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THE BOOK OF OBYRITHS

The most ancient denizens of the Abyss, updated to the 5th edition of the world’s

greatest roleplaying game!


Credits Artist Credits
Creature Design: u/SneakySnake685
Template Designers: u/5e_cleric, u/Kaiburr_Kath-Hound Front Cover: A Pack of Draudnus by Francis Tsai, @Wizards of
Watercolour Homebrewery Stains: u/flamableconcrete the Coast

The monsters in this book originally appeared in the following Page 4: Draudnu by James Zhang, @Wizards of the Coast
D&D products: Dragon #349, Dragon #357, Elder Evils, Fiendish Page 5 (Top): Ekolid by Ted Pendergraft, @Wizards of the Coast
Codex I: Hordes of the Abyss, Monster Manual V Page 5 (Bottom): Ekolid by Isabel Beis
Page 6: Golothoma by Skan Srisuwan, @Wizards of the Coast
Page 7 (Left): Saltmarsh Fish by unknown artist, @Wizards of the
Coast
Page 7 (Right): Uzollru by Andrew Hou, @Wizards of the Coast
Page 8: Verakia by Andrew Hou, @Wizards of the Coast

ON THE COVER
A group of Draudnu demons wander in the vile Cyst of
Madness, in this piece by Francis Tsai, which originally
appeared in Essence of Evil, an adventure in issue #152 of
Dungeon Magazine.

The contents of this document is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards.
Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Obyriths purpose of destroying all non-Obyrith life and are filled
with a burning hatred of all other creatures.
The Obyriths are a truly ancient race of demons,
predating the existence of mortals and, some say, even Ekolid
the gods themselves. Ekolids are insectoid fiends who see other creatures as
Abstract Evil. The Obyriths bear little resemblance to little more than incubators for their eggs. An Ekolid is
the mortal creatures that now walk the cosmos. vaguely ant-like in shape, although it is the size of a
Although they are hideous to behold, the revulsion they large wolf. It has a cluster of black, hateful eyes, which
inspire in mortals runs far deeper than that; everything are surrounded by gnashing mandibles. Three pairs of
about them, from their foul odours, to the sounds they wings sprout from its thorax and its abdomen ends in a
make, to the taste they leave in one’s mouth, assails the mass of writhing tails, each one tipped with a cruel
senses, as though the universe itself were screaming out stinger. These stingers are actually ovipositors, which it
in protest at the existence of such vile things. uses to implant its victims with its young, which hatch
Original Sin. The Obyriths are believed to have to seconds afterward. The sadistic Ekolids have no
have once been the masters of their own realm, far interest in dead bodies and only implant their eggs into
beyond the cosmos. This world was destroyed, however, living hosts.
by their own dark hunger for life and power, and left a
decaying realm of crumbling ruins. All-too aware of Golothoma
their world’s impending destruction, the Obyriths Golothomas are horrific, Abyssal predators, driven only
hatched a plan to escape to another reality. Some by an endless hunger. Their bodies are serpentine, with
scholars believe that it was them who planted the seed oddly bulging flanks and horns protruding seemingly at
of ultimate evil, which led to the corruption of the random from their knotted forms. They have tails
cosmos and the creation of the Abyss. dripping with steaming acid, which rise in the air like
Forgotten Masters. As the Tanar’ri Demons, more
closely connected to the failings of mortals, arose to that of a scorpion. A Golothoma’s face is little more than
dominate the Abyss, the Obyriths sunk into decline and a single, yellow eye, surrounded by insectoid arms. As it
were all but forgotten. Nonetheless, their crumbling has no mouth, a Golothoma feeds by absorbing flesh
fortresses still dot the surface of many an Abyssal layer through its shadow, which is misshapen and doesn’t
and the Obyriths themselves still lurk in the foul corners match its body.
of that cursed realm. Uzollru
Obyrith Lords Uzollrus are aquatic demons of truly titanic size. They
scour the seas of the Abyss, in search of living prey.
Some of the most powerful Obyriths still rule over layers
of the Abyss as Demon Lords. Such foul beings include Although they have no need for sustenance and can live
Ugudenk the Squirming King, an impossibly huge, worm- forever without eating, they do so any, simply because
like creature; Dagon, Prince of Darkened Depths, a they relish the act of liquefying and consuming other
tentacled leviathan ruling over an Abyssal sea; Pazuzu of creatures. An Ulzollru’s body is vaguely reminiscent of a
the Lower Aerial Kingdoms, a four-winged trickster who
centipede, with dozens of flippers instead of legs. Its
holds sway over the flying creatures of the Abyss; Obox-
ob, the Prince of Vermin, a hideous, chitinous creature head resembles a sea anemone with a single red eye
with three faces on his head and clusters of arachnoid bulging at its centre. It has five tentacles, which
limbs bursting from his wretched form; and Pale Night, surround this eye in a radial pattern. Lobster-like arms
the Mother of Demons, a shrouded entity of strange,
protrude from the sides of its head, each one ending in a
shimmering light, whose true form was rejected by reality
spiny claw. Certain ancient ruins in the depths of the
itself.
Abyssal layer known as the Shadowsea, suggest that the
Uzollru were once an advanced society. These
Draudnu cyclopean cities are built to conform to the Uzollrus’
Draudnus are said to have been created from the immense size and alien shape and their bulbous
skeletons of ancient creatures of goodness who dared to buildings and dizzying spires are said to fill the viewer
campaign against the Obyriths. When the Demon Lord with a sense of horror and nausea. It is apparent that
Pale Night breathed life back into their bones, she the Ulzollru used to be much more intelligent, although
reshaped them into a form conceived in the very heart of it is unclear whether their once-great minds will remain
lunacy. Its three muscular legs are attached to the top of in decline.
its body, while the fleshy mass that could be considered Verakia
its “head” can be found at the bottom. It has three bony
hooks, which surround a single, pulsing, red eye. Its The Verakia are creatures of unrivalled ferocity:
body is covered in blisters and boils, which are filled intelligent enough to enjoy the pain and fear of their
with noxious acid. Draudnus were created for the prey, but stupid enough to think of themselves as the
3 OBYRITHS
mightiest creatures in the Abyss. Verakia enjoy hunting
in dense jungles, which might bog down their prey, yet
allow them to move unimpeded, as though the forest Draudnu
itself were recoiling in fear at their approach. A Medium fiend (demon), chaotic evil
Verakia’s body is saurian, with clawed feet and a long,
spiked tail. In addition to its far-too-many legs, a Verakia Armor Class 19 (natural armor)
has a pair of humanoid arms, which end in two-fingered Hit Points 119 (14d8 + 56)
hands, each of which sports a serrated, scythe-like claw. Speed 50 ft.

