5e SRD >Gamemastering >Monsters & Foes >Monsters By Type >Aberrations >


Large aberration, neutral evil

Armor Class 17 (natural armor)
Hit Points 112 (15d10 + 30)
Speed 30 ft.

17 (+3) 16 (+3) 15 (+2) 18 (+4) 18 (+4) 18 (+4)

Skills Arcana +8, Deception +8, Insight +8, Intimidation +8, Investigation +8, Medicine +8, Survival +8
Damage Resistances cold, fire
Damage Immunities acid
Senses darkvision 60 ft., passive Perception 14
Languages understands Aklo, Common, but can’t speak; telepathy 120 ft.
Challenge 10 (5,900 XP)

Special Traits


  • Multiattack. The silaal makes two Kukri attacks.
  • Kukri. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (2d4 + 3) piercing damage. If the target is a creature that isn’t an undead or construct and it isn’t already bleeding profusely, the target must make a DC 15 Constitution saving throw. On a failed saving throw, the target begins bleeding profusely. At the beginning of each of its turns, the target’s maximum hit points are reduced by 18 (4d8). The target continues to bleed profusely until the target’s maximum hit points reach 0 and it dies. The target can repeat the saving throw at the end of each of its turns, or the target or another creature can use their action to make a DC 15 Wisdom (Medicine) check to staunch the bleeding, ending the effect on a success. Lost hit points return when the target takes a long rest.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene