Benny Jimbob Leonardo Wolfgang III was a curious boy. Carving ingots from the congealed remains of adventurers passed in the womb of gelatinous ooze, he pondered on intricacies of their deaths. He wore these trinkets like trophies; cursed fingers, lost teeth, errant tongues...and one very curious music box. They shook collected in this case, jangling to and fro like percussive reminders to never mess with a wizard...
Pulling our visions into messy arcane studies, pits flanked by dangerous ooze, and dark caverns of mystery, we rest our eye upon one of my favorite little critters in this whole game.
Sporting leathery skin and angry spikes, with claws for climbing, and a mouth often gaped, the Nothic is unnerving on its own, but its enormous, unblinking eye sets it far apart from its other cave kin. Despite its stark appearance, though, the Nothic can form rich bonds and motivations, even spilling themselves into an industry all their own.
A baleful eye peers out from the darkness, its gleam hinting at a weird intelligence and unnerving malevolence. Most times, a nothic is content to watch, weighing and analyzing the entities it encounters. Not particularly powerful, the elder evils bestowed upon the curious gothic a horrific gaze - an unblinking eye to rot the flesh from bones.
But the arcane nature and lust for knowledge has cursed the Nothic. Once wizards of their own make, their lives are twisted by the dark curse left behind by Vecna, the Whispered One. Vecna was a powerful lich who sought to transcend his undead form to godhood, and threatens to consume the material realm in his wrath.
A Nothic retains no awareness of their former glory, skulking amid the shadows in places rich in magical knowledge, their memories only strange dreams and hallucinations, twisted specters of liars and illusions. It is these memories, though, that grant them a unique magical insight to extract knowledge from the creatures they stalk. This information they may give, for a price, be it gold, magical artifacts, or secrets to be traded.
Their love of magic and obsession with artifacts drive them to infiltrate arcane sanctuaries and academies, some seeking a vague assertion that their state could be reversible, like a splinter in their mind. They covet magical script and scry, some going so far as to organize and categorize existing spaces. Some wizards even look upon the appearance of a Nothic as a blessing; a creature to keep safe their secrets in exchange for knowledge.
By The Numbers
Not prone to overt violence, the Nothic isn't built for battle. Their claws are negligible, and though they sport a decent AC (15), and a good average hit points, one can be felled by a few good rolls. That is, if you don't get caught in its Rotting Gaze first.
The iconic move can severely damage a low-level PC, and outright murder your wizard or sorcerer. And straight look at their basic numbers doesn't call into account what resources their coveted "sanctuary" may carry. A Nothic with a Blink scroll is infinitely more dangerous than one you'd find in a field, and a DM (like myself) that chooses to build upon the striated knowledge of a twisted once-wizard may find some curious surprises to spring on a low-level party.
Like I said, the Nothic uses to be a spell caster - a creature devoted to the arcane. This means that those cognitively aware enough of their own affliction would seek to remedy it. Which births Nothic alchemists and artificers, brewing elixirs and constructing shadows, seeking to silence the incessant voices of their fragmented memories.
For those who drink the ill-made elixirs, further mutations plague their forms. Orcish blood infuses their body with resistance; devilish magic turns their blood to smoke, their steps to shadow; Fey magic infuses the spines and spurs with wild magic that explodes with their emotions.
On the other side, the unhinged artifice breathes new terrifying life into their visage. An extra set of arms of offset their twitchy nature; electric infusers to inject them with strange mutagens, all the better to defend their workshop from intruders. If you were driven to mad industry to silence the voices in your head, what would you make?
See you at the table.
Legacy In The Fleets Of Spelljammer
Aberrant, magical beasts of arachnid legs and eel bodies, the Neogi are another remnant of a more alien dungeons & dragons experience. Often described as the blend of a wolf spider and a giant eel, Neogi are monstrous to behold. These telepathic, mind-controlling masters of intellect and technology once roamed the extraplanar space and time of the Spelljammer ethos.
A society built upon cunning, opportunity, and devious plots, these aberrants sought power and prestige among the stars. Their ships, often called Mindspiders, drifted through the Astral Sea, or its legacy name - The Sea Of Night, within the Realmspace (a whole other fascinating can of illithid). Some of their ships could even shift into other planes, and prey upon the Githyanki and Djinn vessels across known space.
-- A Neogi Mindspider, primed for assault --
Might and Magic
As with all intelligent societies, the Neogi have a curious relationship with their gods and their roles.
Gender is not a thing in Neogi society, a fact that extends to its deities. These entities are more complex; built from the concert of certain barbaric ideas. For example, one deity personifies torture, pain, and suffering; while another stems from the chaos of creation; still another is fueled by envy or jealousy (the Neogi's understanding of "love").
But the Neogi's relationship and interpretation of these entities is particularly interesting. Unlike many other societies, Neogi culture dictates that the gods of their pantheon do not take tribute from their followers; it is very much the opposite. These mythic creatures are instead demanded favors and boons regularly; these gods, the Neogi believe, are merely servants of the Neogi race, and therefore MUST provide. For a deity to fail in this endeavor would mean their destruction, and devouring, as another more powerful "servant" would take their place.
However, the Neogi, always primed for chances at greater power, would not settle for their servant gods. In their journeys across realms, Neogi shamans (warlocks) would strike pacts with the powerful entities they came across - most notably some of the literal Elder Evils of D&D's legacy: Acamar, Caiphon, Gibbeth, and HADAR (you heard me). They took these greater beings on as mentors and helped further their influence in the known and unknown cosmos.