Its head has four baleful eyes and an immense mouth


with a forked tongue. It has two horns angled STR DEX CON INT WIS CHA
downwards and a third, which runs back from the rear 18 (+4) 19 (+4) 18 (+4) 13 (+1) 16 (+3) 17 (+3)
of its head. They are also in possession of a mighty
breath weapon, which allows them to belch out Saving Throws Dex +8, Con +8, Wis +7

devastating bursts of flame. Skills Acrobatics +8, Perception +7, Survival +7


Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities charmed, frightened, poisoned,
stunned
Senses darkvision 60 ft., truesight 30 ft., passive Perception
17
Languages Abyssal, Telepathy 120 ft.
Challenge 10 (5,900 XP)

Acid Blisters. Whenever the draudnu takes damage, each


creature within 5 feet of it must succeed on a DC 16
Constitution saving throw, taking 9 (2d8) acid damage on a
failed save, or half as much on a successful one.

Form of Madness. Any creature other than a fiend that starts its
turn within 60 feet of the draudnu must succeed on a DC 16
Wisdom saving throw or be overwhelmed by the belief that
something is growing inside it. A creature afflicted in this way
is poisoned. A Greater Restoration spell or similar magic ends
this effect. If a creature’s saving throw is successful or the
effect ends for it, the creature is immune to the draudnu’s
Form of Madness for the next 24 hours.

Magic Resistance. the draudnu has advantage on saving throws


against spells and other magical effects.

Magic Weapons. the draudnu’s weapon attacks are magical.

Vicious Critical. The draudnu scores a critical hit on a roll of 19


or 20.

A ctions
Multiattack. The Draudnu makes three attacks with its flesh
hooks.

Flesh Hook. Melee Weapon Attack: +8 to hit, reach 5 ft., one


target. Hit: 11 (2d6 + 4) piercing damage. If the target is a
medium or smaller creature, it is restrained, as it is pinned
down by the draudnu’s flesh hook. A creature restrained in this
way can use an action to attempt a DC 16 Strength (Athletics)
or Dexterity (Acrobatics) check, freeing itself on a success, but
taking 5 (1d10) slashing damage. The draudnu has three
hooks, each of which can restrain one creature.

OBYRITHS 4
Ekolid
Small fiend (demon), chaotic evil

Armor Class 14 (natural armor)


Hit Points 33 (6d6 + 12)
Speed 30 ft., climb 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 15 (+2) 10 (+0) 18 (+4) 13 (+1)

Skills Acrobatics +5, Stealth +5


Damage Resistances acid, cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks
Condition Immunities poisoned
Senses darkvision 60 ft., truesight 10 ft., passive Perception
14
Languages Abyssal, Telepathy 60 ft.
Challenge 3 (700 XP)

Form of Madness. Any creature other than a fiend that starts its
turn within 60 feet of the ekolid must succeed on a DC 12
Wisdom saving throw or begin to hallucinate that tiny insects
are crawling over its hair, clothes, and skin. A creature that is
hallucinating in this way suffers disadvantage on all ability
checks and on Constitution saving throws made to maintain
concentration on a spell. A Lesser Restoration spell or similar
magic ends this effect. If a creature’s saving throw is successful
or the effect ends for it, the creature is immune to the ekolid’s
Form of Madness for 24 hours.

