Page 235 - Mordenkainen's Tome of Foes Deluxe
P. 235
STAR SPAWN
The Material Plane represents only one small part of STAR SPAWN GRUE
the multiverse. Beyond the best-known planes of ex- Small aberration, neutral evil
istence lie realms that are lethal to mortal life. Some
Armor Class 11
are so hostile that even a moment's contact with such a
Hit Points 17 (Sd6)
place is enough to plunge a mortal mind into madness.
Speed 30 ft.
Yet beings do exist that are native to these realms: be-
ings that are eternally hungering, searching, warring,
STR DEX CON INT WIS CHA
sometimes dreaming. These Elder Evils are far older
6 (- 2) 13 (+l) 10 (+O) 9 (- 1) 11 (+O) 6 (-2)
than most of the mortal races and always horrific to hu-
manoid minds.
Damage Immunities psychic
However much they might desire to enter and domi- Senses darkvision 60 ft., passive Perception 10
nate the Material Plane, the Elder Evils are unable or
L anguages Deep Speech
unwilling to leave their realms. Some are imprisoned Challenge 1/4 (50 XP)
in their dimensions by external forces, some are inextri-
cably bound to their home realities, and others simply Aura of Madness. Creatures within 20 feet of the grue that ar-
can't find any way out. en't aberrations have disadvantage on saving throws, as well as
Heralds of Doom. The creatures known as star on attack rolls against creatures other than a star spawn grue.
spawn are the heralds, servants, foot soldiers, and lieu-
tenants of the Elder Evils, capable of taking on forms ACTIONS
that can journey to the Material Plane. They arrive most Confounding Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
often in the wake of a comet- or perhaps such a phe- one target. Hit: 6 (2d4 + 1) piercing damage. and the target
nomenon merely signals that star spawn are in the vicin- must succeed on a DC 10 Wisdom saving throw or attack rolls
ity and available for communication. When the signs are against it have advantage until the start of the grue's next turn.
right, warlocks and cultists hasten to gather together,
read aloud their blasphemous texts, and conduct the
mind-searing rituals that guide the blazing star spawn
STAR SPAWN HULK
into the world.
Large aberration, chaotic evil
STAR SPAWN GRUE
Armor Class 16 (natural armor)
Fanged and lipless, the ever-grinning, madly staring Hit Points 136 (13dl 0 + 65) .•
grue lopes about on spindly legs and long arms. Bristles Speed 30 ft. •
and spines project from odd patches of its pallid skin,
and it's long fingers end in broken and dirty nails. Grues STR DEX CON INT WIS CHA
are the weakest of the star spawn. A host of writhing, 20 (+5) 8 (- 1) 21 (+5) 7 (-2) 12 (+l) 9 (- 1)
scrambling grues typically accompanies more powerful
Saving Throws Dex +3, Wis +5
star spawn. Their constant chittering and shrieking pro-
Skills Perception +5
duces discordant psychic energy that disrupts thought
Damage R esistances bludgeoning, piercing, and slashing from
patterns in other creatures. Intelligent creatures experi-
nonmagical attacks
ence flashing colors, hallucinations, disorientation, and
Condition Immunities charmed, frightened
waves of hopelessness when they find themselves near a
Senses darkvision 60 ft., passive Perception 15
group of star spawn grues. Languages Deep Speech
Challenge 10 (5,900 XP) •
STAR SPAWN HULK
Psychic Mirror. If the hulk takes psychic damage, each creature
The hulk is the largest of the known star spawn. Though
within 10 feet of the hulk takes that damage instead; the hulk
ogre-like in stature, the hulk's glistening translucent
takes none of the damage. In addition, the hulk's thoughts and
skin reveals a muscled form devoid of an ogre's fat. Pale
location can't be discerned by magic.
and seemingly lidless eyes glare balefully from a face
distorted by too many teeth and too little nose.
A CT IONS
Hulks are seldom encountered without a commanding
Multiattack. The hulk makes two slam attacks. If both attacks
seer nearby. A hulk appears to have little will of its own,
hit the same target, the target also takes 9 {2d8) psychic dam-
other than to protect its master.
age and must succeed on a DC 17 Constitution saving throw or
be stunned until the end of the target's next turn.
Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.
Reaping Arms (Recharge 5- 6). The hulk makes a separate slam
attack against each creature within 10 feet of it. Each creature
that is hit must also succeed on a DC 17 Dexterity saving throw
or be knocked prone.
C HAPTE R 6 I BESTIARY
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