Mordenkainen's Tome of Foes

(Nancy Kaufman) #1
providing
a steady supply of souls to the nabassu, which

can cause the demon to be cooperative- for as long as

the supply
lasts.

RUTTERKIN


The rutte rkins,
a breed of warped demon, roam the

Abyss
in mobs that constantly search for intruders to

surround and devour.

A byssal D ef en ders. Rutterkins protect the Abyss

from non-demons. Whe n they spot any interlopers, they

gathe r in a crowd and surge forward, emitting a wave of

fear in advance of their attacks that leaves their
victims

terrified and rooted in place.

Warping Plague. Creatures bitten
by rutterkins are

exposed to a terrible disease that infects them with the

corrupting influence of the Abyss. Victims th at succu mb

to the d isease experience
tremendous pain as

their bodies become
disfigured, flesh twisting

around the bone
s , until they transform to join the

mass of abyssal wretches that follow in the wake

of the rutterkin mob that laid them low.

RUTTERKIN


Medium fiend (demon)
, chaotic evil

Armor Class 12

Hit Po ints 37 (5d8 + 15)

Speed 20 ft.

.. '-


STR

14 (+2)

DEX

15 (+2)

CON

17 (+3)

INT

5 (-3)

WIS

12 (+l)

CHA

6 (-2)

Da mage Res
istances cold, fire, lightning -.

Da m ag e Immunities poison

Conditio n Immunities charmed, frightened, poisoned

Se ns e s darkvision 120 ft., passive Perception 11

La nguages understands Abyssal b ut can't
s peak

Challenge 2 (450 XP)

••


Crippling Fear.
When a creatu re that isn't a demon start s its

turn w ithin 30 feet of t h ree or more rutterkins, it m us t make

a DC 11 Wisdom saving throw. The creature has d isadvantage

on the save if it's w ithin 30 feet of s ix or more rutterkins. On a

successful save, the creature is immune to the Crippling
Fear

of all rutterkins for 24 hours. On a failed save, the c reature

beCOrlJ.eS frightened of the rutterkins for l minute. While

frightened in this way, the creature
is restrained. At the end of

each of the frightened creature's turns, it can repeat the savin g

throw, ending the
effect on itself on a success.

ACTIONS

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 12 (3d6 + 2) piercing damage. If the target is a creature,

it must succeed on a DC 13 Constitution saving throw against

d isease or become poisoned. At the end of each long rest
, the

poisoned target can repeat the saving throw, ending the effect

on itself on a success. If the target is
reduced to 0 hit points

while poisoned in this way, it dies
and instantly tra nsforms in to

a living abyssal wretch. The transform at ion of t he bod y can be

undone only by
a wish spell.

CllAPTER 6 I BESTIARY


ABYSSAL
WRETCH

Medium fiend (demon), chaotic evil

Armor Class 11

Hit Po ints 18 (4d8)

Speed 20 ft.

STR
DEX

9 (-1) 12 (+l)

CON

11 (+0)

INT

5 (-3)

Da mage Resistances cold, fire, lightning

Damage Immunities poison

WIS

8 (-1)

Condition Immunities charmed, frightened, poisoned

Se nses darkvision 120 ft., passive Perception 9

Languages understands Abyssal but can't speak

Challenge
1/4 (50 XP)

ACTIONS

CHA

5 (-3)

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

Hit: S (ld8 + l) slashing
damage.
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