The Dracobeelzebufo is the undead version of the huge dinosaur-eating froghemoth species found in Chult named Beelzebufo. It is a form of dracolich because the Beelzebufo is believed to be tied to a draconic bloodline, specifically a blue dragon bloodline. Creating this strange dracolich requires the magical tome called THE TOME OF THIAM which contains the spells and rituals needed to create the undead horror.
Huge undead, neutral evil
Armor Class 21 (natural)
Hit Points 225 (18d12+108)
Speed 40 ft.
Standing Leap (Movement) : The monster’s long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.
Phasing (Movement) The creature can move through solid obstacles (walls, terrain) as long as its movement can end in an unoccupied space.
|25 (+7)||10 (0)||23 (+6)||16 (+3)||15 (+2)||19 (+4)|
Saving Throws Dex +5, Con +11, Wis +7, Cha +9
Skills Perception +12, Stealth +5
Damage Resistances necrotic
Damage Immunities lightning, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses blindsight 60 ft., darkvision 120 ft.
Challenge 17 (18,000 XP)
Legendary Resistance (3/Day). If the monster fails a saving throw, it can choose to succeed instead.
Magic Resistance. The monster has advantage on saving throws against spells and other magical effects.
Multiattack. The monster can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Jagged Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
Swallow Whole. On a successful Jagged Bite Action, the victim must succeed at a DC 15 or be swallowed. The victim tumbled down through the creature’s boney throat into its ribcage. The rib cage bones are sharp and jagged, doing 2d6+2 damage on the first round. Every round afterwards when the victim moves within the ribcage, the sharp bones inflict another 2d4 damage as they tear and rend flesh. The swallowed victim is Grappled (escape DC 13). Until this grapple ends, the target is Restrained, and the toad can’t bite another target. Succeeding a the DC 13 Grapple allows the victim to slip out of the ribcage gaps, escaping the boney prison.
Flipper Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) damage.
Frightful Presence. Each creature of the monster’s choice that is within 120 feet of the monster and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the monster’s Frightful Presence for the next 24 hours.
Lightning Breath (Recharge 5-6). The monster exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
The monster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The adult blue dracolich regains spent legendary actions at the start of its turn.
Detect. The monster makes a Wisdom (Perception) check. This allows it to determine which enemy has the lowest AC.
Grappling Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is Grappled (escape DC 13). Until this grapple ends, the target is Restrained, and the toad can’t bite another target.
Fetid Cloud: A 10-foot radius of disgusting green gas extends out from the creature. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be Poisoned until the start of its next turn. While Poisoned in this way, the target can take either an action or a Bonus Action on its turn, not both, and can’t take reactions.
This ancient white dragon is feared by all sailors of the Sword Coast, except for those who dismiss her as a legend — until it’s too late. The Flying Hunt of Nimbral and several aerial patrols from Evermeet have fought her in midair and forced her into flight on occasion, but most ships are helpless against her diving attacks — and when crews scramble down into their holds to escape her snatching claws, she’s been known to land on a ship and tear it apart like a child opening a gift. What makes Arveiaturace so deadly is her past: She was the steed of a wizard, Meltharond Thone, who captured and tamed her. Over the centuries of her servitude, her hatred for him turned slowly to love, and she was plunged into melancholy when at last, longevity magic failing, he died.
Arveiaturace is more intelligent — and vastly more sensitive — than most white dragons, but she has all the savagery and snarling hunger for revenge of her kind. She grew so used to the company of Meltharond (who chatted with her constantly, treating her as an equal despite the spells that prevented her from attacking him) that she’s now governed by loneliness and has been known to spare sailors and others she snatches if they don’t like wizards, don’t attack her, and have the quick wits to shout out a desire to talk (or demonstrate an ability to sing) before she bites the life from them.
Over the years, she has developed a relationship of mutual respect with Laeral, the Lady Mage of Waterdeep, and with the seafarer and shipwright Old Aldon of Mintarn, but the White Wyrm is spoken of with awe and fear in Candlekeep: She once heard from a captive that a certain sage of that establishment had written disparagingly of Meltharond. She arrived unannounced to tear the roof from the main building, snatch up the writer, and set straight his views on the dead wizard. It’s reported that less than a month later, Laeral of Waterdeep personally delivered a freshly printed tome from Candlekeep entitled The High History of the Mighty Mage Meltharond to the White Wyrm, and stayed with the dragon for more than a tenday, talking day and night through. She has refused to answer queries as to just what was discussed, but sailors have noticed that the White Wyrm now seems to turn a blind eye to vessels sailing near Waterdeep.
Oakmoss was a coastal fishing village near a small inland lake on the Sword Coast. A stretch of cliffs a short walk from the village were riddled with small, shallow caves. Some believe that the small creatures were summoned from another plane of existence and unleashed upon the people of the village. Others suggest that they were mutated by some kind of alchemical mutagen or arcane potion. Either way, the parasites fell on the village in a swarm from the caves, first drinking the villagers dry of their blood and then taking possession on their lifeless bodies.
The Waterdeep Navy dealt with Oakmoss by burning it to the ground, including every remaining villager. The whole area was left lifeless, with everything of value gone and no one to call it a village anymore. But vermin have a way of surviving, and surivive they did.
Oakmoss Parasites, also called Corpse Fleas, are small flightless insects. As parasites of mammals and birds, they live by consuming the blood of their hosts. Adults are up to about 3 mm long and usually brown. Bodies flattened sideways enable them to move through their host’s fur or feathers; strong claws prevent them from being dislodged. They lack wings, and have mouthparts adapted for piercing skin and sucking blood and hind legs adapted for jumping. The latter enable them to leap a distance of some 50 times their body length, a feat second only to jumps made by froghoppers. Larvae are worm-like with no limbs; they have chewing mouthparts and feed on organic debris.
However, the Corpse Flea is most feared for its interaction with corpses. It has developed its necromanical desires into a way of life, using corpses to propagate itself. Whereas a fly will merely implant eggs into a corpse and leave, letting its offspring use the corpse as nourishment, this creature instead crawls entirely inside a corpse then uses it to walk it around, spreading small nodules shaped like spikes and akin to seeds as it walks. A clear ichor that serves to accelerate the growth of its nodules accompanies the spikes. This ichor often seeps from the orifices of the host.
When a Corpse Flea traveling inside a host encounters another dead body, it “spits” one of its spikes into the body. The spike injects fluid into the corpse, and the spike itself slowly burrows into the body, toward the heart, then grows. Within two days, a new parasite fills the chest of the corpse, animates the body, and walks around searching for dead bodies on its own.
These creatures do not seek to kill living creatures and try to avoid them. However, they are drawn to blood and, like vultures, seek out living things they sense may die. If attacked, they won’t hesitate to defend themselves, spitting spikes at opponents.
The Oakmoss Parasite can sustain a corpse for up to a month. While its fluid prevents the decay of muscle and connective tissue, the creature must eat. The corpse itself is the most convenient source of food, so it nibbles slowly on the inner flesh. Once the body has ceased to be of use, the parasite crawls out through the most accessible opening and inches away, looking for other bodies. Naturally, the beasts are attracted to battlefields and the enormous pickings to be found there. However, the Corpse Flea is keen to pick bodies that are intact. Any gross openings in the skin will allow too much of its fluid to leak out. Therefore, it is more likely to pick a body that has died from blunt trauma than from, say, being hacked to death. It prefers animals and people that have died from sickness. If it cannot find a corpse, it chooses some place to wait until it smells a corpse. It prefers moist hiding places; ideal locations include coastal caves, since they’re dark and wet, and stagnant lakes. During the night, it may sometimes roam the countryside if it is desperate enough.