Science and Industry
Though their bodies and visage would lead one to believe only in a monstrous, primitive society, the Neogi are highly advanced in many studies and disciplines. The stratification of roles and duty can even be observed in how they paint or tattoo their furry abdomens, certain colors denoting specific trades and responsibilities.
With little empathy for other creatures, the Neogi are accomplished "flesh weavers" and necromancers, using the parts and pieces of numerous other species, slaves, and failed experiments to produce terrible and fascinating new monstrocities. It is rumored among Loremasters that these arachnid "mad scientists" are responsible for the creation of the Gray Render... Though no others can prove such a claim. The poor Umber Hulk and its cousins have been summarily studied, dissected, mutated, and raised from certain death by these practices, the dreaded Undead Hulk - an Umber Hulk flesh golem of regenerating pincers and necrotic spray - finding a home as both a Neogi guard dog and their prime enforcer.
Aforementioned warlocks and the few wizards of their clans were both motivated and industrial, forging new and modified versions of spells to adapt and support their war parties, and extend their dark rituals.
Speaking of rituals - this is how more Neogi are created. You see, as a Neogi reaches the end of its life and its memory begins to fade, a Neogi Priest will inject a powerful venom into the aging Neogi and perform an ancient ritual. Usually small or medium creatures, this elder Neogi will swell to a 20-foot behemoth called a Great Old Master. This mutated creature will remember nothing of its old life and will be driven only to eat, growing as large as possible. Those with Feeder striations in their fur must now gather as much food for the Great Old Master, as it eats and creates eggs inside its massive body. After two months of growth, the eggs hatch, killing the Old Master. The 20 to 40 new Neogi spawn then feed on the Old Master's corpse...and each other, until the strongest of the cluster survive.
By The Numbers (5th Edition)
In 5th Edition Dungeons & Dragons, you'll likely run across the Neogi in three forms - the Hatchling, the standard Neogi and the Master. Let's break them down.
HATCHLING (tiny) - young and fledgling (AC 10-11; HP Level 1 Wizard), these are dangerous in large numbers and simple on their own. Just don't wake up their older siblings.
NEOGI (small) - better natural armor (AC 15-16) and multi-attack makes this bugger a tougher beast to tango with, but this standard beastie comes with the main thing that makes these critters tick. The Neogi has an Enslave ability (Short or Long Rest dependent) that pushes a Wisdom save. Fail that, and you're charmed by the creature for one DAY (and it knocks out your Reactions - bummer). Oh and did I mention that the Neogi talks to you telepathically during this whole thing out to a distance of one mile? *shudder*
MASTER (medium) - not to be confused with the "Great Old" variety, these nasty variations on a theme get everything their small counterparts do (plus more than double their HP pool), and are freaking spellcasters! Looks like these masters went all in for the Hadar fan club with a slice of Confused Bard, so be ready for some telepathic Vicious Mockery while being whalloped with Eldritch Blast for good measure. Be careful too, they can function as a 7th-9th level caster, so that spell save may be meaner than you think at low level. And I know I mentioned the "Hadar vibe", but any DM that does their research can mix up that power set to match another Elder Evil (wink-wink).
Now, each of these creatures has the Mental Fortitude of an Elf and Spider Climb, so watch your six. What they lack in empathy, they make up for in numbers, and if they're following that Spartan Chuck-E-Cheese childhood, you can bet that what's coming for you ain't no pushover.
Closing Thoughts and Interpretations
The Neogi are a Legacy Monster.
Given their expansive and extensive lore dating back to second edition (2e), not to mention their pronounced influence within the Spelljammer history, their current iteration and inclusion feels lackluster. There are dozens of fascinating creatures with deep history and ethos in Faerun and worlds beyond that are offered only a tiny passage in Volo's Guide, or Mordenkainen's Tome, or the Monster Manual talking about them, and, unfortunately, many of these passages end with a "nobody really knows" and a shrug (flips page).
To say that these are missed opportunities isn't exactly fair, either. At its core, 5th Edition is intended to be accessible. You don't want to bury the DM in mountains of back-logged history (some of it quite problematic today) just to get an interesting critter on the board. So instead, I offer up my own approach:
This awesome monster can be a one-off. A "well, that was weird, moving on" type moment. OR, much like what happens when I do my research for each of these, this monster is a launching point of inspiration. Truthfully, I hadn't yet considered the Neogi's place in my homebrew setting, but you can BET I've got one mixing now. The rabbit hole I jumped into has some really cool avenues to play with, and I can twist and turn and mutate them however I see fit.
These things have a huge spider motif going for them - could they be distantly connected to Lolth? Maybe the Drow that serve her hate Neogi, because they believe their banners as an affront to their queen! You don't know (shrugs and cackles in DM).
My point is that for every moment of disappointment found in a feature, creature, or spell, there can instead be a tiny mote of inspiration, leading you to a setting with greater depth, immersion, and personal craft.
A twig snaps,
A child cries.
I draw a knife,
The lantern lies.
"Hope," it whispers,
A fire warm.
But follow it, my dears,
And summon the swarm...
At A Glance
Will-O-Wisps are evil wisps of light that lift from malevolent corpses and haunt both battlefields and the lonely reaches of dark forests. Bound by dark magic, they lure unwary creatures into quicksand, lava flows, and monster lairs, reveling in the agony of their victims. Evil creatures that fall prey to the false hope of a Will-O-Wisp often become one themselves, and tend to gather in places of oppressive sorrow and death; graveyards, ghost towns, and dark forests of murder. Spiraling in these desolate places of lost hope and fragmented memory, they pull creatures toward dismal fates and feed on their misery.
Dungeons and Dragons, and its many branches, are not the only interpreters of this creature.
