These four-armed, four-legged, jet-black creatures live in bulbous, slick caves deep in the earth. They speak only in clicks and snaps, apparently uninterested in learning any common tongue. From their four arms they carry with them everywhere cages and chains in which they keep a bizarre assortment of creatures.

The Libra are a strange, alien race that pursue their own agenda from remote lairs. They appear to be collectors, seeking out a wide variety of creatures, capturing them, and taking them back to an uncertain fate. Nobody knows what their collections are used for: Ritual sacrifices? Bizarre cultural rites? A simple zoo?

Art by Damon Hellandbrand

When threatened, a Libra unleashes a powerful psychic attack, but prefers to escape rather than engage in combat. They often travel with escorts that will fight for them if need be.

The Libra bear a certain similarity to Mind Flayers, but the Libra don't eat brains, so I don't want quite the same effect. So instead I'm going to base them on bone devils, which have conveniently powerful abilities, and a sting that I can swap out for a psychic blast.

Let's do this!

Stat block

Homebrewery stat block:


Medium humanoid, chaotic neutral

  • Armor Class 19 (natural)
  • Hit Points 140 (15d10 + 58)
  • Speed 30 ft.
    18 (+4) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 12 (+1)

  • Saving Throws INT +5, WIS +6, CHA +5
  • Skills Deception +5, Insight +6
  • Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., Passive Perception 12
  • Languages --
  • Challenge 9 (5,000 XP)

    Magic Resistance. The Libra has advantage on saving throws against spells and other magical effects.


Multiattack. The Libra makes three attacks: two with its claws and one with its psychic blast.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Psychic Blast. Ranged Weapon Attack: +8 to hit, range 60 ft., one target. Hit: 27 (6d8) psychic damage, and the target must succeed on a DC 14 Constitution saving throw or take one level of exhaustion for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

View the art for this monster here.

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