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