Troglodytes are described as being shorter than a human, with spindly but muscular arms and squat legs. It also has some lizardman-like traits with a reptilian head and forearms, a spinal crest, and a long, slender tail. Troglodytes carry a repulsive odor which causes harm to those around them.
Troglodytes primarily worship their patron, a disgusting toad-lizard called Laogzed. Some worship Ogrémoch, prince of evil earth creatures. In ancient times, many worshiped Demogorgon.
The spoken troglodyte language is apparently derived from a simplified version of the lizardfolk tongue, but this is accompanied by a vast, full vocabulary consisting of smells generated by troglodyte scent glands. This olfactory language was apparently their original means of communication, and they adopted words from the lizardfolk dialect of Draconic purely to make themselves comprehensible to outsiders. Their olfactory language takes precedence over all others.
Troglodytes are fairly intelligent. They are not as intelligent as most humans, but their fear towards their deities allows them to be easily fooled. Showing god-like power, saving them from harm, or offering them shiny objects has a chance of taming them. Troglodytes do not enjoy captivity and can generally be influenced to become a companion by releasing them.
Sequestered in high mountains atop tall trees, the aarakocra, sometimes called birdfolk, evoke fear and wonder. Many aarakocra aren’t even native to the Material Plane. They hail from a world beyond—from the boundless vistas of the Elemental Plane of Air. They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.
Aarakocra are about 5 feet tall and have a wing span of 20 feet. About halfway along the edge of each wing is a hand with three human-sized fingers and an opposable thumb. An elongated fourth finger extends the length of the wing and locks in place for flying. Though the wing-hands cannot grasp during flight, they are nearly as useful as human hands when an aarakocra is on the ground and its wings are folded back. The wing muscles anchor in a bony chest plate that provides the aarakocra with extra protection. The powerful legs end in four sharp talons that can unlock and fold back to reveal another pair of functional hands, also with three human-sized fingers and an opposable thumb. The hand bones, like the rest of an aarakocra’s skeleton, are hollow and fragile.
Aarakocra faces resemble crosses between parrots and eagles. They have gray-black beaks, and black eyes set frontally in their heads that provide keen binocular vision. Plumage color varies from tribe to tribe, but generally males are red, orange, and yellow while females are brown and gray.
Aarakocra speak their own language, the language of giant eagles, and, on occasion, the Common tongue.
In aerial combat, an aarakocra fights with either talons or the heavy fletched javelins that he clutches in his lower hands. An aarakocra typically carries a half dozen javelins strapped to his chest in individual sheaths.
Aarakocra live in small tribes. Each tribe has a hunting territory of about 10,000 square miles with colorful banners and pennants marking the boundaries.Each tribe lives in a communal nest made of woven vines with a soft lining of dried grass. The eldest male serves as the tribe’s leader. In tribes of more than twnety members, the second oldest male serves as the shaman, leading simple religious ceremonies involving the whistling of melodic hymns at sunset on the first day of a new month. Males spend most of their waking hours hunting for food and occasionally for treasure, such as gems and other shiny objects. Females spend eight months of the year incubating their eggs, passing the time by fabricating javelins and other tools from wood and stone. While resting on their backs, aarakocrafemales can use all four hands at the same time to weave boundary pennants, javelins sheaths, and other useful objects from vines and feathers.
Five aarakocra, including a shaman, can summon an air elemental by chanting and performing an intricate aerial dance. The summoned air elemental will comply with the aarakocras’ request for a favor, though it will not endanger its life on their behalf.
Aarakocra have little to do with other species, including neighboring aarakocra tribes, and leave their home territory only in extreme circumstances. They rarely encounter humans except for an occasional foray into a rural community to snatch a stray farm animal; this is not an intentionally malicious act, as aarakocra are unable to distinguish between domestic and wild animals. A human venturing into aarakocra territory may be able to convince one to serve as a guide or a scout in exchange for a shiny jewel or coin.