Monster Hunter Monsterpedia

A comprehensive list of the monsters from monster hunter translated into D&D

Monsters

Monsters make up the animals in the ecosystem of the world of Monster Hunter. The term "Monsters" is not used in the same way as the term 'Monstrosity' is in the Forgotten Realms, but instead is used simply as an over-arching term for all the different species lumped together, much like animals is used for everything ranging from a bear to a goldfish.

Natural Creatures. All the monsters listed in this suppl;ement function as though they had the Beast tag, except in notable cases. Any monster with the Elder Dragon type is not considered a beast, nor a dragon but is instead its own monster type with its own rules which will be detailed in the Elder Dragon portion of this supplement. For all other monsters however, spells such as Dominate beast, or Animal Friendship affect them, and a druid can wildshape into any they have seen (CR restrictions still apply) etc. It is up to the DM's discretion however whether they wish to see these creatures as beasts or monstrosities, it is simply reccomended they be seen as beasts as in Monster Hunter the Monsters are a part of the natural world, not magical creatures as monstrosities often are.

Enrage All monsters of size large and bigger listed in this supplement have the enrage feature, even if it isn't listed on their stat block. When this creature starts its turn with less than half its maximum hit points and has taken damage since its last turn, it enters a rage for a number of rounds equal to 1d6 + its constitution modifier rounds (minimum of 1). While enraged, it gains immunity to exhaustion, has a +1 bonus to attack rolls, and rolls an extra damage die on attacks. When the rage ends, the monster gains 3 levels of exhaustion. The creature cannot re-enter rage for 2d4 rounds Certain monsters have special enrage rules listed in their stat blocks, which add additional benefits when they enrage. (Credit to reddit user wandering-monster for these enrage rules. Will eventually move this feature into all stat blocks instead of here).

Amphibians

Amphibians are a class of monster that are superficially frog-like in body structure, with powerful, spring-like back legs and muscular forelegs. They are known to inhabit a diverse range of environments and are typically carnivorous.


Zamite

Small Amphibian, Unaligned


  • Armor Class 14 (Natural Armour)
  • Hit Points 10(3d6)
  • Speed 15ft., swim 20ft., burrow 15ft. (Only in ice)

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 11 (+0) 2 (-4) 10 (+0) 6 (-2)

  • Damage Resistances Cold
  • Senses Blindsight 10ft., passive Perception 10
  • Languages --
  • Challenge 1/4 (50 XP)

Amphibious The zamite can breath in both air and water.

Growth. After increasing its max hp by 15 points the zamite grows legs and becomes medium in size. It gains an extra 10ft. of movement and its bite attack replaces its blood drain attack.

Actions

Leech. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the zamite attaches to the target. While attached, the zamite doesn't attack. Instead, at the start of each of the zamite's turns, the target loses 5 (1d4 + 3) hit points due to blood loss. The zamite's maximum hitpoints increase equal to the damage it deals each turn and it heals the same amount. These hitpoints stack.

The zamite can detach itself by spending 5 feet of its movement. It does so after the target dies. A creature, including the target, can use its action to detach the zamite.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Zamite are a small, shark-like creature whose relatively large mouth houses many rows of teeth made for attacking prey and hunters.

Zamite have been sighted in a number of different stages of development, with some having fully developed legs, while others slide on their bellies.

During battle, Zamite can grow larger when it ingests bodily fluids. These fluids also allow Zamites to grow legs if they are ingested by the individuals without limbs.

Zamite behave just like Giggi in the manner of aggressively attacking any possible food source and draining them of their vital fluids.



Zamtrios

Large Beast (Amphibian), Unaligned


  • Armor Class 14 (Natural Armour)
  • Hit Points 120(15d10 + 30)
  • Speed 30 ft., swim 50 ft., burrow 40 ft. (Only in ice)

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 6 (-3)

  • Skills Stealth +6
  • Damage Resistances Cold
  • Senses Blindsight 10ft., passive Perception 11
  • Languages --
  • Challenge 5 (1,800 XP)

Amphibious. The Zamtrios can breath in both air and water.

Standing Leap. The Zamtrios' long jump is 30 ft and its high jump is 20 ft regardless of whether it made a running start or not.

Enrage. When the Zamtrios enrages it encases itself in Ice Armour on top of the usual benefits. This Armour gives the Zamtrios a +1 to AC and immmunity to cold damage. The Ice Armour persists until the Zamtrios Inflates, its enrage ends or it takes 30 fire damage in a round.

Inflate. When the Zamtrios reaches 1/4 (30) health, it inflates. Its size becomes Huge and it gains a +2 to strength but loses its burrow speed. If it enrages it does not gain Ice Armour. The Zamtrios leaves this form when it dies. Upon death the Zamtrios expels all the built up water in its body. All creatures withing 5 ft of the Zamtrios must make a DC 14 dexterity saving throw. On a failure targets take 12 (3d6) bludgeoning damage and 12 (3d6) cold damage and are knocked prone. On a success targets take half the bludgeoning damage and are not knocked prone.

Actions

Multiattack. The Zamtrios makes two bite attacks

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 15 (2d10 + 4) piercing damage and the target is grappled (Escape DC 16) and the Zamtrios can't bite another target or use its Ice Breath.

Swallow (While Inflated). The Zamtrios makes a bite attack against one target it has grappled. On a hit the target is swallowed. While swallowed a target is blinded and restrained and takes 13 (2d12) acid damage at the start of each of the Zamtrios' turns. If the Zamtrios takes 20 damage from a creature it has swallowed, it must make a DC 16 Constitution saving throw or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Zamtrios. If the Zamtrios dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 10 feet of Movement, exiting prone.

Slam (While Inflated). The Zamtrios leaps into the air and smashes into the ground in an area 30 ft from its starting point. Any creature in the space Zamtrios lands in must make a DC 16 Dexterity saving throw. On a failure, creatures take 22 (4d10) bludgeoning damage, are knocked prone and are pushed toa space within 5ft. of the Zamtrios (Zamtrios' choice). On a success targets take half damage and aren't knocked prone but are still pushed (creature's choice). This uses the Zamtrios' move action and action.

Ice Water (Recharge 5-6). The Zamtrios sweeps a beam of icy water in a 60 ft cone infront of itself. Any creature in the cone must make a DC 16 Dexterity saving throw or take 21 (6d6) cold damage and have their speed reduced by 10 feet until the end of their next turn. On a succes a creature takes half damage and doesn't have its speed reduced. Targets killed by this attack are frozen solid until thawed. The Zamtrios can't use its ice breath while inflated.

Zamtrios is a large, quadrupedal monster with grey-blue skin and yellow fins. It is superficially shark-like in appearance, with a long, pointed snout and a mouth filled with multiple rows of sharp teeth. Zamtrios is sometimes seen encased in an ice-like armor, which forms many spines and horns all over its body. As the adult form of Zamite, its limbs are powerful and fully-developed. Its skin is extremely elastic in order to accommodate its inflation abilities. Zamtrios is capable of shooting powerful torrents of water from its mouth to blast away enemies. It can also travel beneath the ice to launch ambush attacks on prey. Using a specialized reactive fluid that is secreted through its skin, it is capable of encasing itself in an icy armor.. The armor also forms a long and jagged spear at the end of its snout. In addition, it can also fill itself with fluid and swell up to massive proportions. In this state it is capable of rolling and jumping on top of targets in an effort to crush them. Zamtrios is a predator, known to launch surprise attacks on prey from beneath the sea ice. When sufficiently threatened or enraged, it will secrete a reactive fluid through its skin, which solidifies into an ice-like material, forming an "armor" over its skin to prevent damage.



Tetsucabra

Large Beast (Amphibian), Unaligned


  • Armor Class 14 (Natural Armour)
  • Hit Points 120(15d10 + 30)
  • Speed 30ft., swim 20ft., Burrow 20ft.

STR DEX CON INT WIS CHA
19 (+5) 13 (+1) 14 (+2) 3 (-4) 10 (+0) 5 (-3)

  • Saving Throws STR +6
  • Senses Darkvision 30ft., passive Perception 10
  • Languages --
  • Challenge 4 (1,100 XP)

Stone Pillar (Recharge 4-6). As a bonus action the Tetsucabra can use its tusks to pull a large boulder from the ground. The boulder is 10 ft. wide, 10ft. thick and 20ft. tall. If the boulder cuts through a creatures space when it appears, the creature is pushed to one side of the boulder (Tetsucabra's choice). The Tetsucabra can gain cover from this boulder. The boulder is an object made of stone that can be damaged and destroyed. The Boulder has AC 15 and 100 hit points. Reducing the boulder to 0 hit points destroys it. (The Tetsucabra can't do this while holding a rock).

Hold Breath. The Tetsucabra can hold its breath for 30 minutes.

Standing Leap. The Tetsucabra's long jump is up to 30 ft. and its high jump is up to 20 ft., with or without a running start.

Burrower. The Tetsucabra can burrow through solid rock, leaving a 10ft. diameter hole behind it.

Actions

Multiattack. The Tetsucabra makes two attacks: two with its tusks without a rock or two with its rock slam with a rock. Its exhausting Spit can replace one of its tusk attacks.

Tusks. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage damage.

Rock Slam (While holding rock). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) bludgeoning damage.

Exhausting Spit. Ranged Weapon Attack +6 to hit, range 30/60 ft., one target. Hit The Targets Speed is reduced to 0 until the end of its next turn.

Uproot Rock (Recharge 5-6). The Tetsucabra uproots a rock and holds it in its mouth. While holding the rock its rock slam attack replaces its tusks. It also gains +1 to AC but loses 10ft. of movement, its exhausting spit and its burrow speed. After using rock slam 4 times the rock breaks, and any creature within 5ft of the Tetsucabra must succeed on a DC 14 Dexterity saving throw or take 7 (2d6) piercing damage, and Tetsucabra loses the benefits of holding the rock.

