Out of the Abyss

(Jeff_L) #1

22G


VAMPIRIC lXITXACHITL
Medtum aberration, chaotiC evil

Armor Class 16 (natural armor)
Hit Points 44 (8d8 + 8)
Speed 0 ft., swtm 30 ft.

STR
14 (+2)

DEX
18 (+4)

CON
13 (+1)

INT
12 (+1)

WJS
13 (+1)

Se nses d arkvision 60ft., passive Perception 11
languages Abyssal, lxttxachitl
Challenge 2 (450 XP)

CHA
7 (-2)

Regeneration. The ixitxachitl regains 10 hit points at the s tart
of its turn. The ixitxachitl dies only if it starts its turn with
0 hit points.

A CTIONS
Vampiric Bite. Melee Weapon Attack: + 4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) piercmg damage. The target
must succeed on a DC 11 Constitution saving throw or its
hit point maximum is reduced by an amount equal to the
damage taken, and the ixitxachitl regains hit points equal
to that amount. The reduction lasts until the target finishes
a long rest. The target dtes if ttS hit point maximum is
reduced toO

REACTIONS
Barbed Tail. When a creature provokes an opportunity attack
from the ixitxachitl, the ixttxachitl can make the following attack
instead of using 1ts btte. Melee Weapon Attack: +6 to hit, reach
10ft., one target. Hit: 9 (1dl0 + 4) piercmg damage.

AI'PtKOlX t: I C RIC·\1 U l<t. '-

~--------------------------------------_._
VARIANT: IXITXACHITL CLERIC
Some ixitxachitl and vampiric ixitxachitl are able to cast
divine spells. Such a creature gams the following feature.
Spellcasting. The ixttxachttl is a 5th· level spellcaster that
uses Wisdom as its spellcasting abtlity (spell save DC
11 , ... 3 to htt with spell attacks). The ixitxachitl has the
following cleric spells prepared·
Cantrips (at wtll): gutdanu, thaumaturgy
1st level ( 4 slots): charm person, create or destroy water
2nd level (3 slots): hold person, silence
3rd level (2 slots): dispel magic, tongues

CREATURE VARIATIONS

This section introduces variations of monsters that are
described in the Monster Manual.

DuERGAR
T he Monster Manual provides l::ltatistics for the typical
armed due rgar. However, c harac ter& meet other kind 5
of duergar in the course of this adventure.

DUERGAR DARKLIAFT
The dark hafts are the members of the Deepki ng's secret
corps of psionic agents. The duergar darkhafl has the
same statistics as the due rga r in the Monster Manual.
except that its challenge rating is 2 (450 XP) and n has
the following additional feature.
Innate Spellcasting (Psionics). The darkhaft's innate
spellcasting ability is Intelligence (spell save DC 10). It can
innately cast the following spells, requiring no components
At will: friends, mage hand
1fday each: disguise self, sleep

DUERGAR KAVALRACHNI
The vicious kavalrachni are the d ue rgar cavalry of
Gracklsrugh, riding giant tarantulas known as steederl::l
(see the female steeder s tat block in this a ppe nd ix).
T he duergar kavalrach ni has the same st atistics as
the due rgar in the Monster Manual, except that its
challenge rating is 2 (450 XP) a nd it has the following
Cavalry Training feature and Heavy Crossbow action
Cavalry Training. When the duergar hits a target with a melee
attack while mounted on a female steeder, the steeder can
make a melee attack against the same target as a reaction
Heavy Crossbow. Ranged Weapon Attack: •4 to hit, range
100 / 400 ft., one target. Hit: 5 (ldlO) piercing damage.

DUERGAR KEEP E R O F T H E FLAME
The Keepers of the Flame is a well-respected
order of psionic clerics that ser ves the red dragon
Themberchaud in Gracklstugh, and whose membe11> are
advisors to the Deepking.
The duergar Keeper of the Flame uses the same
statistics as the due rgar in the Monster Manual. except
that its challenge rating is 2 (450 XP) and it has the
following additional features.
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