The story of the Will-O-Wisp harkens back hundreds of years in European and Asian folklore. These "ghost-lights" were sometimes evil spirits, other times witches or supernatural beings transformed. Whatever the influence, the creatures never spelled good fortune for those who saw them.
My own experience in the folklore of these lights ties back into Scottish folklore specifically, where the creatures were simply the spirits and fairies of the forest. I think that this simplified interpretation led my own writing down the fey path for these entities. The luring, however, was always a gimmick. I remember distinct dreams of following these wisps of dancing light and smoke as they percolated through a dense wooded trail. At the end, however, was not my demise; instead, a mysterious hooked staff covered in ancient vines. It would whisper to me like wordless whispers of the spirits that brought me there...
By The Numbers
These tiny undead orbs are quick (high AC), fast (50-60 feet hover speed), and resistant to a bunch of damage types, if not outright IMMUNE (lightning and poison). But if you can land one or two good hits on them, even at low level, you should be okay. Trouble is, they rarely move alone; where one appears, many more follow.
WoW's are Invisible until they attack (a little shock) or use their very scary "Consume Life" ability, so you literally won't see them coming. That latter ability is what makes these critters one of the nastiest in the Monster Manual, even at higher levels. Any creature with a low Constitution saving throw, even an epic hero, can straight up die from its effect. Die, not go unconscious, not become incapacitated. They die. DC 10 is standard, but that 5% chance Natural 1 could kill your character outright without a clutch Revivify in your back pocket.
Don't try to grapple these suckers either; they'll pass right through you, and their Dexterity save is stupid high. You see a swarm, you run, or let loose a big freaking fire ball...then run faster.
Will-O-Wisps In Io
Though the origins of the creature rarely differ, their intentions in Io are often less miserable. They are also HEAVILY influenced by the plane that they exist in.
WoWs of the Feywild will be more innocent and mischievous - still deadly, mind you - but their souls of dead sprites and nymphs don't understand the weight of their actions. It's tragic, really. These playful spirits are drawing creatures into their sight to feel not so alone...which kills their new friends anyway.
WoWs of the Shadowfell carry a sorrowful weight and an unending desire to consume the living. These spirits are tormented by the wales of their own death that they seek rebirth by draining the life force from other beings. This usually manifests in alternative versions of their Consume Life ability, wherein they don't kill the target. Instead, they inhabit their body, siphoning the creature of each of its attributes until only a husk remains...and a Wight is born instead.
The more I write on these creatures, the greater the permutations and variations that manifest across the planes. I consider what is in the Monster Manual as fact for the Material Plane, but as any Horizon Walker knows...Planeshift is one helluva drug.
Be safe out there, and beware the lights that drift in the forest.
Will-O-Wisps can be found all over Dungeons & Dragons, but for 5th Edition, look no further than the classic Monster Manual.
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Displacer Beasts roamed the endless twilight of the Feywild for ages, until they were captured, bred, and trained by the Unseelie Court. The Soldiers Of Winter bred the beasts to reinforce their own ferocious nature, utilizing them to hunt unicorns, pegasi, and other mythical, wondrous creatures. However, it was only a matter of time before these malevolent prides broke away from their cruel masters.
Running and breeding freely in the Feywild, the Displacer Beasts soon came to the attention of the Seelie Court. With Blink Dog companions of their own, the rivalry was palpable, and the Summer Court drove the Displacer Beasts to the edges of the wild. To this day, Displacer Beasts and Blink Dogs attack each other on sight, an ancient violence.
By The Numbers
The Displacer Beast is a strong and agile adversary. What it lacks in AC (12-14), it makes up for with multiple attacks, decent speed (40-50), and good pool of hit points (80-130). Some versions of the monstrosity don't even include its menacing claws, the stat block only exploring its strange spined tentacles. ...This is a dumb choice; it's a freaking badass panther with six legs - use them. Some variants include a pouncing mechanic where the Displacer Beast can knock a creature down, and take a rending attack on their prone form for free, opting to slash with their claws or bite into their food.
What makes the Displacer Beast particularly dangerous are its other key mechanics:
1. Avoidance - basically Evasion for monsters. Made the save - no damage. Failed the save - half damage. Means that they're hardier than you would expect.
2. Displacement - attacks against the creature have disadvantage until it actually gets hit, and this passive power recharges at end of its turns. Abilities like Sentinel, where a creature's speed can be made 0, will also interrupt this ability, but you still have to HIT IT first.
Displacer Beasts In Io
Displacer Beasts were once the prized jailers and guards of the nobility that filled the upper ranks of the Unseelie Court. After the Massacre At Harrowhome, however, their prized position grew scattered, and one too many instances of their allegiance being swayed fell dim upon the Dread Queen Mab. In the Ruins of the Season, deep in the harrowed halls of the broken citadels of beasts and men, prides of Displacer Beasts roam and hunt.
But not all nobility has turned a blind eye to these creatures with a love for the kill. Excellent trackers, a Displacer Beast may sometimes roam with hunters and assassins of a deadly order. Creatures contracted to hunt their own, these "Skipjacks" utilize the Displacer Beast as a dangerous ally in their pursuit of their fellow Fey.
Variant: Displacer Alpha
An Alpha is the king of a Displacer Pride, and it got there by vicious rite and ritual combat.
In the dark wilds of the Feywild, variants of the Displacer Beast have emerged. Brandishing a living cloak of up to nine tentacles, these larger and stronger mutations are intelligent, calculating, cruel, and linguistic. This allows cunning tactics and maneuvers for the prides they command.