Tetsucabra is a large Amphibian with a striking orange and indigo coloration. Its lower jaw harbors large tusks along with a large set of molars that are capable of crushing prey with ease. Tetsucabra also has a spiky stubby tail that swells up when angered. Tetsucabra is capable of lifting up large boulders like a forklift and tossing them at attackers. It will also use the boulders as shields against attackers and to block off paths in areas. Utilizing its extremely powerful jaws, Tetsucabra can crush boulders, sending shards flying to damage enemies. It is also capable of spitting a green globular substance that can decrease its prey's stamina.

Bird Wyverns

There are two distinct types of Bird Wyverns: Flying Bird Wyverns and Theropod Bird Wyverns. Flying Bird Wyverns exhibit similar characteristics to True Wyverns, with a bipedal stance along with developed and functional wings. Many of these possess a hard, sharp beak which can be used to peck at attackers, and generally behave in a bird-like manner. Theropod Bird Wyverns are reminiscent of Brute Wyverns; flightless, bipedal creatures with long tails and powerful legs. Unlike Brute Wyverns however, these monsters are generally quite small. Furthermore, Theropod Bird Wyverns almost always live under a social hierarchy, with young individuals, females and beta males led by a strong, dominant alpha male, which can command and control his subjects during combat. Bird Wyverns on the other hand usually live solitary lives when compared to the Theropod Bird Wyvern, but are usually more powerful alone as a result.

Theropod Bird Wyverns


Velociprey

Medium Beast (Bird Wyvern), unaligned


  • Armor Class 12
  • Hit Points 15 (3d8)
  • Speed 40ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 3 (-4) 9 (+0) 4 (-3)

  • Skills Stealth +6
  • Condition Immunities None
  • Senses passive Perception 10
  • Languages --
  • Challenge 1/4 (50 XP)

Pack Tactics. When one of the Velociprey's allies is within 5 ft of its target the Velociprey has Advantage on attack rolls

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage

Velociprey are small, raptor-like monsters that inhabit forests, jungles, grasslands and similar areas. They act almost like wolves, ganging up on larger or more dangerous creatures to take them down. They usually aren't dangerous to most adventures, however that can be lethal when following a Velocidrome into battle.

Blue Yian Kut-Ku, an example of a Bird Wyvern

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Velocidrome

Large Beast (Bird Wyvern), unaligned


  • Armor Class 13
  • Hit Points 28(5d8 + 5)
  • Speed 50ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 4 (-3) 12 (+1) 4 (-3)

  • Skills Perception +3, Stealth +7
  • Senses passive Perception 13
  • Languages --
  • Challenge 1 (200 XP)

Pack Tactics. If one of the Velocidrome's allies is within 5ft of its target, the Velocidrome gains advantage on attack roles

Standing Leap. The Velocidrome's long jump is up to 30 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Leaping Pounce: If the Velocidrome long jumps at least 20 ft towards a medium or smaller creature and then hits it with a kick attack, the creature must succeed on a DC 11 Strength or Dexterity saving throw (target's choice). On a failure the target is knocked prone and the Velocidrome can make a bite attack as a bonus action against it.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) piercing damage

Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (2d4 + 3) slashing damage.

Pack Call (Recharge 4-6). The Velocidrome calls two Velociprey to its aid. They arrive in 1d4 rounds. Roll initiative for them as a group. If this is used while Velociprey are present, it instead allows all Velociprey to move towards the Velocidrome. This movement does not provoke opportunity attacks.

Velocidrome lead packs of Velociprey. They are easily distinguished from Velociprey by their large red crest, as well as their red claws, one on each hand and foot. They are adult Velociprey who have survived long enough to reach maturity. Most packs are only lead by one Velocidrome, however Velocidromes sometimes prefer two leaders in a pack because it improves the hunting strength of the pack and they can split into two groups for hunting.They can usually be found in forests, hills, jungles and grasslands.


Giaprey

Medium Beast (Bird Wyvern), unaligned


  • Armor Class 12
  • Hit Points 15(3d8)
  • Speed 40ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 11 (+0) 3 (-4) 10 (+0) 4 (-3)

  • Skills Stealth +6, Perception +2
  • Damage Resistances Cold
  • Senses Darkvision 30 ft, passive Perception 12
  • Languages -
  • Challenge 1/2 (100 XP)

Pack Tactics. The Giaprey has advantage on an Attack roll against a creature if at least one of the Giaprey's allies is within 5 ft. of the creature and the ally isn't Incapacitated. .

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage and 1 cold damage.

Ice Spit. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit 5 (2d4) cold damage and the target must make a DC 10 constitution saving throw or have its speed reduced by 10 ft until the end of its next turn.

Giaprey have crystal blue scales with sky blue stripes. Although they are of a different species, White Velociprey have been seen in packs of Velociprey. Like all of the '-prey' family, this sub-species also fights in a pack. They are a little stronger, physically and defensively, than the average Velociprey, and are noticeably tougher than their counterparts in battle. They also have an added ability to spit ice to attack hunters. They are usually led by a Giadrome, a much larger and more powerful specimen than the standard Giaprey, with a large crest and claws.



Giadrome

Large Beast (Bird Wyvern), unaligned


  • Armor Class 13
  • Hit Points 49(7d10 + 7)
  • Speed 50ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (-4) 13 (+1) 4 (-3)

  • Skills Stealth +7, Perception +3
  • Damage Resistances Cold
  • Senses Darkvision 60 ft, Passive Perception 13
  • Languages --
  • Challenge 2 (450 XP)

Pack Tactics. The Giadrome has advantage on an Attack roll against a creature if at least one of the Giadrome's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Standing Leap. The Giadrome's long jump is up to 30 feet and its high jump is up to 10 feet, with or without a running start.

Ice Walk. Difficult terrain composed of ice or snow doesn't cost the Giadrome extra movement.

Leaping Pounce. If the Giadrome long jumps at least 20 ft towards a medium or smaller creature and then hits it with a kick attack, the creature must succeed on a DC 13 Strength or Dexterity saving throw (target's choice). On a failure the target is knocked prone and the Giadrome can make a bite attack as a bonus action against it.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) piercing damage

Kick. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (2d4 + 3) slashing damage

Ice Spit. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit 7 (2d6) cold damage and the target must make a DC 13 constitution saving throw. On a failed save it has disadvantage on its next weapon attack and its speed is reduced by 10 ft until the end of its next turn.

Pack Call (Recharge 5-6). The Giadrome calls two Giaprey to its aid. They arrive in 1d4 rounds. Roll initiative for them as a group. If this is used while Giaprey are present, it instead allows all Giaprey to move towards the Giadrome. This movement does not provoke opportunity attacks.


Genprey

Medium Beast (Bird Wyvern), Unaligned


  • Armor Class 13
  • Hit Points 18(3d8 + 3)
  • Speed 40ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 3 (-4) 12 (+1) 4 (-3)

  • Skills Stealth +7
  • Senses Darkvision 30 ft, Passive Perception 11
  • Languages --
  • Challenge 1/2 (100 XP)

Pack Tactics. The Genprey has advantage on an Attack roll against a creature if at least one of the Genprey's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) piercing damage and the target must succeed on a DC 11 Constitution saving throw or become paralyzed until the end of its next turn.

Genprey bodies are covered in a colorful yellow and green hide, with a pair of yellow crests over their eyes. They are capable of inflicting paralysis with their fangs, and like other theropod Bird Wyverns, can leap great distances at foes. Genprey operate under the rule of their pack leader, the Gendrome. They will respond aggressively to intruders, and will rally to the Gendrome's call to gang up on a larger foe. Hunters can easily identify a Gendrome by their big crest and slightly larger size compared to a Genprey. The crest signifies leadership over the pack. With a pack to protect them and paralyzing fangs, they are a force to be reckoned with. Gendrome pose a challenge to novice hunters. Quick attacks and high speed allow them to attack with surprising power. Gendrome are in charge of making sure their pack is kept alive and healthy. They choose which prey to hunt, and will often lead the attack. Gendrome will also actively patrol their territory alongside a handful of Genprey. They mostly inhabit the Desert, where their green-yellow scales serve as good camouflage. They have, however, also been spotted in the Swamp, Sunken Hollow, Primal Forest and Great Forest.



Gendrome

Large Beast (Bird Wyvern), Unaligned


  • Armor Class 13
  • Hit Points 56(8d10 + 8)
  • Speed 50ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3)

  • Skills Stealth +7, Perception +3
  • Senses Darkvision 60 ft, Passive Perception 13
  • Languages --
  • Challenge 2 (450 XP)

Pack Tactics. The Gendrome has advantage on an Attack roll against a creature if at least one of the Gendrome's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Standing Leap. The Gendrome's long jump is up to 30 feet and its high jump is up to 10 feet, with or without a running start.

Leaping Pounce. If the Gendrome long jumps at least 20 ft towards a medium or smaller creature and then hits it with a kick attack, the creature must succeed on a DC 13 Strength or Dexterity saving throw (target's choice). On a failure the target is knocked prone and the Gendrome can make a bite attack as a bonus action against it.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) piercing damage and the target must succeed on a DC 12 Constitution saving throw or become paralyzed until the end of its next turn

Kick. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) slashing damage

Pack Call (Recharge 6). The Gendrome calls two Genprey to its aid. They arrive in 1d4 rounds. Roll initiative for them as a group. If this is used while Genprey are present, it instead allows all Genprey to move towards the Gendrome. This movement does not provoke opportunity attacks.


Ioprey

Medium Beast (Bird Wyvern), Unaligned


  • Armor Class 13
  • Hit Points 18(3d8 + 3)
  • Speed 40ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 12 (+1) 3 (-4) 12 (+1) 4 (-3)

  • Skills Stealth +7
  • Damage Resistances Poison
  • Senses Darkvision 30 ft, Passive Perception 11
  • Languages --
  • Challenge 1/2 (100 XP)

Pack Tactics. The Ioprey has advantage on an Attack roll against a creature if at least one of the Ioprey's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage and 2 (1d4) poison damage

Poison Spit. Ranged Weapon Attack: +5 to hit, range 20/60 ft., 1 target. Hit: 3 (1d6) Poison damage and the target must make a DC 11 Constitution saving throw or be poisoned for 1d3 rounds. While poisoned in this way the target takes 1 point of poison damage at the start of its turn. On a success the target isn't poisoned.

