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THE LOST


Medium monstrosity, neutral evil

Armor Class 15 (natural armor)

Hit Points 78 (12d8 + 24)

Speed 30 ft.

STR

17 (+3)

DEX

12 (+l)

Skills Athletics + 6

CON

15 (+2)

INT

6 (-2)

WIS

7 (-2)

CHA

5 (-3)

Damage Resistances bludgeoning, piercing, and slashing while

in dim light or darkness

Senses darkvision 60 ft., passive Perception 8

Languages Common

Challenge 7 (2, 900 XP) J.,1"-. --...


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ACTIONS

.......


Multiattack. The Lost makes two arm spike attacks.

Arm Spike. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar-

get. Hit: 14 (2dl0 + 3) piercing damage.

Embrace. Melee Weapon Attack: +6 to it, reach 5 ft., one target.

Hit: 25 (4dl0 + 3) piercing damage, and the target is grappled

(escape DC 14) if it is a Medium or smaller creature. Until the

grapple ends, the target is frightened, and it takes 27 (6d8)

psychic damage at the e nd of each of its turns. The Lost can

embrace only one creature at a time.

REACTIONS

.


.


Tightening Embrace. If the Lost takes damage while it has a

creature grappled, that creature takes 18 (4d8) psychic damage.


Small monstrosity, neutral evil

Armor Class 15 (natural armor)

Hit Points 10 (4d6 - 4)

Speed 40 ft.

STR

7 ( -2)

DEX

12 (+ 1)

CON

9 (-1)

INT

5 (-3)





WIS

6 (-2)





CHA

5 (-3)





Damage Resistances bludgeoning, piercing, and slashing while

in dim light or darkness

Senses darkvision 60 ft., passive Percept ion 8

Languages-

Challenge 1/4 (SO XP)

Wretched Pack Tactics. The Wretched has advantage on an

attack roll against a creature if at least one of the Wretched's

allies is within 5 feet of the creature and the al ly isn't inca-

pacitated. The Wretched otherwise has disadvantage on at-

tack rolls.

ACTIONS

Bite. Melee Weapon Attack: +3 to hit, reach S ft., one target.

Hit: 6 (ldlO + l) piercing damage, and the Wretched attaches

to the target. While attached, the Wretched can' t attack, and

at the start of each of the Wretched's turns, the target takes 6

(ldlO + 1) necrotic damage.

The attached Wretched moves with the target whenever the

target moves, requiring none of the Wretched's movement. The

Wretched can detach itself by spending S feet of its movement

on its turn. A creature, including the target, can use its action

to detach a Wretched.

CHAPTER 6 I BESTIARY






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