In addition to a superior size (Huge) and strength (20-22), an Alpha brandishes layered cords of muscle and bone; armored spurs beneath their shifting fur and ethereal displacement (AC of 16-17). The multitude of tendrils that they command grant them unique properties - like grappling, poisoning, and restraining their prey. An Alpha is also a master of its ethereal displacement, able to teleport short distances without sacrificing momentum as part of their Pounce feature.
If an Alpha is ever usurped by another within the Pride, they are exiled - a Disgraced Alpha. These lonely mutations wander the dark wastes to either seize another throne or serve some greater being than themselves. Whatever the circumstance, they are not to be trifled with.
Legend Of The Shift King
GM's Note: Since the first campaign I ran in this custom setting, there have been old tapestries, panoramas, ancient texts, and obscure references that player-characters have stumbled across. Each lore drop would be a tiny morsel of a much larger picture; an eight-legged displacer beast with boney spurs around the jaw-line, multiple tendrils lifting from its back like a living mantle, and a crown of black and silver spines protruding from its head. This regal creature was always set upon a high rock surrounded by hundreds of other beasts, each bowing to it as if it were their king.
The first time this image was presented, I remember my players vigorously writing it down. At any point following this, any players to be present during this strange initial reveal would bring it up again if ever they fell into an encounter with a Displacer Pride, but little came of it.
Will we see more? Only my players can tell you...
Tread safely under the borealis of the Feywild.
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His name was Ozzy.
Perched on the cracked navy railing, his spike of a nose slick with mud, he flexed his dripping wings and rocked back and forth. Viscous tendrils of wet earth leaked from his shifting form, coiling down the bars of the crib and soaking into the edges of the sheets below. He tilted his head at the giggling creature swaddled in fine cloth, the deep motes of gold within his eye sockets darting along its details, like flecks of glowing sand drifting above a campfire in the night sky.
There wasn't much time. Little Ozzy could feel the rumble in his body, an early warning of the coming quake. Bubbling gently, he extended his dripping arms around the half-elven babe and pulled her close to him. When the house shook he hardened his wings for flight - he only had a few seconds to honor this bargain. When the glass shattered, he soared out, his greedy tail snatching a necklace as he went, and disappeared into the sunlight. Its warmth would ensure the child's safety, at least until he could deliver her to his master. "You will persist, tiny elf," he bubbled in Terran, "Too important you will be..."
Creatures Of Two Planes
Mephits are imp-like creatures of mischief and chaos forged in the elemental planes. They prefer to dwell in places where their base elements are prevalent, so a Mud Mephit may reside in the plane of earth or water, while a Magma Mephit adores earth and fire. As pairings go, the Elemental Chaos has forged six slices of these little critters.
DUST - composed of earth and air, Dust Mephits are drawn to death. Adventurers can encounter them in deep catacombs, deadly streets, or in the eye of a shredding sandstorm.
ICE - a creature born of frigid air and water, an Ice Mephit is devoid of pity. Aloof and cold, they show little mercy or compassion to those around them.
MAGMA - dangerous to the touch, a Magma Mephit is comprised of earth and fire. Considered the least intelligent, they are slow to understand commands and are often used as living walls of molten death by more cunning creatures.
MUD - slow creatures of earth and water, Mud Mephits are full of complaints and seek endless attention and treasure, stuffing the little trinkets inside their warping bodies.
SMOKE - crude and lazy, Smoke Mephits billow constantly. Though they are often gifted with superior speech, they like to use it to spin lies and lead creatures astray.
STEAM - nearly ethereal in sight, Steam Mephits can be tracked by the trails of hot water they leave behind. Fire and water yield bossy and self-absorbed creatures, and each will tend to appoint themselves lord of all other mephits.
By The Numbers
From a technical side, a Mephit on its own doesn't pose much threat. They have a decent hit point load for their CR (around 20 HP), but a low AC (10-12). However, Mephits aren't usually alone, and those that are tend to have a powerful master nearby. Throw in that many carry the variant ability to summon extra Mephits when they get hurt, and tend to explode in a dangerous bubble when they die, and you have a serious situation on your hands for low-level adventurers.
Each has their own breath weapon that can recharge (1/6 chance, but you know), some have nasty innate spell casting (Heat Metal, watch out!), and at least four of the six types can blend into their surroundings, waiting for a deadly ambush. Remember, especially in 5th Edition D&D, an army of squirrels is still an army. That's why they call it a "death of a thousand cuts."
Mephits In Io
Though a mephit will give off the air of a fiend, it is important to bear in mind their elemental origins. Though they are each born of the Elemental Chaos, they are, in fact, neutral beings. They can be reasoned with, summoned, employed, tricked, and otherwise used. Some are smarter than others, and hold specific traits built on their element, but a knowledgeable combatant can exploit these factors to their benefit, such is the case in the parallel planes of shadow and fey that flank our material world in Ionian Lore.
In The Ionian Shadowfell
Dust and Smoke find great meaning in Ionian Shadowfell, as both can be easily satiated by the natural surroundings, but they are certainly not alone. Given a Mephit's ability to squeeze, melt, and morph, they are highly suited and trainable in acts of espionage, information, and theft. It is this practice that birthed the Smoke and Shard - a Mephit spy network created by a vampire lady in the Court Of Whispers.
Even the Mud Mephit's greed can be entwined into valuable service. A Mud Mephits for treasure and reward gives it purpose in its employ, and it can promised boons and glittering prizes for tasks and services. Though slower than the cruelest among them, a Mud Mephit, given enough time, can be trained well to serve a single master, as long as that master has kept their promises of treasure. Given the immortal nature of a mephit, as steadfast as the element that creates them, a master with a similar lifespan and the correct resources could secure a loyal servant indefinitely. When considering the vampire Court that rules the Ionian Shadowfell, such service would be invaluable...