Ioprey have lithe, raptor-esque bodies. They have vivid red skin, with some black markings and purplish lavender colouration by the limbs.Ioprey have very distinctive head crests, large and well rounded. Their lower jaw curls outwards significantly. Ioprey are easily distinguishable from other Raptor species due to their larger size and bulbous frog-like throat sac. This enlarged throat houses the Ioprey's potent poison sac, which gives it the ability to spit toxins at its foes. Whilst this might be a small nuisance to experienced hunters, the fact Ioprey hunt in packs can quickly make them a dangerous threat to a hunter not carrying a supply of Antidotes. The Iodrome is significantly larger than normal Ioprey and possesses a larger crest. Unlike other pack leaders, it has a more amphibian look, with salamander-like skin that seems to glisten with moisture, and a frog-like throat sac. It also lacks the sharp claws of its relatives, relying more on poison to bring down prey like Aptonoth and enemies.Although not as strong as Flying Wyverns, it can quickly cripple hunters with the power of its pack and poison. Iodrome is a threat due to its speed, agility, considerable strength and poison.



Iodrome

Large Beast (Bird Wyvern), Unaligned


  • Armor Class 14
  • Hit Points 56(8d10 + 8)
  • Speed 50ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+5) 13 (+1) 3 (-4) 12 (+1) 4 (-3)

  • Skills Stealth +7, Perception +3
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 ft, Passive Perception 13
  • Languages --
  • Challenge 2 (450 XP)

Pack Tactics. The Iodrome has advantage on an Attack roll against a creature if at least one of the Iodrome's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Standing Leap. The Iodrome's long jump is up to 30 feet and its high jump is up to 10 feet, with or without a running start.

Leaping Pounce. If the Iodrome long jumps at least 20 ft towards a medium or smaller creature and then hits it with a kick attack, the creature must succeed on a DC 13 strength or dexterity saving throw (target's choice). On a failure the target is knocked prone and the Iodrome can make a bite attack as a bonus action against it.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 4) piercing damage and 2 (1d4) poison damage

Kick. Melee Weapon Attack: +6 to hit, reach 5 ft, 1 target. Hit: 11 (2d6+4) slashing damage

Poison Spit. Ranged Weapon Attack: +6 to hit, range 30/60 ft., 1 target. Hit: 5 (1d8) poison damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can make the saving throw again at the end of its turn. While poisoned in this way the target also takes 3 (1d6) poison damage at the start of each of its turns.

Pack Call (Recharge 6). The Iodrome calls two Ioprey to its aid. They arrive in 1d4 rounds. Roll initiative for them as a group. If this is used while Ioprey are present, it instead allows all Ioprey to move towards the Iodrome. This movement does not provoke opportunity attacks.


Maccao

Medium Beast (Bird Wyvern), Unaligned


  • Armor Class 12
  • Hit Points 15(3d8)
  • Speed 40ft.

STR DEX CON INT WIS CHA
10 (+2) 15 (+3) 11 (+0) 3 (-4) 10 (+0) 6 (-2)

  • Senses Passive Perception 10
  • Languages --
  • Challenge 1/2 (100 XP)

Pack Tactics. The Maccao has advantage on an Attack roll against a creature if at least one of the Maccao's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Actions

Tail Slap. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 2) bludgeoning damage.

Maccao are colorful red and green bird wyverns that live in large packs, they can be found mostly in forests. Though they attack prey aggressively with their strong legs, they are known to flee once their leader is in danger. The Great Maccao's feathered crest sets it apart from its Maccao pack. Although superficially similar to its younger brethren, a Great Maccao is bigger and bulkier, with more brightly-colored plumage. It also has powerful legs it uses to kick threats and to move with great speed, and its spiked tail allows it to propel itself forward and jump with tremendous force. Great Maccao has powerful legs it uses to kick threats and to move with great speed. It can stand on its tail and launch itself forward. Should its tail be damaged, it will be heavily restricted due to relying on its tail for offense and movement. Unlike other Theropod Bird Wyverns, Great Maccao exhibits little to no control over its pack. It would much rather run than stay and fight alongside the Maccao. However, it is known to work with its pack to hunt large prey.



Great Maccao

Large Beast (Bird Wyvern), Unaligned


  • Armor Class 13
  • Hit Points 49(7d10 + 7)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 12 (+1) 4 (-3) 12 (+1) 6 (-2)

  • Skills Perception +3
  • Senses Passive Perception 13
  • Languages --
  • Challenge 2 (450 XP)

Pack Tactics. The Great Maccao has advantage on an Attack roll against a creature if at least one of the Great Maccao's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Tail Hop. The Great Maccao can use its bonus action to move up to its movement in feet by hoping on its tail.

Actions

Multiattack. The Great Maccao makes two attacks: one with its kick and one with its tail slam.

Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 3) slashing damage.

Tail Slam. Melee Weapon Attack: +5 to hit, teach 5ft., 1 target. Hit: 7 (1d8+3) bludgeoning damage

At this stage of their lives, Jaggi are mostly pink, with purple foreclaws, back-stripe, and head-frills, and with cream-colored underbellies. Their tails are barbed along the length of the appendage, and they sport sizable frills sprouting from behind their jaws, possibly for making themselves look bigger to other monsters. Though Jaggi and their kind display a higher functioning level of cooperation than other Raptors, Jaggi are often easily dealt with, even for novice Hunters. This is due, in part, to their boisterous nature; Jaggi will often spend just as much time vocalizing bark-like warnings against intruders as they will attacking them. Jaggia are the females of the Jaggi species. They are noticeably larger and bulkier than the immature males, and are mostly a blue-purple in hue, the exceptions being orange areas along their limbs and the sides of their necks and cream-colored underbellies. Their tails, unlike males of the species, have no barbs, and instead have a soft feather-like hanging accent near their ends. Their frills, located behind their jaws, are also more subdued than in other Jaggi variations, and hang limply. Great Jaggi's distinctive feature is its frill and the lavender scales with the crimson and tangerine overrides on the frills and the abdomen part, but also the furs that grow on its neck and along the back down to the middle tip of the tail. Great Jaggi's muzzle are particularly thinner and much more wrinkly than the other Bird Wyverns. While the tail has some barbs on each sides, they are notably blunt and definable even used for its tail whip attacks. Great Jaggi, along with the Great Baggi, may attack other large monsters, indicating a highly competitive and intelligent demeanor. It can also call its pack of Jaggi to its aid at any time with a loud, resonating roar. Being a larger and more powerful dominant male of Jaggi and Jaggia, it is considered by hunters to be the boss of these monsters.

Great Jaggi and its pack

Jaggia

Jaggi


Jaggi

Medium Beast (Bird Wyvern), Unaligned


  • Armor Class 12
  • Hit Points 10(2d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 10 (+0) 3 (-4) 10 (+0) 4 (-3)

  • Senses Darkvision 30ft., Passive Perception 10
  • Languages --
  • Challenge 1/4 (50 XP)

Pack Tactics. The Jaggi has advantage on an Attack roll against a creature if at least one of the Jaggi's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Actions

Multiattack: The Jaggi makes two attacks: one with its tail and one with its bite

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) piercing damage

Tail. Melee Weapon Attack +4 to hit, reach 5ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage


Jaggia

Medium Beast (Bird Wyvern), Unaligned


  • Armor Class 12 (Natural Armour)
  • Hit Points 15(3d38 + 5)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 12 (+1) 3 (-4) 10 (+0) 5 (-3)

  • Senses Darkvision 30ft., Passive Perception 10
  • Languages --
  • Challenge 1/2 (100 XP)

Pack Tactics. The Jaggia has advantage on an Attack roll against a creature if at least one of the Jaggia's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Actions

Multiattack: The Jaggia makes two attacks with its bite.

Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 9 (2d6 + 2) bludgeoning damage and the target must succeed on a DC 11 Strength saving throw or be knocked prone.

Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2)



Great Jaggi

Large Beast (Bird Wyvern), Unaligned


  • Armor Class 12
  • Hit Points 64(8d10 + 16)
  • Speed 40ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 3 (-4) 12 (+1) 4 (-3)

  • Skills Perception +3
  • Senses Darkvision 60ft., Passive Perception 13
  • Languages --
  • Challenge 2 (450 XP)

Pack Tactics. The Great Jaggi has advantage on an Attack roll against a creature if at least one of the Great Jaggi's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Actions

Multiattack. The Great Jaggi makes two attacks, one with its bite and one with its tail.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) piercing damage

Tail. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit 8 (1d10 + 3) bludgeoning damage and the target must succeed on a DC 13 Strength saving throw or be knocked prone.

Pack Call (Recharge 5-6). The Great Jaggi calls one Jaggi and one Jaggia to its aid. They arrive in 1d4 rounds. Roll initiative for them as a group. If this is used while Jaggi or Jaggia are present, it instead allows all Jaggi and Jaggia to move towards the Great Jaggi. This movement does not provoke opportunity attacks.


Wroggi

Medium Bird Wyvern, Unaligned


  • Armor Class 12
  • Hit Points 15 (3d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 11 (+0) 3 (-4) 10 (+0) 5 (-3)

  • Damage Resistances Poison
  • Senses Darkvision 30ft., Passive Perception 10
  • Languages --
  • Challenge 1/2 (100 XP)

Pack Tactics. The Wroggi has advantage on an Attack roll against a creature if at least one of the Wroggi's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage and 1 poison damage.

Poison Spit Ranged Weapon Attack: +4 to hit, range 20/60 ft., 1 target. Hit: 3 (1d6) Poison damage and the target must make a DC 11 Constitution saving throw or be poisoned for 1d3 rounds. While poisoned in this way the target takes 1 point of poison damage at the start of each of its turns. On a success the target isn't poisoned.

Wroggi are similar in body structure to Jaggi and Baggi, and are covered in a slick, water-resistant hide of an orange colouration. They have a pair of poison sacs on either side of their heads. Wroggi have poison sacs that they use to weaken enemies. Their movements and body structure are similar to that of Jaggia. Wroggi are poisonous, but are not as strong or as resistant to poison as their leader.The Great Wroggi has a slick salamander-like skin similar to the Iodrome, and, like its close relatives the Great Jaggi and Great Baggi, Great Wroggi are usually accompanied by a group of their smaller kin - in this case, Wroggi. The most prominent feature of a Great Wroggi is its delicate, translucent sac-like organ around the neck. Because of its translucence, poison can be seen in the sac before it spews out as a toxic mist.



