Out of the Abyss

(Jeff_L) #1

slowly taken over by fungal growth, and after three such failed
saves, the creature dies and is reanimated as a spore servant if
•t's a type of creature that can be (see the "Mycomds" entry •n
the Monster Manual).


A chamberlai n of Zuggtmoy looks like a vaguely bipedal
mass of hlue mold with the barest hint of a face nested
deep in!-.ide a mossy cowl. ll pummels enemies with its
mossy fists.


STEEDERS
Duergar breed and train these giant Underdark-dwelling
tarantulas. Male steeders are as big as ponies and used
by the duergar as beasts of burden. The larger females
are trained and used as mounts.
Stceders don't spin webs, but they exude a stick y
substanre from their legs that lets them walk on walls
and ceilings without tr ouble. as well as snare prey.

FEMALE STEEDER
Lorge beoSI, unaligned

Armor Class 14 (natural armor)
Hit Points 30 (4d10 + 8)
Speed 30ft., climb 30ft.

STR
15 (+2)

DEX
16 (+3)

Skills Stealth +7

CON
14 (+2)

INT
2 (-4)

WIS
10 (+0)

Senses darkvision 120 ft ., passive Perception 10
Languages-
Challenge 1 (2 00 XP)

CHA
3 (-4)

Spider Climb. The steeder can climb d1fficult surfaces,
including upside down on ceilings, without needing to make an
ability check
Leap. The steeder can expend all1ts movement on its turn to
jump up to 90 feet vertically or horizontally, provided that 1ts
speed •s at least 30 feet.

ACTIONS
Bite. Melee Weapon Attock: +5 to hit, reach 5 ft., one creature.
Hit: 7 (1d8 + 3) piercing damage, and the target must make a
DC 12 Constitution saving throw, takmg 9 (2d8) acid damage
on a failed save, or half as much damage on a successful one.
Sticky Leg (Recharges when the Steeder Has No Creatures
Grappled) Melee Weapon Attack: +5 to h1t, reach S ft., one
Med1um or smaller creature. Hit. The target IS stuck to the
steeder's leg and grappled until it escapes (escape DC 1 2).

MALE STEEDER
Med1um beoSI, unaligned

Armor Class 12 (natural armor)
Hit Points 13 (2d8 + 4)
Speed 30ft., climb 30ft.

STR
15 (+2)

DEX
12 (+1)

Skills Stealth +5

CON
14 (+2)

INT
2 (-4)

WIS
10 (+0)

Senses darkv1sion 12 0ft., passive Perception 10
Languages-
Challenge 1/4 (SO XP)

CHA
3 (-4)

Spider Climb. The steeder can climb difficult surfaces,
including upside down on ceilings, without needing to make an
ability check.
Leap. The steeder can expend all its movement on its turn to
jump up to 60 feet vertically or horizontally, provided that its
speed is at least 30 feet.

A CTIONS
Bite. Melee Weapon Attock: +4 to hit reach S ft., one creature.
H1t: 7 (1d8 + 2) piercing damage. and the target must make a
DC 12 Constitution saving throw, takmg 4 (1d8) ac•d damage
on a fat led save, or half as much damage on a successful one
Sticky Leg (Recharges when the Steeder Has No Creatures
Grappled). Melee Weapon Attock: +4 to h•t, reach S ft.. one
Small or Tiny creature. Hit: The target is stuck to the steeder's
leg and grappled until it escapes (escape DC 12)

NONPLAYER CHARACTERS

Thi!:> section presents statistic!> for ~cvcra I unique ·pes
encountered in the adventure.

DROKI
Small humanoid (derro), chaotic evil

Armor Class 15 (studded leather)
Hit Points 31 (7d6 + 7)
Speed 30 ft. (60 ft. with boots of speed)

STR
, (+0)

DEX
16 (+3)

Skills Stealth +5

CON
13 (+1)

INT
10 (•0)

WIS
s (-3)

Senses darkvision 120ft., passive Perception 7
Languages Dwarvish, Undercommon
Challenge 2 (450 XP)

Special Equipment. Droki wears boots of speed.

CHA
16 (-r3)

Insanity. Droki has advantage on saving throws against betng
charmed or frightened.

Innate Spellcasting. Droki's innate spellcast.ng .abilil) IS
Charisma (spell save DC 13). He can .nnatcly cast the following
spells, requiring no material components.
At will: minor illusion
1fday each: darkness.jear, shatter
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