Page 140 - Mordenkainen's Tome of Foes Deluxe
P. 140

WASTRILITH

             Found in the waters of the Abyss and other bod-
             ies of water contaminated by the plane's fell influ-
             ence, wastriliths establish themselves as lords of
             the deep and rule their dominions with cruelty.
               Despoilers. A wastrilith contaminates the wa-
             ters around it. Its noxious presence even affects
             nearby sources of  water when the demon travels
             on land. The corrupted water, which contains a
             measure of the demon's essence, responds to its
             commands- perhaps hardening to prevent foes
             from escaping, or erupting in a surge that drags
             would-be victims into its reach.
               Silent Corrupters. Creatures that ingest wa-
             ter that has been corrupted by a wastrilith risk
             their very souls. Those who drink the poisonous
             liquid might wither away until they finally die, or
             remain alive only to become a thrall of  chaos and
             evil. To represent this defilement, you can use the
             optional rule on abyssal corruption in chapter 2
             of the Dungeon Master's Guide, causing the poi-
             soned creature to be corrupted.

             WASTRILITH                                          creature must repeat the saving throw. On a failure, the crea-
                                                                 ture takes 18 (4d8)  poison damage and is poisoned until it
             Large fiend (demon). chaotic evil
                                                                 finishes a long rest.
             Armor Class 18 (natural armor)                        If another demon drinks the foul water as an action, it gains
             Hit Points 157 (15d10 + 75)                         11  (2dl 0)  temporary hit points.
             Speed 30 ft., swim 80 ft.
                                                                  Magic Resistance. The wastrilith has advantage on saving
                                                                 throws against spells and other magical effects.
                STR    DEX     CON     INT    WIS     CHA
              19 (+4)   18 (+4)   21 (+5)   19 (+4)   12 (+l)   14 (+2)   Undertow. As a bonus action when the wastrilith is underwater,
                                                                 it can cause all water within 60 feet of  it to be difficult terrain
             Saving Throws Str +9, Con +10                       for other creatures until the start of  its next turn.
             Damage Resistances cold, fire, lightning; bludgeoning,
               piercing, and slashing from nonmagical attacks    ACTIONS
             Damage Immunities poison
                                                                 Multiattack. The wastrilith uses Grasping Spout and makes
             Condition Immunities poisoned                       three attacks: one with its bite and two with its claws.
             Senses darkvision 120 ft., passive Perception 11
             l anguages Abyssal, telepathy 120 ft.               Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
             Challenge 13  (10,000 XP)                           Hit: 30 (4d12 + 4)  piercing damage.

                                                                 Claws.  Me/ee Weapon Attack: +9 to hit, reach 10 ft., one target.
             Amphibious. The wastrilith can breathe air and water.
                                                                 Hit: 18 (4d6 + 4) slashing damage.
             Corrupt Water. At the start of  each of  the wastrilith's turns,   Grasping Spout. The wastrilith magically launches a spout
             exposed water within 30 feet of it is befouled. Underwater, this   of  water at one creature it can see within 60 feet of  it. The
             effect lightly obscures the area until a current clears it away.   target must make a DC 17 Strength saving throw, and it has
             Water in containers remains corrupted until it evaporates.   disadvantage if it's underwater. On a failed save, it takes 22
               A creature that consumes this foul water or swims in it must   ( d8 + 4) acid damage and is  pulled up to 60 feet toward the
                                                                  4
             make a DC 18 Constitution saving throw. On a successful save,   wastrilith. On a successful save, it takes half  as much damage
             the creature is immune to the foul water for 24 hours. On a   and isn't pulled.
             failed save, the creature takes 14 (4d6)  poison damage and is                                       ~
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                                                                                               CHAPTER 6  I BESTIARY
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