Great Wroggi

Large Bird Wyvern, Unaligned


  • Armor Class 12
  • Hit Points 64 (8d10 + 16)
  • Speed 40ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 3 (-4) 12 (+1) 5 (-3)

  • Skills Perception +3
  • Damage Resistances Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60ft., Passive Perception 13
  • Languages --
  • Challenge 2 (450 XP)

Pack Tactics. The Great Wroggi has advantage on an Attack roll against a creature if at least one of the Great Wroggi's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Actions

Multiattack. The Great Wroggi makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) piercing damage and 2 (1d4) poison damage

Tail. Melee Weapon Attack +5 to hit, reach 10 ft., one target. Hit 7 (1d8 + 3) bludgeoning damage and the target must succeed on a DC 13 strength saving throw or be knocked prone.

Poison Gas (Recharge 5-6). The Great Wroggi breathes a 15ft. cone of poisonous gas in front of itself. The Gas lasts for 1 round and the area is heavily obscured. Any creature that starts its turn in the area, or enters the area on its turn must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage and be poisoned for 1 minute. On a success creatures take half damage and aren't poisoned. While poisoned in this way, creatures take 2 (1d4) poison damage at the start of each of their turns. A target can repeat the saving throw at the end of their turn to end the condition.

Pack Call (Recharge 5-6). The Great Wroggi calls two Wroggi to its aid. They arrive in 1d4 rounds. Roll initiative for them as a group. If this is used while Wroggi are present, it instead allows all Wroggi to move towards the Great Wroggi. This movement does not provoke opportunity attacks.


Baggi

Medium Beast (Bird Wyvern), Unaligned


  • Armor Class 13
  • Hit Points 15(3d8 + 3)
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 12 (+1) 3 (-4) 10 (+0) 5 (-3)

  • Damage Resistances Cold
  • Senses Darkvision 30ft., Passive Perception 10
  • Languages --
  • Challenge 1/2 (100 XP)

Pack Tactics. The Baggi has advantage on an Attack roll against a creature if at least one of the Baggi's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) piercing damage

Tranquilizing Spit. Ranged Weapon Attack: +5 to hit, range 30/60ft., one target. Hit The target must make a DC 11 Constitution saving throw or fall unconscious until the start of the Baggi's next turn, until it takes damage or until another creature takes an action to shake it awake.

Baggi have the ability to put other creatures to sleep by using its special liquid spit, that only lasts a few seconds. Baggi have the same attacks as the creatures they resemble, the Jaggi, but attack more without delay. They will spend much less time hissing and will rush at hunters without warning. Unlike Jaggi, however, they can be either male or female. Great Baggi are matured male Baggi that have taken over a pack of their own. Great Baggi is also slightly larger than the Great Jaggi.It has developed its own unique ability; it can spit a tranquilizing liquid that inflicts sleep on its prey or hunters. It also has developed the ability to command Baggi to surround prey or hunters and spit tranquilizing liquid at them with a roar.



Great Baggi

Large Beast (Bird Wyvern), Unaligned


  • Armor Class 13
  • Hit Points 63(9d10 + 9)
  • Speed 40ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 3 (-4) 12 (+1) 5 (-3)

  • Skills Perception +3
  • Damage Resistances Cold
  • Senses Darkvision 60ft., Passive Perception 13
  • Languages --
  • Challenge 2 (450 XP)

Pack Tactics. The Great Baggi has advantage on an Attack roll against a creature if at least one of the Great Baggi's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Ice Walk. Difficult terrain composed of ice or snow doesn't cost the Great Baggi extra movement.

Actions

Multiattack. The Great Baggi makes two melee attacks: one with its tail and one with its bite.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) piercing damage.

Tail. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit 7 (1d8 + 3) bludgeoning damage.

Tranquilizing Spit. Melee Weapon Attack: +4 to hit, range 30/60ft., one target. Hit The target must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute, until it takes damage or until another creature takes an action to shake it awake.

Pack Call (Recharge 5-6). The Great Baggi calls two Baggi to its aid. They arrive in 1d4 rounds. Roll initiative for them as a group. If this is used while Baggi are present, it instead allows all Baggi to move towards the Great Baggi. This movement does not provoke opportunity attacks.

Flying Bird Wyverns



Yian Kut-Ku

Large Beast (Bird Wyvern), Unaligned


  • Armor Class 14 (Natural Armour)
  • Hit Points 96(12d10 + 24)
  • Speed 40ft., Fly 45 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 15 (+2) 2 (-4) 14 (+2) 5 (-3)

  • Skills Perception +4
  • Damage Resistances Fire
  • Senses Passive Perception 14
  • Languages --
  • Challenge 3 (700 XP)

Keen Hearing. The Yian Kut-Ku has advantage on Wisdom (Perception) checks that rely on hearing.

Sensitive Hearing. If the Yian Kut-Ku takes thunder damage or hears a very loud noise and is not deafened, it takes double damage and it must make a constitution saving throw with a DC equal to half the damage dealt or 10, whichever is higher. On a failure, it is stunned until the start of its next turn and is deafened for 3 rounds. After the stun ends the Kut-Ku immediately enrages. While enraged it loses this trait.

Actions

Multiattack. The Yian Kut-Ku makes 2 melee attacks with its peck or fires two fireballs.

Peck. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 12 (2d8 + 3)

Fireball. Range 40 ft. The Yian Kut-Ku launches a small fireball at an area it can see within range. The fireball explodes in a 5 ft radius sphere on impact. Any creature within the radius must make a DC 13 dexterity saving throw or take 11 (2d10) fire damage. On a successful save the targets take half damage.

Clumsy Charge (Recharge 4-6). The Yian Kut-Ku uses its move action and its action to move 40 ft. without provoking opportunity attacks. The first time the Kut-Ku moves through any creature's space, that creature must make a DC 14 dexterity saving throw, taking 19 (3d10 + 3) bludgeoning damage and being knocked prone on a failed save. On a success creatures only take half damage and aren't knocked prone. The Kut-Ku falls prone at the end of the 40 ft.

The Yian Kut-Ku is characterized by its large, fan-like ears that unfurl when excited. They have a large, yellow beak with a pink stripe running down its length. The lower jaw of its beak is significantly bigger than the top jaw. Yian Kut-Ku's body is covered in orange-pink plating and beige scales. Its wing membranes are deep blue and its eyes are bright yellow. These wyverns are small and relatively light, making them quick and agile. They have an extremely powerful sense of hearing, thanks to their large ears. The Yian Kut-Ku is capable of moving at high speeds thanks to its light weight and small stature. It is also able to produce flaming projectiles coming from its flame sac, which can be shot from the mouth at attackers. A somewhat temperamental, skittish, and inquisitive wyvern. Yian Kut-Ku have a tendency to want to appear bigger than they really are by spreading their wings, flaring out their ears, and squawking loudly. They are generally insectivores, preying on Konchu and other Neopterons as a main part of their diet. They usually reside in forests, hills and grasslands.



Gypceros

Large Beast (Bird Wyvern), Unaligned


  • Armor Class 14 (Natural Armour)
  • Hit Points 108(12d10 + 36)
  • Speed 30ft., Fly 45ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 5 (-3) 10 (+0) 2 (-4)

  • Damage Vulnerabilities Fire
  • Damage Resistances Lightning
  • Damage Immunities Poison
  • Condition Immunities poisoned, blinded
  • Senses Passive Perception 10
  • Languages --
  • Challenge 3 (700 XP)

Rubbery Hide. Due to the rubbery nature of the Gypceros' hide lightning based spells have disadvantage to hit it and the Gypceros has advantage on saving throws against lightning damage.

Actions

Multiattack. The Gypceros makes a combination of 2 melee attacks or poison glob attacks.

Peck. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 12 (2d8 + 3) bludgeoning damage and the target must make a DC 12 dexterity saving throw or the Gypceros steals one edible item the player is carrying at random.

Elastic Tail. Melee Weapon Attack: +5 to hit. reach 10 ft, 1 target. Hit: 13 (3d6 + 3) bludgeoning damage

Poison Glob. Range 40 ft., The Gypceros launches a glob of poison at an area within range. The poison covers a 5 ft radius circle on the ground. All creatures in the area must make a DC 13 Constitution saving throw or take 11 (2d10 ) poison damage and become poisoned for 1 minute. On a success a target takes only half damage and is not poisoned. While poisoned in this way a creature takes 7 (3d4) poison damage at the start of each of its turns. It can repeat the saving throw at the end of its turn.

Flashbang (Recharge 5-6). The Gypceros hits its crest against the ridge on its beak and a bright flash emits from the Gypceros' head. All creatures within 30 ft of the Gypceros must make a DC 13 Constitution saving throw or be blinded until the end of the Gypceros' next turn.

Reactions

Feign Death. When the Gypceros reaches 20 percent health (12) it can feign death, as though it had cast the spell Feign Death on itself. The Gypceros will either wait for the creatures to leave before moving, or, as an Action it will flail its body around in an attempt to defeat any remaining creatures. Any creature within 5 ft must succeed on a DC 13 Dexterity saving throw or take 26 (4d12) bludgeoning damage, be thrown 10 feet away and knocked prone. On a success creatures take half damage, remain where they are and not be knocked prone.

