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WASTRILITH


Found in the waters of the Abyss
and other bod-

ies of water contaminated by
the plane's fell influ-

e nce, wastriliths establis h 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.

Silen t Corrupters. Creatures that ingest wa-

te r that has been corrupted by a wastrilith risk

their ve ry s ouls. 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 creatur
e to be corrupted.

WASTRILITH


Large fiend (demon). chaotic evil

Armor Class 18 (natural armor)

Hit Po ints
157 (15d10 + 75)

Speed 30 ft., swim 80 ft.

STR

19 (+4)

DEX

18 (+4)

CON

21 (+5)

Saving Throws Str +9, Con
+10

INT

19 (+4)

WIS

12 (+l)

CHA

14 (+2)

Damage Resistances cold, fire, lightning; bludgeoning,

piercing, and slashing from nonmagical attacks

Damage Immunities poison

Co ndition Immunities poisoned

Senses darkvision 120 ft. , passive Perception
11

l anguages Abyssal, telepathy 120 ft.

Challe nge 13 (10, 000 XP)

Amphibious. The
wastrilith can breathe air and water.

creature must repeat the saving throw. On a failure, the crea-

ture takes 18
(4d8) poison damage and is poisoned until it

finishes a long rest.

If another demon drinks the foul water as an action, it gains

11 (2dl 0) temporary hit points.

Magic Resistance.
The wastrilith has advantage on saving

throws against spells and other magical effects.

Undertow. As a bonus action when t he wastrilith is underwater,

it can cause all water within 60 feet of it to be difficult terrain

for other creatures unti
l the start of its next turn.

ACTIONS

Multiattack.
The wastrilith uses Grasping Spout and makes

three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +9 to
hit, reach 10 ft., one target.

Hit: 30 (4d12 + 4) piercing damage.

Claws. Me/ee Weapon Attack: +9 to hit, reach 10 ft., one target.

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 (

4

d8 + 4) acid damage and is pulled up to 60 feet toward the

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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