. The hondra was bred by the draaki and instinctively attunes to the closest draaki it shares a space with for 24 hours. Its breath weapon can deal the same damage as that of the draaki to which it is attuned. Determine the energy of the breath randomly for the hondra if it is not currently attuned to a draaki.
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CtionSMultiattack. The hondra makes one bite attack and one claw attack. When its hondra breath is available, it can use the breath in place of its claw.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 23 (4d8+5) slashing damage.
Hondra Breath (Recharge 6). The hondra can exhale energy as determined by its draaki attunement feature in a 15-foot cone. It may freely
choose the energy type among the energy types available to its attuned draaki. Each creature in the area must make a DC 15 Dexterity saving throw, taking 31 (7d8) damage of the attuned type on a failed save, half as much on a successful one.
One of the draaki’s few keepsakes from the distant past, these strange beasts are a reminder of the time long ago when they ruled over the Underworld with unmatched arcane power. Impressed with the physical prowess and durability of Aventyr’s northern tundra bears, they used magic to breed draconic traits into the beasts from the surface. The resulting creation has all the rage of an ursine and many of the defenses of a dragon, but remains quite stupid and easy for the draaki to control. Domesticated not to attack their minders, the scavengers of the Underworld generally encourage these creatures to wander near their settlements as an impromptu and low-maintenance natural defense.
Underworld Bestiary
Korkcitura
Large monstrosity, neutral evil
Hardened purple plates cover the body of this strange creature and it seems to gather itself as it flexes its backward bent limbs, whipping its long tail and wicked stinger through the air,
Armor Class 14 (natural armor) Hit Points 26 (4d10 +4)
Speed 40 ft., swim 40 ft.
STR DEX CON INT WIS CHA
14 (+2) 22 (+6) 13 (+1) 3 (–4) 13 (+1) 5 (–3) Saving Throws Dex +8, Con +8
Damage Resistances necrotic
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 11 Languages —
Challenge 4 (1100 XP)
Pounce. If the korkcitura moves at least 20 feet straight toward a creature and then hits it with a bite or sting attack on the same turn, the target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the korkcitura can make either one bite or one sting attack against it as a bonus action. The korkcitura must use the attack that was not used to render the creature prone. A korkcitura pouncing with
the sting could bite the prone target, but not attack it again with the sting.
Swampstrider. The korkcitura can move through bogs, quicksand, and all non-magical swampy terrain without the terrain costing extra movement. It may move through obstacles in such terrain without being slowed or taking damage from it. The korkcitura has advantage on saving throws prompted by magic duplicating such terrain or its effects.
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CtionSMultiattack. The korkcitura makes one bite attack and one sting attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d10 + 2) piercing damage.
Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 23 (2d8+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much on a successful one.
The origins of korkcitura are quite simple—they were once next in line to be the apex predator among the Underworld beasts, second only to the kraydil. When kraidyl rose from the muck empowered with profane energies, they started to wipe out these creatures but quickly found them to be utterly indigestible; rather than kill all of the korkcitura, they subjugated and ultimately domesticated the strange magical animals.
Now korkcitura are reduced to scavengers that follow kraidyl around the Underworld, feeding off the scant bits of meat left behind after a successful hunt or, if particularly lucky, made into a mount.
Korkcitura stand at about 5 to 6 feet in height and weigh between 1400 and 1600 pounds.