Gypceros is among the largest and heaviest known Bird Wyverns. Its most notable features are the lamp-like crest on top of its head and a rubbery, shock-resistant hide. It has a long pink tail with a bulbous tip, and is a uniform blue-grey across most of its body. It possesses a poison sac which allows it to produce toxic fluids for use against attackers. Gypceros can use its luminous crest to produce dizzying flashes and temporarily disorient foes. Its elastic tail can extend and be used as a whip, and it can spit large globules of poison to intoxicate attackers. Due to its shock-resistant hide and flashing crest, it is immune to both shock traps and flash bombs. Gypceros is a naturally timid wyvern. However, it is rather intelligent and crafty, as evidenced by its willingness to feign death in order to draw a foe in for a surprise attack. Gypceros is usually found in swamps and marshlands, although it can occasionally be seen in jungles and open grasslands



Qurupeco

Lagre Beast (Bird Wyvern), unaligned


  • Armor Class 13
  • Hit Points 147(21d10 + 21)
  • Speed 30ft., fly 40ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 13 (+1) 6 (-2) 14 (+2) 8 (-1)

  • Saving Throws Charisma +2, Intelligence +1
  • Skills Perception +5
  • Damage Resistances fire
  • Condition Immunities charmed
  • Senses Passive Perception 15
  • Languages --
  • Challenge 6 (2,300 XP)

Actions

Multiattack. The Qurupeco makes two peck attacks.

Peck. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 3) bludgeoning damage.

Flint Clash. Melee Weapon Attack: The Queropeco bangs the flints on its wings together to create an explosion. All creatures within 5ft of the Queropeco must make a DC 15 dexterity saving throw or take 9 (2d8) fire damage and are set on fire for 1 minute. While on fire a creature takes 4 (1d8) fire damage at the start of each of its turns. A creature can take an action to douse the fire on itself or another creature.

Call Monster (Recharge: When the called monster flees or dies). The Qurupeco uses its action to call another monster. The monster/monsters appear within 1d4 turns. Roll a d8. On a 1, three appropriate monsters of CR 1/2 appear. On a 2 an appropriate monster of CR 1 appears. On a 3-4 an appropriate monster of CR 3 appears. On a 5-6 an appropriate monster of CR 6 appears. On a 7 any monster of a CR higher than the Qurupeco appears. The DM chooses this monster or chooses randomly. On an 8 a Deviljho appears. Any monster summoned by the Qurupeco is charmed for 1 hour or until the Qurupeco loses concentration like a spell. This charm ignores immunity to the condition. If the Qurupeco loses concentration the monster immediately turns hostile towards it, either fleeing or attacking it, DM's choice. The Qurupeco can also attempt to charm a hostile monster using this action. The monster must make a DC 15 Wisdom saving throw or be charmed for 1 hour. This ability cannot call nor affect Elder Dragons.

Buffing Song (Recharge 4-6). The Qurupeco sings a song. All allied creatures that can hear the Qurupeco either get a +2 to attack and damage rolls, a +2 to AC or regain (3d6 + the creatures CR/level) hit points, Qurupeco chooses. All monsters gain the same benefit. Effects last for 1 minute but do not stack (except healing).

Enfeebling Song (Recharge 6). The Qurupeco sings a song. All hostile creatures that can hear the Qurupeco must make a DC 15 Charisma saving throw or either take a -2 penalty to attack and damage rolls, a -2 penalty to AC or have their speed reduced to 0 and be unable to take reactions. Qurupeco chooses the effect. All creatures suffer the same effect. On a success a creature is unaffected. Effects last for 1 round.

The Qurupeco resembles a large bird with Pterosaur-like features, such as a fanged beak and leathery wings. It is mainly green colored with some scales being tinted yellow, it also has a clump of iridescent purple feathers on its back between its shoulders. The Qurupeco has a short, stubby brown crest extending from the back of its head. The Qurupeco's soft crest stretches over the top of its head and when calling opens out into the shape of a megaphone, amplifying its calls. Its most notable feature however is its bright red vocal sac which inflates when calling.The Qurupeco also has a pair of thick, bulky growths on its wings which produce sparks when struck against each other, much like flints. It uses these to ignite its mucus, causing fiery explosions. Its tail is shaped like a fan and can unfold revealing brightly colored skin, most likely as a warning for any would-be attacker.The Qurupeco's feet seem to have only 3 frontal digits on each foot. It may also have a back digit, but its stubby appearance makes it looks more like a heel. Its feet are also partially webbed. It uses its masterful vocal mimicry abilities to summon aid from various monsters, as well as healing them and boosting their abilities. The Qurupeco's soft crest and throat sac make it a very delicate monster.



Malfestio

Large Beast (Bird Wyvern), unaligned


  • Armor Class 14
  • Hit Points 70(10d10 + 10)
  • Speed 20ft., fly 50ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 13 (+1) 5 (-3) 14 (+2) 5 (-3)

  • Skills Perception +6, Stealth +6
  • Senses Darkvision 120ft., Passive Perception 16
  • Languages --
  • Challenge 2 (450 XP)

Keen Eyesight. The Malfestio has Advantage on Wisdom (Perception) checks that rely on sight.

Insomniac. The Malfestio is immune to being knocked unconscious through any means other than physical damage.

Alert. The Malfestio is cannot be surprised by any creature that is not invisible. The Malfestio loses this trait when blinded.

Actions

Multiattack. The Malfestio makes two attacks with its wingblades

Wingblade. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 4) slashing damage.

Hypnotic Hoot (Recharge 4-6). The Malfestio sends a wave of sound out in a 5 ft wide, 60 ft long line. All creatures in the line must make a DC 13 Constitution saving throw or be knocked unconscious for 1 minute. The creature wakes up if it takes any damage or if another creature takes an action to shake it awake.

Confusing Dust (recharge 5-6) The Malfestio creates a 5 foot radius sphere of dust and pushes it forward in a 30 ft line. Any creature hit by the cloud must make a DC 12 Constitution saving throw or become confused for 1 round as though affected by the confusion spell.

Malfestio superficially resembles an owl. Its body is covered in blue plumage with a grayish belly, a yellow collar, and a white face with a small beak and red eyes. On its head are long tufts that point back and are tipped with yellow. There are hints of yellow on its legs that end in scaly feet that have two talons and one small vestigial toe. Its wings have bright blue membranes. Along its wings are long blade-like claws. Its flattened tail ends in a three-pointed shape. From its feathers Malfestio can produce yellow scales that disoriente prey and put them in a confused state. It can produce an ultrasound beam that can easily put prey to sleep. The claws along its wings are usually hidden but are revealed once the Bird Wyvern becomes enraged. Malfestio is a nocturnal predator that uses its talons and wing claws to attack prey. Like Nargacuga, it sleeps in trees to avoid terrestrial predators. It is known to inhabit forests primarily.



Yian Garuga

Large Beast (Bird Wyvern), Unaligned


  • Armor Class 14
  • Hit Points 168(21d10 + 42)
  • Speed 30ft., fly 60ft.

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 15 (+2) 8 (-1) 16 (+3) 7 (-2)

  • Saving Throws INT +2
  • Skills Investigation +5, Perception +6, Stealth +7
  • Senses Passive Perception 16
  • Languages --
  • Challenge 6 (2,300 XP)

Keen Hearing. The Yian Garuga has advantage on Wisdom (Perception) checks that rely on hearing.

Enrage. When the Yian Garuga enrages it immediately takes the roar action even if it hasn't recharged and it's movement is increased by 10 ft on top of the usual bonus.

Cunning Intellect. The Yian Garuga has advantage on Intelligence (Investigation) checks to notice traps.

Actions

Multiattack. The Yian Garuga makes 3 attacks. Any number of these can be with its fireball or peck.

Peck. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) bludgeoning damage.

Fireball. Ranged Weapon Attack: +7 to hit, range 50/100 ft., 1 target. Hit: 11 (3d8) fire damage

Tail Flip (Recharge 5-6). The Yian Garuga does a back flip, hitting enemies in front of it and behind it with its tail. All targets 5ft behind and in front of the Yian Garuga must make a DC 15 Dexterity saving throw or take 13 (2d8+4) bludgeoning damage and 5 (1d10) poison damage and be poisoned for 1 minute. While poisoned in this way the creature takes 5 (1d10) poison damage at the start of each of its turns. On a success creatures take half damage and are not poisoned. Creatures can make a DC 15 Constitution saving throw to end the poisoned effect at the end of their turn.

Roar (Recharge 5-6). The Yian Garuga can roar as a bonus action. Any creature within 10 ft of the Yian Garuga and not deafened when it roars must make a DC 15 Constitution saving throw or be deafened and stunned for 1 round. The stun also ends upon taking damage. On a success the creature is unaffected.

Reactions

Defensive Screech. When a creature makes a melee attack against the Yian Garuga it can use its roar as a reaction if it's available.

Yian Garuga has a striking purple coloration, large defensive spikes and an extremely tough shell. Its beak is sharp and jagged, and it possesses a silver mane around the edge of its face. Yian Garuga possesses a poisonous tail club and can produce ear-splitting roars to stop foes in their tracks. It is quite crafty and will avoid pitfall traps. In addition, it is unaffected by sonic bombs. Highly aggressive for a Bird Wyvern, Yian Garuga is known to behave similar to a Rathian, as well as sharing a very similar set of attacks. It primarily lives in jungles and forests, and sometimes visits swamps.

Brute Wyverns

This class is considered to be Wyverns that are adapted to complete life on land, even sometimes being called Theropods from greatly resembling some predatory dinosaurs. These monsters are typically large, bipedal theropods, that are prone to living in areas abundant in food sources. Brute Wyverns exhibit a wide variety of dietary habits; some are strictly herbivorous or carnivorous, while others subsist on insects or even minerals. These monsters often use their heavy, muscular bodies to charge blindly through an environment to damage attackers or prey, and include many defensive adaptations, including tail clubs, horns, and even hammer-like chins and fists. Like most classes, Brute Wyverns can be found in almost any type of environment.


Barroth

Large Beast (Brute Wyvern), Unaligned


  • Armor Class 14 (Natural Armour)
  • Hit Points 144(16d10 + 48)
  • Speed 30ft., burrow 10ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 3 (-4) 12 (+1) 4 (-3)

  • Saving Throws STR +8
  • Senses Tremorsense 10ft., passive Perception 11
  • Languages -
  • Challenge 5 (1,800 XP)

Actions

Multiattack. The Barroth makes two head slam attacks.

Head Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 12 (2d6 + 5) bludgeoning damage.

Mud Throw (Recharge when Barroth rolls in Mud). The Barroth shakes itself, flinging all the mud on its back off. All creatures within 10 ft of the Barroth must make a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and have their speed reduced to 0 until the end of their next turn. On a success creatures take half damage and don't have their speed reduced. This rids the Barroth of the mud on its body.

