This bestiary is for storytellers and world-builders. If you have ever thought about running a Dungeons & Dragons game for your friends, either a single night’s adventure or a long-running campaign, this tome contains page after page of inspiration. It’s your one-stop shop for creatures both malevolent and benign.
Some of the creatures that inhabit the worlds of D&D have origins rooted in real-world mythology and fantasy literature. Other creatures are D&D originals. The monsters in this book have been culled from all previous editions of the game. Herein you’ll discover classic critters such as the beholder and the displacer beast next to more recent creations such as the chuul and the twig blight. Common beasts mingle with the weird, the terrifying, and the ridiculous. In collecting monsters from the past, we’ve endeavored to reflect the multifaceted nature of the game, warts and all. D&D monsters come in all shapes and sizes, with stories that not only thrill us but also make us smile
|Saving Throws||INT+5, WIS+5|
|Skills||Arcana +5, History +5, Stealth +5|
|Damage Resistance||All damage but Force, Radiant, and Psychic|
|Senses:||Darkvision 60 ft, Passive Perception 15|
|Languages:||Common, Primordial, Telepathy 30’ to any creature|
Movement: The Mobile Consciousness is only able to fly. It can “swim” at the same speed as it’s flying. It does not need to eat or breath.
Magic Resistance. The Mobile Consciousness has advantage on saving throws against spells and other magical effects due to them being partially immaterial. While not able to pass through objects, they are also not quite solid.
Spellcasting. The Mobile Consciousness is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Mobile Consciousness has the following wizard spells prepared:
- Cantrips (at will): Mage Hand, Mind Sliver
- 1st level (2 slots): Dissonant Whispers
- 2nd level (1 slots): Mind Spike
Familiar. The Mobile Consciousness can enter a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the Mobile Consciousness senses if they are within 1 mile of each other. While the Mobile Consciousness is within 10 feet of its master, the master shares the Mobile Consciousness’s Magic Resistance trait.
The Mobile Consciousness can whisper to the caster’s mind even when it has not been summoned. If left unsummoned for more than a week, the Mobile Consciousness will start to pester the caster until it has been summoned. While it pesters the caster, the caster will be at a disadvantage on all spell casting.
The Caster is unable to ever remove or gain a replacement familiar after the Mobile Consciousness has been chosen. If it is caused to be removed from the Prime Material Plane for any reason, and the caster does not cast another Find Familiar to summon it back, the caster will start to suffer under a disadvantage on all spell casting after a week of the Mobile Consciousness having gone away until it has been re-summoned.
Invisibility. The Mobile Consciousness may at will turn magically invisible until it attacks, or it willingly ends the invisibility.
Mind Sliver Ranged Magic Attack (60’): +5 to hit, one target. Hit 1d6 (special)
The Mobile Consciousness will resemble a ball of light most of the time, but for limited times each day it may also assume the shape of an older looking person. That person can be of any humanoid race and gender but will always be the exact same shape for each individual Mobile Consciousness. Each one will only have one unique spirit form.
All forms of the Mobile Consciousness are semi-independent. While they will listen to the commands of the caster, it is able to argue, discuss those options as well, and more literally interpret those commands to a result that may not be what the caster intended. It will never attempt to cause the caster direct harm, but it is perfectly willing to play pranks on the caster and their companions.
Note that the casting if Find Familiar for the Mobile Consciousness is different than the normal casting. The casting itself will be a form of meditation for the casting time, and the ingredients will be the casters blood itself. The caster takes 1d4 of damage as well as one level of exhaustion.