In The Ionian Feywild
Mephits carry the mischief they love through the veil of the Fey, and it is amplified. They tend to join the ranks of sprytes, nymphs, and dryads that align with their elements, which pulls them toward the Fey Courts and Curtain Compendium. The Erlking and lords of the Wild Hunt have little need for their simple nature, but Steam and Ice Mephits find great service in Court of Winter, happy to punish those that would insult their Queen. Magma and Mud drift in packs to toward The Reach, auroras of light where the Elemental Chaos and the Astral Sea pierce the vibrant and endless sunset of the Feywild sky. Dust and Smoke find sanctuary in the Willowoods, surrounded by spirits and starlight.
So when you see that precarious mound of magma just sitting there in your path, think twice about kicking it. You just might upset all of its brothers.
Sergeant Leonard heard the cries in the brush.
He abandoned his post minutes before the yips began, and even then, he trusted his lightfoot roots to carry him over the marsh to where the child lay. He was certain everyone had evacuated; the militias were ready on the rooftops. Their intel was good, their scouts intact. Someone must have been left behind.
His boots sink into dense muck and mud, noting the deer footprints that surrounded him. He checks the horizon once more, columns of ominous smoke rising. Must be the war party, I still have time. The cries sound again - someone is sobbing. "It's all right, little one! You can come out. It's just me."
The sobbing stops, a choked reply comes shaking, "ArE yoU here TO KiLl mE?"
Poor thing; must be scared all to hell. He sheathes his sword, holding his hands out to the brush. "No one's here to hurt you. See? Just a friendly halfling. Let's get you out of here and home safely." He flashes a warm smile.
"What is it, Sergeant?" A call resounds behind him from the outpost.
He turns. "Just a child. Don't worry, I'll get them..." A stench fills his nostrils. Pungent and rotting, like the bile that spills forth from a rancid stomach. The sergeant's heart drops as his hand grabs the hilt of his saber, a low rumbling chuckle vibrating the tall marsh grass surrounding him.
Powerful, rotting jaws clamp onto his leg. They rend his plated greaves to ribbons and he cries out in pain. He is yanked backwards, his saber flying from his fingers, and his body disappears into the brush. His screams of pain are echoed by the frenetic laughter of hyenas, and the war party crests the hill, charging the town.
Children of Yeenoghu
The first of these creatures came from the hordes of hyenas spilling into the material world during Yeenoghu's rampages. Some of the beasts that feasted on the corpses of the fallen underwent different transformations than the traditional gnolls. Of those twisted amalgamations, Leucrotta were the most numerous.
Clever and cruel, a Leucrotta loves to deceive, torture, and kill. Despite there lupine appearance, these are not pets. In fact, Leucrottas tend to be smarter and more controlled than the gnolls that often surround them. The gnolls are entertained by a Leucrotta's ability to mimic the sounds of a suffering victim, or by its ability to "play with their food," prolonging suffering as long as possible. With such deceptive and terrible intelligence, a Leucrotta can hold an elevated position within a tribe, but rarely leads one. However, a gnoll chieftain might be seen riding one into battle. But this is not a noble steed; this is a tactical advisor - an influencer to draw the most out of a kill. Beware the fleet of gnolls that ride the dreaded Leucrottas - for they will do much worse than kill you.
The Leucrotta is a stinky boi.
Its horrible body of transformed hyena and deer oozes a toxic stench that pollutes and desecrates anywhere it lairs. Its breath is worse. Dripping from its maw, fluid corrupted with rot and digestive juices kills the plant life around it. In place of fangs, it has bony ridges harder than steel that can crush bones and open up a paladin like a soup can.
The stench alone should probably ward off any prey before they get too close, but the Leucrotta has a few advantages on their side. Due to their amalgamation, their tracks are indistinguishable from deer and other fauna. Also, and more alarming, they possess a mimicry ability that they use to duplicate the call and vocal expressions of just about anything they've heard. A crying child, a wounded bird, a missing ally; they'll use anything from their massive library to lure in potential prey and strike while they are confused.
By The Numbers
The attribute suite of this critter compliments the physical well, with a +2-4 in Strength, Dexterity, and Constitution. Unlike other dread doggos we've come across, this one's pretty smart and perceptive, but don't count on it for any Charisma checks. AC and HP are what you'd expect for something with natural armor, but just because most strikers can hit it, don't rush in half-cocked.
With its connections to Yeenoghu, this creature utilizes ferocity and tactics shared by its gnoll cousins, like their Rampage feature - where if they drop a creature, they can move and attack again. Also, a Leucrotta has multiattack, one of those attacks being with its hooves. Couple this with a special feature that allows it to Disengage as a Bonus Action after a hoof attack, and you've got a mobile (50 speed!) threat. And if this thing gets lucky on its bite, watch out - a critical hit from a Leucrotta rolls the damage three times, instead of twice. If you're using doubling rules, they triple their critical hits. OUCH.
Leucrotta In The Ionian Planes
A Leucrotta is a creature of cruelty and killing, but one that enjoys the sport of it all more than its gnoll brothers and sisters. This even minute level of control lends to each greater opportunities for planning, tactics, and learning. I imagine behind the most successful chieftains sits a Leucrotta, bending agendas, granting advice, and guiding the power like a terrible surgeon. Their intellect, though stronger than most of their counterparts, is outmatched by many others, so garnering a pack instead of soldiers is where their above-average wisdom shines. However, at least in Io, packs blessed with a Leucrotta find great value in them, but can only seem to have one at a time. This is less the gnolls's predicament and more the pride of a Leucrotta, for once it has tasted power, it has little want or use for a rival. And if another were adopted into a pack, it is only a matter of time before one ends up dead at the bottom of a ravine.