Mud Roll. The Barroth rolls around in the mud. This covers its body in mud, increasing its AC by 1.

Head Plow. The Barroth plants its head in the ground moves its full movement directly forward. Any creature that the Barroth moves through the space of must make a DC 15 Dexterity saving throw or take 12 (2d6+5) bludgeoning damage and be knocked prone. At the end of this movement the Barroth can make a Head Slam attack against a creature in range. On a hit the creature takes an extra 7 (2d6) bludgeoning damage and is knocked prone.

Barroth is a large, bipedal monster characteristic of the Brute Wyvern class. It is noted for the large crown structure atop its skull, which houses its nostrils. Its body is covered in rigid plates of armored hide that help protect it from the harsh desert environment. Barroth possesses a pair of small red eyes and a mouthful of long, peg-shaped teeth. Barroth is capable of using its heavy head as a plow to smash through the environment, as well as cause damage to any living thing caught in its way. Because its nostrils are located on top of its head, Barroth can completely submerge itself in the cool mud during the scorching desert days. It will occasionally roll in dirt and mud, possibly to cool off from the hot desert sun. Although docile by default, Barroth becomes extremely territorial when disturbed. It will release an initial warning roar. If that fails, it will continuously attack until the threat is exterminated. An insectivore, it is known to attack Altaroth nests in order to feast on the occupants inside. Barroth is uniquely adapted to a desert lifestyle, and as such can almost exclusively be found in the Deserts.



Uragaan

Huge Beast (Brute Wyvern), Unaligned


  • Armor Class 17 (Natural Armour)
  • Hit Points 240(20d12 + 100)
  • Speed 30ft., burrow 20ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 21 (+5) 2 (-4) 12 (+1) 5 (-3)

  • Saving Throws STR +10, CON +9
  • Damage Resistances Fire;Bludgeoning, Piercing and Slashing from Nonmagical Attacks
  • Senses Tremorsense 10ft., passive Perception 11
  • Languages --
  • Challenge 12 (8,400 XP)

Roll. The Uragaan can curl into a ball to double its movement speed. The Uragaan has AC 20 against attacks of oppurtunity while moving and can only take the Roll Charge action. If the Uragaan has taken any other action this turn, it cannot Roll.

Actions

Multiattack. The Uragaan makes two chin slam attacks.

Chin Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 19 (2d12 + 6) bludgeoning damage and the target must succeed on a DC 14 Strength saving throw or be knocked prone. Any blast stones within 30 ft. of the Uragaan when it makes this attack detonate.

Rolling Charge Recharge 5-6). The Uragaan rolls into a ball and moves at least 60 ft. The first time the Uragaan moves through a creature's space, the creature must make a DC 16 Dexterity saving throw or take 22 (3d10 + 6) bludgeoning damage and be knocked prone. On a success a target takes half damage and is not knocked prone. At the end of the movement the Uragaan can make a Chin Slam against a target within range. If the Uragaan moved 20 ft or more this attack gains an extra 6 (1d12) damage

Tail Swipe (Recharge (5-6). The Uragaan swipes its tail along the ground, dislodging molten rock from its body. Any creature within 5 ft of the Uragaan must make a DC 14 Dexterity saving throw or take 7 (2d6) bludgeoning damage. 3 blast stones appear within 30 ft of the Uragaan in spaces it chooses. The stones are size medium, have AC 12 and 30 hp and are made from stone and have immunity to fire. When destroyed or when the Uragaan makes its chin slam attack the stones detonate. Any creature within 10 ft of the stone must make a DC 16 Dexterity saving throw or take 28 (8d6) fire damage. On a success creatures take half damage.

Emit Gas (Recharge 5-6). The Uragaan emits a tranqulizing gas from its body. All creatures within 5ft of the Uragaan must succeed on a DC 16 Constitution saving throw or be knocked unconscious for 1 minute ,until they take damage or until another creature takes an action to shake them awake. When enraged this gas instead deals 22 (4d10) fire damage and lights targets on fire on a failed save. Targets take half damage and are not lit on fire on a success. Targets that are on fire take 5 (1d10) fire damage at the start of their turn. A creature can take an action to douse the fire on itself or another creature.

Uragaan is covered in a lustrous gold-colored hide. Its back is lined with hard crystals and its chin is plated with a rock-like shell, suggesting the Uragaan has evolved a tough exterior due to life in volcanic regions. Its underbelly is covered in a sticky, tar-like substance which it uses to affix explosive rocks to itself. Uragaan's signature ability is to roll its body into a wheel to increase its speed and agility. It will do this often in an attempt to crush the hunter. Uragaan may conduct either a short roll, or a longer one where it may roll in a figure eight for another stab at the hunter. It can also produce sleep gas or, when enraged, emit flames, much like Gravios. This will put Hunters to sleep or light them on fire. The gases effect depends on the color: ghost-blue or red-orange respectively. Uragaan will use its large jaw to attack, primarily by slamming it into the ground. It may also attack with a wide tail sweep, which flings explosive rocks into the area. If this has been done, the next time Uragaan uses a heavy jaw smash, all explosive rocks in the area will explode in a manner similar to Barrel Bombs. Uragaan is found primarily in the Volcano region. It is completely at ease in the rocks and lava that makes up its home.



Duramboros

Huge Beast (Brute Wyvern), unaligned


  • Armor Class 17 (Natural Armour)
  • Hit Points 288(18d12 + 162)
  • Speed 30ft.

STR DEX CON INT WIS CHA
30 (+10) 8 (-1) 28 (+9) 2 (-4) 10 (+0) 5 (-3)

  • Saving Throws STR +15, CON +14
  • Damage Resistances Bludgeoning, Piercing and Slashing from Nonmagical attacks.
  • Senses passive Perception 10
  • Languages --
  • Challenge 14 (11,500 XP)

Charge. If the Duramboros moves at least 20ft. straight forward and hits a creature with a horn attack the creature takes an extra 6 (1d12) damage and must succeed on a DC 18 Strength saving throw or be knocked prone.

Actions

Multiattack. The Duramboros makes two melee attacks: One with its horns and one with its tail club.

Horns. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 23 (2d12 + 10) bludgeoning damage.

Tail Club. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 36 (4d12 + 10) bludgeoning damage and the target must succeed on a DC 18 Strength saving throw or be knocked prone.

Tail Spin (Recharge 6). The Duramboros spins its tail itself around for an entire round. Any creature within 10 ft. of the Duramboros must make a DC 17 Dexterity saving throw or take 36 (4d12 + 10) bludgeoning damage and be knocked 15 ft away and prone. On a success targets take half damage and are only knocked away. Any creature that comes within 10 ft of the Duramboros on their turn while it spins must make the saving throw. On its next turn it launches itself up to 30 ft in any direction. Any creature within 5ft of the Duramboros when it lands must succeed on a DC 17 Dexterity saving throw or take 39 (5d12 + 10) bludgeoning damage and be knocked prone. Any creature in the Duramboros' space when it lands is also pushed to within 5ft of the Duramboros (their choice). On a success creatures take half damage and are not knocked prone. The Duramboros then falls prone and its turn immediately ends. It cannot do this while exhausted.

Duramboros is a bulky, heavyset, bovine monster with stocky, muscular legs and a thick upper body. It features a very thick outer hide that is riddled with heavy folds, with a row of armored plates running along its back and tail. Duramboros' most distinctive features include its massive tail club, twin brow horns, and a pair of energy-rich dorsal humps. Duramboros' slow lifestyle often results in a layer of moss and algae growing upon its hide, most noticeably along the back. Duramboros is a herbivore, subsisting primarily on fallen tree trunks. Using its ram-like pair of horns, as well its hammer-like tail club, it is known to push or knock down weak or dead trees in order to comfortably feed on them. Though generally docile, Duramboros has a capacity for aggression if provoked. It is known to use its tail club, horns, and overall mass to attack foes. One of its most unique tendencies is to twirl in place, using its tail club as a counter-balance to build up momentum, allowing it to hurl itself at an attacker and crush them with its body. Due to its diet, Duramboros is most commonly encountered in highly forested areas.



Glavenus

Huge Beast (Brute Wyvern), Unaligned


  • Armor Class 16 (Natural Armour)
  • Hit Points 294(21d12 + 147)
  • Speed 40ft.

STR DEX CON INT WIS CHA
28 (+9) 14 (+2) 24 (+7) 5 (-3) 14 (+2) 7 (-2)

  • Saving Throws STR +14, CON +12, INT +2
  • Damage Resistances Fire
  • Senses passive Perception 12
  • Languages --
  • Challenge 17 (18,000 XP)

Metal Tail. The Glavenus' tail is made of metal, as are 4 of the teeth at the front of its mouth. When the Glavenus uses the Sharpen or Tail Spin actions, its tail changes state. While cooled, the tail gives the Glavenus +1 AC. While heated, the Glavenus loses the AC bonus but its tail slam and tail spin attacks deal an extra 13 (2d12) fire damage. If the glavenus takes 30 fire damage or more in one round while its tail is Cool, it changes to its Heated state. If it takes 30 cold damage or more while its tail is Heated, it changes to the Cooled state. If its tail is Heated, it Cools after 5 rounds regardless of the Glavenus' actions.

Enrage. When the Glavenus enrages it immediately changes its tail to the Heated state if it isn't Heated already. Its bite attack also deals an extra 3 (1d6) fire damage as well as the usual benefits.

Actions

Multiattack. The Glavenus makes three attacks: two with its tail slam and one with its bite. A lava glob can replace any number of these attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Tail Slam. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 21 (2d12 + 8) bludgeoning damage and 6 (1d12) slashing damage.

Lava Glob. Ranged Weapon Attack: Range 60ft. The Glavenus spits a glob of lava at a point within range. On impact the lava covers a 5ft radius area for 1 round. Any creature in the area on impact must succeed on a DC 16 dexterity saving throw or take 22 (4d10) fire damage. On a success creatures take half damage. Any creature that starts its turn in the lava or the first time a creature enters the lava on its turn takes 11 (2d10) fire damage.