Magic Resistance. the ekolid has advantage on saving throws


against spells and other magical effects.

Supernatural Quickness. the ekolid can take the Dash action as


a bonus action on each of its turns.

A ctions
Multiattack. The ekolid makes six attacks with its sting.

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


Hit: 5 (1d4 + 3) piercing damage and the target must succeed
on a DC 12 Constitution saving throw or become infested with
an ekolid egg. At the start of the target’s next turn, the egg
hatches and the target takes 3 (1d6) piercing damage as the
ekolid grub gnaws its way out of the victim. The grub has AC 5,
1 hit point and no effective attacks and grows into an adult
ekolid after 1d8 hours.

5 OBYRITHS
Golothoma Form of Madness. Any creature other than a fiend that starts its
turn within 60 feet of the golothoma must succeed on a DC 19
Huge fiend (demon), chaotic evil
Wisdom saving throw or become obsessed with shadows,
gaining disadvantage on attack rolls and ability checks, unless
Armor Class 18 (natural armor) it is in dim light. A Greater Restoration spell or similar magic
Hit Points 225 (18d12 + 108) ends this effect. If a creature’s saving throw is successful or the
Speed 30 ft., burrow 50 ft., swim 50 ft. effect ends for it, the creature is immune to the golothoma’s
Form of Madness for 24 hours.
STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 22 (+6) 4 (–3) 17 (+3) 19 (+4) Magic Resistance. the golothoma has advantage on saving
throws against spells and other magical effects.
Saving Throws Str +12, Con +11 Magic Weapons. the golothoma’s weapon attacks are magical.
Skills Athletics +12, Perception +8
Damage Resistances acid, cold, fire, lightning; bludgeoning, Ravenous Shadow. Whenever a creature ends its turn within 15
piercing, and slashing from nonmagical attacks feet of the golothoma, it must succeed on a DC 19 Constitution
Damage Immunities poison saving throw or gain 1 level of exhaustion. Whenever a creature
Condition Immunities charmed, frightened, poisoned, gains a level of exhaustion in this way, the golothoma recovers
stunned 5 hit points.
Senses darkvision 60 ft., truesight 30 ft., passive Perception
18 A ctions
Languages Abyssal, Telepathy 120 ft.
Challenge 16 (15,000 XP) Multiattack. The golothoma makes three attacks: two with its
claws and one with its tail.

Amphibious. the golothoma can breathe air and water. Claw. Melee Weapon Attack: +12 to hit, reach 60 ft., one target.
Hit: 23 (3d10 + 7) slashing damage.
Dimensional Reach. The golothoma can reach between
dimensions to strike targets with its claws, giving its claw Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
attacks a reach of 60 feet (included in the attack). Hit: 14 (2d6 + 7) bludgeoning damage plus 28 (8d6) acid
damage.

OBYRITHS 6
Uzollru A ctions
Gargantuan fiend (demon), chaotic evil
Multiattack. The uzollru uses its stunning gaze. Then, it makes
Armor Class 18 (natural armor) two attacks with its claws.
Hit Points 350 (20d20 + 140) Claw. Melee Weapon Attack: +15 to hit, reach 30 ft., one target.
Speed 20 ft., swim 60 ft. Hit: 27 (4d8 + 9) bludgeoning damage. If the target is a
creature, it is grappled (escape DC 23). Until this grapple ends,
STR DEX CON INT WIS CHA the target is restrained. The uzollru has two claws, each of
28 (+9) 11 (+0) 25 (+7) 6 (–2) 22 (+6) 20 (+5) which can grapple only one target.

Saving Throws Dex +6, Con +13, Wis +12, Cha +11 Feeder Tentacles. Melee Weapon Attack: +15 to hit, reach 30 ft.,
Skills Perception +12, Stealth +6 one target grappled by the uzollru. Hit: 18 (2d8 + 9)
Damage Resistances acid, fire, lightning; bludgeoning, bludgeoning damage and the target’s Constitution score is
piercing, and slashing from nonmagical attacks reduced by 2d6. The target dies if this reduces its Constitution
Damage Immunities cold, poison score to 0. Otherwise, the reduction lasts until the target
Condition Immunities charmed, frightened, poisoned, prone, finishes a long rest.
stunned Stunning Gaze. The uzollru targets one creature it can see
Senses darkvision 240 ft., truesight 60 ft., passive Perception within 120 feet of it. That creature must succeed on a DC 19
21 Wisdom saving throw or be stunned for 1 minute. A creature
Languages Abyssal, telepathy 120 ft. can repeat the saving throw at the end of each of its turns,
Challenge 17 (18,000 XP)
ending the effect on itself on a success.

