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"-. --...
----------------~~~~==---=~-~
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