Tail Spin (Recharge 5-6). The Glavenus drags its tail through its mouth, changing the state of its tail in the process. It then moves directly forward 30 ft, slicing its tail through the air as it does so. If the Glavenus moves through the space of another creature, that creature must make a DC 18 dexterity saving throw or take 52 (8d12) slashing damage and be knocked 10 feet backwards and knocked prone. If its tail is heated, half of this damage becomes fire. On a successful save a creature takes half damage and is knocked prone.

Sharpen. The Glavenus Sharpens its tail on the ground. This changes the state of its tail from Heated to Cooled or from Cooled to Heated.

Reactions

Parry The Glavenus adds 5 to its AC against one Melee attack that would hit it. To do so, the Glavenus must see the attacker and must still have its tail.

Glavenus is a large Brute Wyvern with dark red scales covering its body. Two rows of blue, bony plates run along its back, going from the eyes to the tail. Its underside is more of a cream color. The main feature of Glavenus's physiology is its huge, sword-like tail. The tail has originally the same color as its back plates, although it will turn a rusty color or a fiery red during the battle. Its hind legs are powerful and muscular, while its front legs are much smaller and mostly useless. The face and mandibles are covered in sturdy plating, particularly resembling a Carnotaurus' head. Glavenus is able to sharpen its blade-like tail in its mouth to give iself the ability to create fiery explosions with its tail. These explosions not only give Glavenus much greater range with some of its attacks, but also make them more powerful. Glavenus is also able to breathe fire projectiles from its mouth. Glavenus are relentless and aggressive predators. Glavenus oftens drags its tail across the ground and roars at the foe. This shows the enemy that it uses fire as a weapon in an attempt to scare them off. Not only are they considered one of the strongest Brute Wyverns, they are even believed to be the smartest ones around.



Brachydios

Large Beast (Brute Wyvern), Unaligned


  • Armor Class 16
  • Hit Points 252(21d10 + 126)
  • Speed 40ft.

STR DEX CON INT WIS CHA
25 (+7) 15 (+2) 22 (+6) 5 (-3) 14 (+2) 5 (-3)

  • Saving Throws STR +12, DEX +7, CON +11
  • Damage Resistances Fire
  • Senses passive Perception 12
  • Languages --
  • Challenge 16 (15,000 XP)

Slime. All of the Brachydios' melee attacks inflict slime (included in the attack). Multiple afflictions of slime do not stack. A creature that has been afflicted with slime can use a bonus action to make a DC 16 strength check to remove the slime on a success, or douse itself in water to remove the slime. The Slime lasts for 3 rounds, changing from green to yellow and finally to red, where it detonates. A creature afflicted with slime when it detonates takes 27 (5d10) fire damage and is no longer afflicted by the slime. The Brachydios loses this trait when it is exhausted or if the Brachydios is doused in water (such as by a Tsunami spell) until it takes an action to reapply it (cannot reapply until exhaustion ends).

Enrage. When enraged the Brachydios' slime takes only two rounds to detonate on top of the usual benefits.

Actions

Multiattack. The Brachydios makes three attacks with its Brach Hammer.

Brach Hammer. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 18 (2d10 + 7) bludgeoning damage and the target is afflicted by slime.

Head Slam (Recharge 5-6). The Brachydios slams its head into the ground, covering a 10ft. radius of the ground in slime. When a creature starts its turn in the area or when a creature first moves into the area on its turn they must make a DC 18 Dexterity saving throw or be afflicted by slime. After 3 rounds this area explodes. Any creature in the area when it explodes must make a DC 18 Dexterity saving throw or take the damage of a normal slime detonation. On a success creatures take half damage. Any creature that is afflicted with slime that fails the save also has the slime on them immediately detonate.

Detonate (Recharge 5-6, Must be enraged). The Brachydios causes the ground around it to explode. All creatures within 10ft. of the brachydios must make a DC 18 dexterity saving throw or take 49 (14d6) fire damage, half damage on a success. Or the Brachydios causes a chain reaction of explosions in a 10ft wide, 30ft. long line. The effect is the same as first effect. Any creature that is afflicted by slime and fails the save also has the slime detonate.

Brachydios are easily identifiable by their glowing, green slime-covered horns and "fists," as well as their shiny, armored hide covered in many plates and ridges that are made of obsidian. Unlike other Brute Wyverns, Brachydios sports a pair of long, highly developed forelimbs that it uses as its primary means of defense. Brachydios' forelimbs and horn seem to secrete a mysterious slime. According to in-game information, Brachydios "primes" this mucus to explode with its saliva, hence why it licks its arms, making it appear brighter green. Despite initial appearances, Brachydios does possess claws on its forearms that are tucked away underneath, and serve no apparent purpose in battle. By slamming the ground or prey with its fists or horn, Brachydios can deposit a puddle of its slime mold, which, once detached from the monster's body, quickly undergoes a powerful chemical reaction and violently explodes. The substance itself is also sticky; if a hunter is struck directly by one of Brachydios' fist or horn attacks, it will adhere to the hunter's body, and eventually explode. Hunters can remove the substance by rolling or using a Deodorant. Notably, Brachydios is also capable of leaping far distances by using its powerful hind legs and is much more agile than other Brute Wyverns. When enraged, Brachydios' fists, horn, and various ridges along is body glow a bright yellow and orange. In this state, Brachydios will no longer leave slime puddles, but will instead cause explosions directly on impact with almost all of its horn and fist attacks.



Deviljho

Huge Beast (Brute Wyvern), Unaligned


  • Armor Class 16 (Natural Armour)
  • Hit Points 340(20d12 + 200)
  • Speed 40ft.

STR DEX CON INT WIS CHA
27 (+8) 12 (+1) 30 (+10) 2 (-4) 15 (+2) 4 (-3)

  • Saving Throws STR +14, CON +16
  • Condition Immunities Charmed, Frigtened
  • Senses Darkvision 60ft., passive Perception 12
  • Languages --
  • Challenge 19 (22,000 XP)

Enrage. When the Deviljho enrages its strength becomes 30 and it unlocks the use of its dragon breath attack alongside the usual benefits.

Ravenous Hunger. When Deviljho is exhausted its bite attack deals an extra 13 (2d12) acid damage. Deviljho also becomes exhausted for 2d4 + its constitution modifier (minimum of 1) rounds after enraging. However if it successfully heals 30 HP from Gorge the exhaustion ends.

Blood Frenzy. The Deviljho has advantage to hit any creature that doesn't have all it's hit points.

Actions

Multiattack. The Deviljho uses its Frightful Presence and then makes 3 melee attacks. Only two of these can be a bite attack.

Frightful Presence. Each creature of the Deviljho's choice that is within 120 feet of the Deviljho and aware of it must succeed on a DC 19 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 Deviljho's Frightful Presence for the next 24 hours .

Bite. Melee Weapon Attack: + 14 to hit, reach 5 ft., 1 target. Hit: 34 (4d12 + 8) piercing damage and the target is grappled (Escape DC 19). While grappled in this way the target is also restrained.

Stomp. Melee Weapon Attack: + 14 to hit, reach 5 ft., 1 target that the Deviljho isn't currently grappling. Hit: 27 (3d12 + 8) bludgeoning damage and all targets within 5 ft of the Deviljho must succeed on a DC 15 dexterity saving throw or be knocked prone.

Stone Fling. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 36 (4d12 + 8) bludgeoning damage. This attack deals an extra 13 (2d12) cold or fire damage if the environment allows it.

Gorge. The Deviljho makes one bite Attack against a Medium or smaller target it is Grappling. If the Attack hits, the target is swallowed, and the grapple ends. The swallowed target is Blinded and Restrained, it has total cover against attacks and other effects outside the Deviljho, and it takes 28 (8d6) acid damage at the start of each of the Deviljho's turns and the Deviljgo heals for the damage dealt. The Deviljho can have only one target swallowed at a time. If the Deviljho takes 40 damage or more on a single turn from a creature inside it, the Deviljho must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Deviljho. If the Deviljho dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 20 feet of Movement, exiting prone.

Dragon Breath (Must Be Enraged, Recharge 5-6). The Deviljho fires a 60 ft cone of draconic energy. All creatures in the area must make a DC 19 Constitution saving throw or take 78 (12d12) dragon damage.

Deviljho is a very large, bipedal Brute Wyvern characterized by its uniform forest green colouration and muscular upper body. Its thick hide is littered with short, jagged spines that reach a maximum height along the back and tail. Deviljho has a narrow snout with a large lower jaw, covered in multiple rows of teeth spreading outwards from the mouth. It has massive, powerful hind legs, but tiny, poorly developed forelegs that it rarely utilizes. When provoked, Deviljho's back and shoulder muscles swell considerably. During this period, areas of its skin will take on a bright red colouration. Deviljho is armed with a powerful set of jaws that it can use to deliver bone-crunching bites to prey and foe alike. In addition, its powerful hind legs allow it to run at relatively high speed and leap considerable distances towards prey. When enraged, Deviljho is capable of producing a mysterious clouded emission which can be shot out of the mouth in a stream at prey. This substance contains the Dragon Element and can be very deadly to hunters as well as other monsters. Deviljho is a nomadic monster, prone to wandering vast distances in search of prey. Its status as a super-predator allows it to overtake the territory of any monster that stands in its path. Because of the extreme amount of energy its body consumes, Deviljho is always in search of food sources. It is known to be cannibalistic, and is also prone to eating prey alive in order to waste as little time as possible in replenishing its energy. Because of its nomadic nature, Deviljho is known to inhabit a wide variety of environments.

Carapaceons

Carapaceons are crustacean-like monsters that have hard shells and exoskeletons or crab-like bodies, which mostly require weapons with some magical properties to damage properly. When they're weakened by physical damage, they show internal bleeding by the frothing of the purple bubbles from their mouths. Most of these crustaceans resemble crabs, lobsters or scorpions.