Form of Madness. Any creature other than a fiend that starts its
L egendary A ctions
turn within 60 feet of the uzollru must succeed on a DC 19 The uzollru can take 3 legendary actions, choosing from the
Wisdom saving throw or have its Intelligence, Wisdom, and options below. Only one legendary action option can be used at
Charisma scores reduced to 1 until the start of its next turn. A a time and only at the end of another creature’s turn. The
Greater Restoration spell or similar magic ends this effect. If a uzollru regains spent legendary actions at the start of its turn.
creature’s saving throw is successful or the effect ends for it,
the creature is immune to the Uzollru’s Form of Madness for Glide. The uzollru moves up to half its speed without
24 hours. provoking opportunity attacks.
Implacable. If the uzollru is grappled or restrained, it ends the
Magic Resistance. the uzollru has advantage on saving throws condition on itself.
against spells and other magical effects. Liquefy (Costs 2 Actions). If the uzollru has a creature
grappled, it makes an attack with its feeder tentacles.
Magic Weapons. the uzollru’s weapon attacks are magical. Blasphemous Gaze (Costs 2 Actions). The uzollru targets one
creature it can see within 60 feet of it that is immune to its
Regeneration. the uzollru regains 10 hit points at the start of its
form of madness. The target must succeed on a DC 19
turn if it has at least 1 hit point.
Wisdom saving throw or become frightened for 1 minute and
lose its immunity to the uzollru’s form of madness.

7 OBYRITHS
Verakia Freedom of Movement. the verakia ignores difficult terrain, and
Gargantuan fiend (demon), chaotic evil magical effects can’t reduce its speed or cause it to be
restrained. It can spend 5 feet of movement to escape from
Armor Class 17 (natural armor) nonmagical restraints or being grappled.
Hit Points 280 (16d20 + 112)
Speed 50 ft., swim 30 ft. Magic Resistance. the verakia has advantage on saving throws
against spells and other magical effects.
STR DEX CON INT WIS CHA Magic Weapons. the verakia’s weapon attacks are magical.
26 (+8) 14 (+2) 25 (+7) 6 (–2) 15 (+2) 17 (+3)
A ctions
Skills Athletics +13, Perception +7, Stealth +7
Damage Resistances acid, cold, lightning; bludgeoning, Multiattack. The verakia makes four attacks: one with its bite,
piercing, and slashing from nonmagical attacks two with its talons, and one with its tail. If it hits the same
Damage Immunities fire, poison target with three or more of these attacks, the target must
Condition Immunities charmed, frightened, poisoned, succeed on a DC 16 Wisdom saving throw or be stunned until
stunned the end of its next turn.
Senses darkvision 60 ft., truesight 30 ft., passive Perception
Bite. Melee Weapon Attack: +13 to hit, reach 20 ft., one target.
17
Hit: 26 (4d8 + 8) piercing damage.
Languages Abyssal, telepathy 120 ft.
Challenge 15 (13,000 XP) Talon. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
Hit: 17 (2d8 + 8) slashing damage.
Forest Camouflage. the verakia has advantage on Dexterity Tail. Melee Weapon Attack: +13 to hit, reach 25 ft., one target.
(Stealth) checks made to hide in forested terrain. Hit: 30 (4d10 + 8) bludgeoning damage. If the target is a
creature, it must succeed on a DC 21 Strength saving throw or
Form of Madness. Any creature other than a fiend that starts its be knocked prone.
turn within 60 feet of the verakia must succeed on a DC 16
Wisdom saving throw or be overwhelmed by raw fury, using its Breath Weapon (Recharge 5-6). The verakia exhales unholy fire in
action each turn to make a melee attack against a creature a 60-foot cone. Each creature in that area must make a DC 20
other than itself or the verakia. If no other creatures are in Dexterity saving throw. On a failed save, a creature takes 45
reach, it moves up to its speed towards the nearest creature. A (10d8) fire damage and its charisma score is reduced by 1d6. A
Greater Restoration spell or similar magic ends this effect. If a creature dies if this reduces its Charisma to 0. Otherwise the
creature’s saving throw is successful or the effect ends for it, reduction lasts until the creature finishes a long rest. On a
the creature is immune to the verakia’s Form of Madness for 24 successful save, a creature takes half as much damage and its
hours. charisma score isn’t reduced.

OBYRITHS 8

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