And that does it for December, and 2020! Up next? Not sure. The polls haven't closed yet.
Celestials and Fiends are extensive. We'll see who wins next week. Happy New Year, friends.
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It is a dog. No, a hound. Tufts of layered, dense, matted purple fur rolls over wide shoulders and long, hunched neck. A whimpering mule shudders up from the body as I approach. SNAP. My boot crunches the twig and a wince. The muling stops and I watch those shoulders slope forward, the head turning my way...and a pit forms in my stomach. A humanoid, twisted face with burning red eyes stares back at me, jaw hanging open. A mix of flat and sharpened teeth jut out from open mouth, and the moaning returns, rising to a howl. I try to draw my sword, but my body can only shake as I watch the hound rise and float a foot off the ground. Even as it wales, its head tilts to the side curiously. Then it flies toward me.
Gifts Of The Dark Fey
If one impresses members of the Old Guard of Fey, they might be gifted with a Yeth Hound. Such a gift is high praise, as the Yeth is a companion for life, connected telepathically to their master and charged with their protection at all costs.
But these hounds reflect their original creators, and are by no means good creatures. Originally personified by a headless, bloodied hound in some cultures, the origin of a Yeth is one rooted in sorrow, always reflected in their strange, baleful howl. To hear the howl is a warning, but to see its source often spells doom.
According to Volo's Guide, these creatures are large hounds with flat, humanoid faces and features, and though it looks like they may bound quickly, they often HOVER creepily overhead. It is this unnatural mobility that makes them deadly sentries for their masters.
By The Numbers
In terms of raw defenses and hit points, the Yeth Hound isn't that intimidating, but make sure you're packing something silver. Their physical stats (Strength, Dexterity, and Constitution) are noticeably high, but they're dumb as a post most of the time.
Where they become truly dangerous is in their unnatural, creepy mobility and their dreaded "Baleful Baying" howl ability. The thing's got a 300 foot range, so make sure your Wisdom is decent before engaging with one. If you happen to be one of the unlucky low rollers against the howl, that frightened condition does a lot more for the Yeth than it does for you, stacking on extra psychic damage for its scared victims. And I can't blame them; the image of this thing bearing down on you is NOT pleasant.
As an aside, I was actually very intrigued to write about this thing.
There is something wholly unnerving about these large Fey doggos with humanoid faces, who creepily hover overhead and paralyze prey with their baleful howl. It's just such an unsettling image. Add on to this the fact that as long as it's on the same plane as its master, it can ALWAYS contact it telepathically. Woof, buddy.
The Yeth In Io
Sentries Of The Deep Night
As servants gifted by old Fey, a Yeth Hound always has a home in the Feywild. Denizens and visitors alike who gain favor in the Verdant Court may find themselves with a Large, loyal, and evil companion that can't be charmed or frightened away.
Just, imagine for a moment, waking up with this thing sitting in your living room. Just. THERE. Totally silent. And then its red eyes slowly turn your way, like some living furred statue and a voice enters your mind like Dug from Up. "I sat in your living room in the dark because I love you. And now I'll love you FOREVER." The face doesn't change the entire time. Lol.
But not just any Fey can gift you a Yeth. They must be made first, and only one of the four Courts knows how. Skilled in curses and the binding of souls, the Ladies Of Winter, under the instruction of King Oberon himself, have much practice in plucking the unfortunate mortals of deals gone wrong and pipers unpaid, and supplanting their essence into a new form - one to serve the Deep Night and the citizens of Air and Darkness.
If a singular entity can be gifted one Yeth for an impression, imagine the army Winter commands. Hundreds of baleful, wailing sentries silently drifting across the night skies; keeping watch and wary over the fane kingdoms.
Watch for the red eyes and motionless face, and keep your distance, lest the mournful cries of a soul forever trapped in servitude reaches your ears...and rends your mind asunder.
Sleep well, travelers.
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In the time immemorial, long before the mortals killed them, the masters of the goblin races beseeched the General of Gehenna for aid. The General provided yugoloth souls to serve the goblinoid triumvirate in the Infinite Battlefields of Acheron. Yet when the time came to honor the debt, the goblin gods reneged on the deal.
The powerful entities that ruled Gehenna marked the goblinoid races for slaughter, and, as an act of vengeance, created the scourge of their nightmares...
A Wolf In Sheep's Clothing
In 5th Edition, a Barghest is born from goblin parents just like any other offspring. But this entity harbors a deadly and dreadful secret. Though it emerges in a goblin's body, it will learn quickly how to assume its true form: that of a large, fearsome, and fiendish canine. In some cultures and lore, the difference is clear: a Barghest can be a yellow-skinned goblin of bigger, more muscular frame, and is marked by the fearsome yellow glow that spills into their eyes when they're excited. In other cultures, the Barghest looks like any other of its sheep, and will do its best to hide its true nature, at least in the beginning.
A Barghest's purpose is to devour the goblinoid souls of creatures it kills, the more important or renowned the better. This means that they are discerning with whom they "honor" in consumption, and there's a limited number of seats in their mission. You see, when Maglubiyet, and others like them, broke in total 17 oaths to the General, so it is decreed that one soul be consumed for every broken oath. After this, the Barghest may return to Gehenna and reap the spoils of its completed mission. Fail, and be torn asunder for its insolence.
For this one might think that a Barghest discovered by its goblinoid brethren would be killed in fear, but it is often the exact opposite. Goblins and others of their ilk will fawn over and shower the discovered Barghest with praise, servitude, and diminutive allegiance, constantly attempting to show that they are equal parts useful to its cause AND lowly enough to be undeserving of consumption. It is this strange dance that will drive those under a Barghest's leadership to commit great deeds in their name, only to be cut down and eaten for such renown.
Rooted In Folklore
As with many of our modern edition's monsters, the classical images and inspiration we draw from have a long history of deep folklore and iteration. The Barghest is no stranger to this, summoning up dark tales across multiple peoples and regions.
According to old North English folklore, the Barghest was a mythical, monstrous black dog with huge claws and sharp teeth. This original picture holds true across time, if not for a few creative liberties and adjustments, but the etymology of the word is of note. Barghest, or Barguest, roughly translates to "bear" and "ghost" in the old tongue. Couple this with further alternative spellings and we get my favorite version, the Bahr-geist, bringing the rough translation swinging more toward "spirit of the funeral pyre."
This creature has always been connected to the consequences of death, much more than a simple ghost story. A creature of intense malice and hatred, its purpose is derived through perceived destruction of its own community, at least at first, but ends in realms of power. What began as a warning of the things that go bump in the night grew into tales of shapeshifters and long-lived fiends, doppelgängers and howling at the moon, and a lupine strength coupled with a sentient intellect, and a burning, hateful purpose.
By The Numbers
A Barghest is one tough cookie. Already resistant to most elemental damage and non-magical weapon damage, this thing boasts an AC of at least 17, and have no stat with a negative modifier. Trained in Deception, Stealth, Intimidation, and Perception, they are keen to their surroundings and good liars. Couple that with superior tracking abilities and innate charming spells at their disposal, and you've got a tricky (and STRONG) not-goblin on your hands.
Did I mention it has Blindsight and Telepathy out to 60 feet? Dude.
Despite its fiendish classification, the Barghest has a difficult relationship with fire, but not for the reasons you think. It's resistant to the stuff, which tracks, but any mass of it larger than the Barghest's body acts as a tearing of the veil between this plane and Gehenna, and poor thing can be banished there just by being in close proximity. Sure, you think, they can just bamf back, right? Unfortunately, no, as a Barghest is more likely to be caught, tortured, and killed for its failure to collect its souls for the General. Tough luck, doggo.
The Barghest In The Ionian Shadowfell
Twisted By Perpetual Darkness
The Ionian Shadowfell is one of dark purpose. Creatures born here do not hold sway in D&D's legacy of a sorrow-filled landscape. No, the creatures that spawn in this place are fueled by furious purpose and twisted by the Perpetual Night.
The Barghest is a rarity among such denizens, but their existence, especially following the engineering colonization before the turn of Io Shar, is not unheard of. Goblinoid mariners and pirates became more common beyond the Evernight, far in the reaches of Gressil's Helm.
Goblins and Hobgoblins born on the dark sea can sometimes bear the Mark of Gehenna, a sigil of deep crimson in the small of the back. Creatures bearing the Mark are both cursed and blessed with extreme bloodlust and wicked strength. At a coming of age, often in battle, the Mark can manifest, turning the skin of a "marked" jet black, and its true form will reveal itself.
Barghests take many forms in the Shadowfell, but all are lupine. Some appear like broken glass, the shards a refraction of their vision. Others are amorphous clouds with teeth. Many are hounds with sharpened, boney spurs and horns. And all are very, very dangerous.
Hounds Of The Chainbreaker
It is the Barghest's greatest will and purpose to complete its mission and return to the Generals of Gehenna. A throne awaits them in The Bleak Eternity.
Yet, this mission could take months, years, decades. In this time, a creature could gain power, prestige, and ownership. Perhaps they gain even more fulfillment than what awaits them in the worlds beyond. Which begs the question: what happens when a Barghest completes their mission...and does not wish to return?
Is it power or retribution that awaits them? To scorn their masters and their promise, and break the chains of their birthright. Or are they the husks of great warriors before, the lost soldiers of Gehenna hopelessly clinging to life and sanity, even as their masters siphon away what's left?
Unfortunately, the lore ends here. For no one seeks the Hounds of the Chainbreaker. The only thing that persists is a tiny warning scrawled in the stained journal of a deckhand, lone survivor of The Kretch Jumper and their ill-fated voyage.
"And to the poor souls that tempt venture beyond the ruins of Evynlee's Veil and seek the Moaning Gray through the Formless Cante, keep your eyes pinned to the horizon and seek not the masked hound that watches you from the peaks...for it covets all that meet its third eye."
It is worth noting that this message is written as its last entry, and the handwriting does not match previous entries.
More Of This Please
Unfortunately, in my experience so far, this critter is drastically underutilized. Their story is one of grand deception, superior command, and a cosmological mission with possible sweeping consequences. Imagine a villain poised as general of a goblin army, especially considering the complex relationship with his subjects. Imagine a hero, biting the line between the best picks of the worst people to destroy for his dark master.
There's a lot of depth here, and I can't wait for my players to begin to scrape the surface.
Sleep tight, doggo.
Source: The Barghest can be found in Volo's Guide To Monsters, published by Wizards of the Coast for use in 5th Edition Dungeons & Dragons; also, TONS of actual British folklore.
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Zipping through the thicket and brim, little Zym left the lumbering oaf far behind. Skating along the water's edge, he skips easily along the liquid and dances up the lily to perch in the phosphorus purple sky. Miles away, his eyes twitch down to the spoils of his mischief: a locket, large in his hands. It is brass, with a gold chain, and metal clasp. Zym clicks it open to reveal a beautiful portrait of an elven maiden - a noble perhaps. With a proud grin, Zym snaps the locket shut, tying it onto his back and, with a bolt and a blur, disappears into the Underwood...
At A Glance
In 5th Edition, a Quickling is a tiny, mischievous fey of lightning speed. They think and act quickly, moving faster than the untrained eye can track, and most creatures see them as mere blurs.
To a Quickling, however, the outside world is painfully slow. They see it all in transfixed time, not unlike our recent renditions of Quicksilver on the big screen. This boring world with a lack of motion and meaning creates a creature of jittery purpose and mobility. If a Quickling is ever "at rest", it would be found pacing, and not for long.
They are the plight of the of those that wander the strange forests of the Fey, tying shoelaces, stealing coin purses, tricks of artful malice; and though they sometimes blur their chaotic intentions and sew violent discord, they never seek to murder...at least not directly.
An Insult Too Many
Mab, the Queen of Air and Darkness, is not to be left waiting. To do so is to incur the wrath of one of the oldest and most powerful Archfey in existence. And yet, this exact insult is the crux of a Quickling's lineage.
Once a race of egotistical, lazy, and narcissistic Fey, these gluttonous creatures ignored and delayed a summons one too many from their great Queen. So, as an Archfey is want to do, she cursed them.
Their tall frames were shrunk to tiny sprites. Their slow minds quickened to an alarming, maddening speed. These Fey, under their new life, would never be late again, the insolence of their hubris burned into the fibers of their being.
By The Numbers
These are tiny, fast, hyper dextrous creatures with itty-bitty hit points and decent AC. They won't last long in a fight, though, at least not one on one. But just as an army of squirrels is still an army, 1d4+6 (Dexterity of at least 22!?) adds up right quick, and with their evasive, blurred movement, if ever your adventures happen upon a batch of them, they'll need a better strategy than "stab it until it dies."
Quicklings in the Ionian Feywild
Unlike other entries, the Quickling's Faerunian lore fits perfectly already into the core concepts and forces that rule my Feywild and its regions. The only adjustment here may be in the relationship of the Quickling's curse.
While I am certain that some Quicklings worship their Queen openly, I would assume that many harbor a great ill will toward the Queen, and a great fear to never act on it. I, being a cruel world-builder, have woven a long, manipulated memory into the Quickling that spins the Queen's actions as an act of salvation.
The lazy Fey would certainly have perished without her "blessing," so they worship and serve her without question. In fact, the most zealous and devout Quicklings will create "orders" and guilds in direct service to the Winter Court so as to gain the Queen's favor. Such favor achieved...is rare, and if ever it happens, THAT Quickling may actually last in a one-on-one fight.
So if a chill breeze follows a Quickling, exercise caution if you mean to chase it into the Deep Wood.
See you in the forest.
Source: Quicklings and their official 5th Edition attributes can be found in Volo's Guide To Monsters, published by Wizards of the Coast.
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These black hounds of dark fur and roiling smoke hunt in packs in the deep alcoves of the Shadowfell. Led by an alpha, a hungry pack will descend upon nearby prey with ferocity and savagery. The alpha howls to strike the target with fear, while the pack flanks, then pounces. Efficient killers, the gloom only enhances their coordinated strikes.
The Best Boi
Shadow Mastiffs are summoned into service as watchdogs, temple sentinels, and bodyguards. Religious sects and cults of the Shadowfell will call them into being as sentries to their dark work. This ritual of binding is known to only the most dedicated to the forbidden arts, but is not exclusive to evil individuals; it is just the most common practice.
These punishers of heresy and apostate can see into the ethereal world, and such extraplanar senses make them invaluable allies to whomever employs their service.
By The Numbers
Shadow Mastiffs are stealthy and perceptive, but they won't be making any knowledge or persuasion checks. With decent hit points and a low AC, expect these suckers in packs. Favoring the shadows, they gain resistance to physical damage while in dim light or darkness, and, of course, are packing darkvision, PLUS the ability to see into the ethereal plane (suck it, ghosts!). Like many of its lupine brothers, this thing listens and sniffs well, but its real trick is the invisibility it earns when in the shadows. Be fearful of the pack of mastiff in a dark room.
But not all Mastiffs are created equal, and every pack needs a leader. A Shadow Mastiff Alpha is beefier in hit points and intelligence, possessing a howl ability that frightens their prey. Though Alphas are heard of, their statistics vary and wane depending on the region you're in. They are generally tougher, but a targeted attack can fell one in a round or two, especially if you can trap them in direct sunlight.
Shadow Mastiffs in the Ionian Shadowfell
Through an overabundance of summoning rituals and long life, Shadow Mastiffs are less an extraplanar ally and more a living, growing breed in the Planes of Shadow. Once the complex ritual is complete, a Shadow Mastiff can persist through eons, evolving and adapting to its surroundings, forever in its prime of youth and virility. Old Mastiffs become Alphas, adopting unique properties based on their experiences. A Mastiff roiled in pack fighting may develop a hardened hide, or teeth and claws that rend with added ferocity. Some adopt the abilities of a Blink Dog dominated into their pack, or copies the stalking stealth of a Displacer Beast they felled. These extra properties can be random, but no less frightening and dangerous. How they multiply is still a mystery, as these pups are created genderless, but some scholars surmise that when certain conditions are met, a Mastiff will drift toward the gender of the matriarch, and summon her own progeny. If the Mastiff remains this way, no one knows, or much cares.
As for me, I'm down for a shadow puppy.
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