Daimyo Hermitaur

Huge Beast (Carapaceon), Unaligned


  • Armor Class 18 (Natural Armour)
  • Hit Points 161(17d12 + 51)
  • Speed 30ft., burrow 25ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 17 (+3) 2 (-4) 8 (-1) 3 (-4)

  • Damage Vulnerabilities Lightning
  • Damage Resistances Bludgeoning, Piercing and Slashing from nonmagical weapons
  • Senses Blindsight 10ft., passive Perception 9
  • Languages --
  • Challenge 6 (2,300 XP)

Hermit Shell. If the Daimyo Hermitaur takes 50 damage or more in one round, it's shell breaks. When its shell breaks, the Daimyo Hermitaur's AC becomes 16 and it can't use the Erupt attack or Shell Block action. If the Daimyo Hermitaur burrows it can use an action to try and find another shell. Roll percentile dice and on a 50 or higher it finds a new monster skull to use as a shell.

Actions

Multiattack. The Daimyo Hermitaur makes two claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 14 (2d8 + 5) bludgeoning damage damage and the target is grappled (Escape DC 16). The Daimyo Hermitaur has two claws, each of which can only grapple one target.

Water Spout. The Daimyo Hermitaur spits pressurized water in a 10 ft wide, 20 ft long line. Any creature in the area must make a DC 15 Dexterity saving throw or take 27 (6d8) bludgeoning damage on a failure. On a success the target takes half damage.

Erupt. If the Daimyo Hermitaur is underground, it can erupt shell-first from the ground. Any creature above the Daimyo Hermitaur when it emerges must succeed on a DC 16 dexterity saving throw or take 28 (8d6) piercing damage and be knocked prone. On a success, creatures take half damage amd are not knocked prone

Shell Block. The Daimyo Hermitaur retracts further into its shell and brings its claws up to guard. Until its next turn the its AC becomes 22, it has immunity to being knocked prone, resistance to all damage except thunder, it's movement becomes 0 and it automatically fails dexterity and strength saving throws.

Daimyo Hermitaur has a large, crab-like body. It is covered in a red and white carapace and wears the skull of a Monoblos as a protective shell. It has broad, shield-like claws and long antennae. It can use its claws as shields to defend itself from attackers, and, as with the Monoblos, can also use them to dig into the earth in order to attack foes from below. It can shoot pressurized jets of water and can use its massive weight to crush enemies. Daimyo Hermitaur is a rather passive creature, sometimes failing to take notice of hunters standing only feet in front of it. It prefers tropical to subtropical areas with sands and water such as Deserts and Jungles. Daimyo Hermitaur


Hermitaur

Medium Beast (Carapaceon), Unaligned


  • Armor Class 15
  • Hit Points 30(5d8 + 5)
  • Speed 30ft., burrow 30ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 2 (-4) 9 (-1) 3 (-4)

  • Damage Vulnerabilities lightning
  • Senses Blindsight 10ft., passive Perception 9
  • Languages --
  • Challenge 1/2 (100 XP)

Actions

Multiattack. The Hermitaur makes two claw attacks

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 11). The hermitaur has two claws, each of which can grapple only one target.



Shogun Ceanataur

Huge Beast (Carapaceon), Unaligned


  • Armor Class 17 (Natural Armour)
  • Hit Points 161(17d12 + 51)
  • Speed 40ft., climb 40ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 16 (+3) 2 (-4) 10 (+0) 6 (-2)

  • Saving Throws DEX +7, CON +6
  • Damage Resistances Bludgeoning, Piercing and Slashing damage from nonmagical attacks
  • Senses Blindsight 10ft., passive Perception 10
  • Languages --
  • Challenge 7 (2,900 XP)

Enrage. When the Shogun Ceanataur enrages, it's claws fully extend. This increases the reach of its claws to 10 ft, adds an extra d8 damage, makes them deal slashing damage, and targets hit must make a DC 16 constitution saving throw or start bleeding for 1 minute. While bleeding a target takes 1d6 bleed damage at the start of their turn. A successful medicine check of DC 14 can stop this. The Ceanataur also gains the usual benefits of enraging.

Hamstring. If the Shogun Ceanataur hits a creature with an attack of opportunity, the creature's speed becomes 0 until the end of its turn.

Leap. The Shogun Ceanataur can expend its movement to leap directly onto a ceiling that is no more than 40 ft above it.

Spider Climb. The Shogun Ceanataur can climb on any surface, including upside down on ceilings, without making an ability check

Actions

Multiattack. The Shogun Ceanataur makes two claw attacks

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) bludgeoning damage.

Clothes Line (Recharge 5-6). The Shogun Ceanataur walks its full movement forward with its claws held out. This increases its width by the reach of its claws. Any creature the Shogun Ceanataur walks through the space of must make DC 16 dexterity saving throw or take 12 (2d8 + 2) bludgeoning damage and be knocked prone. While enraged, this action gains the same benefits as its claws.

Water Blast (Recharge 5-6, Must Be On a Ceiling). The Shogun Ceanataur fires a pressurised stream of water at a creature underneath it. The creature and all creatures within 5 ft of it must make a DC 16 Dexterity saving throw or take 31 (9d6) bludgeoning damage. On a success, creatures take half damage.

Shogun Ceanataur's body is covered in a blue carapace. Its head is long and knife-shaped, and features a pair of lengthy antennae. Its folding claws act as sickles, and in rage mode are fully extended, adding a significant amount of range to its reach. Shogun Ceanataur is known to inhabit a variety of shells, among them: A Gravios skull, a snail-like shell, and a skull belonging to an unknown wyvern. Shogun Ceanataur is capable of firing a stream of pressurized water from its shell. In addition, it is able to climb on walls and ceilings, and can extend and retract its scythe-like claws. Shogun Ceanataur is relatively docile, but will defend itself vigorously if threatened. It is often seen alongside a group of younger Ceanataur. It can often be found in volcanoes or in swamps.


Ceanataur

Medium Beast (Carapaceon), Unaligned


  • Armor Class 15
  • Hit Points 30(5d8 + 5)
  • Speed 30ft., climb 30ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 2 (-4) 9 (-1) 3 (-4)

  • Senses Blindsight 10ft., passive Perception 9
  • Languages --
  • Challenge 1/2 (100 XP)

Actions

Multiattack. The Ceanataur makes two claw attacks

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 11). The ceanataur has two claws, each of which can grapple only one target.

Elder Dragons

This class is made up of rare, elusive monsters that have lived eternally since ancient times, that are able to bring destruction to entire ecosystems and potentially the world

Elder Dragon Resilience All Elder Dragons have the Elder Dragon Resilience trait, except for Kirin. This means that If damage reduces the Elder Dragon to 0 hit points, it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is dragon or from a critical hit. On a success, the Elder Dragon drops to 1 hit point instead. As well as this Elder Dragons can't be trapped in pitfall traps or in shock traps, making them impossible to capture.

Myriad of Forms Elder Dragons come in a large variety of shapes and sizes. There are oonly a few 'true' Elder Dragons, ones which have the typical draconic body structure of 4 legs abd 2 wings. However the class of Elder Dragon is a very broad one, ranging from creatures like Kirin which resemble the celestial unicorns, to the mountain sized Lao Shan Lung. They all share the same trait of being immensley powerful and destructive. However their are some exceptions to this, for example despite Shagaru Magala being classified as an Elder Dragon, its juvenile form Gore Magala is classified as a "???" Type. However, Gore Magala has Wyvern-specific loot, such as Wyvern Tears, and can be captured. Creatures such as Akantor and Ukanlos were once listed as Elder Dragons due to their immense size and power, but after some research it was found that they were actually more closely related to Flying Wyverns, and were classed as such.

God-Like Power Due to their immense strength and power, in the past, some Elder Dragons were worshipped as gods; however, in the present, the Guild marked them as threats to the ecosystem. Even today some Elder Dragons are reffered to as living Natural disasters such as Alatreon. Akantor and Ukanlos, which used to be classed as Elder Dragons are often referred to as the Black God and White God and are thought to have created the Furahiya Mountains. When an Elder Dragon is present in an area, all other monsters will flee, with the exception of other Elder Dragons, and a few powerful monsters such as Deviljho, Rajang, Ukanlos and Akantor.

Masters of the Environment Elder Dragons are known to inhabit every corner of the world of Minegarde. From atop the highest peaks, storms rage around Kushala Daora, and in the depths of the ocean the mighty Caedeus slumbers. Wherever an Elder Dragon lives it will set up a lair from which it ventures out to hunt. They are always the Apex Predator of their habitat and will not abide by intrusion from other predatory monsters. A few Elder Dragons are nomadic, such as the Kirin. Aside from the nomadic Elder Dragons, most other Elder Dragons cannot be found outside of a select environment except on very rare occasions. For example, Teostra is found in the depths of volcanoes where it makes its lair. However it can sometimes be seen in areas such as the desert if it needs to migrate due to lack of food, or being driven out.

Dragon Damage The Dragon Element is a Damage Type which can be utilized offensively by both players and some monsters. It uses a strange and unknown power to cause additional damage. Monsters that are capable of using the Dragon Element can be found in a wide variety of environments, and are generally extremely powerful and oftentimes quite rare (Examples being the Deviljho). Weapons crafted from such creatures can deal Dragon damage, and spells such as Chromatic Orb can use this element and Elemental Weapon can infuse weapons with Draagon Element. Kirin, an Elder Dragon.



Kirin

Large Elder Dragon, Unaligned


  • Armor Class 18
  • Hit Points 225(30d10 +60)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
13 (+1) 26 (+8) 14 (+2) 5 (-3) 14 (+2) 9 (-1)

  • Saving Throws DEX +14, CON +8, CHA +5
  • Skills Perception +8
  • Damage Vulnerabilities Fire, dragon
  • Damage Resistances Cold; Bludgeoning,Piercing and Slashing from Nonmagical Attacks.
  • Damage Immunities Lightning
  • Condition Immunities Charmed, Exhausted, Paralyzed, Incapacitated
  • Senses passive Perception 18
  • Languages --
  • Challenge 19 (22,000 XP)

Illumination. The Kirin's fur glows with an ethereal light. The Kirin sheds bright light up to 10ft around it and dim light another 10ft beyond.

Avoidance. When the Kirin is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage on a successful save and only half damage if it fails.

Fragile Horn. If the Kirin is hit by a critical from a bludgeoning weapon it takes full damage regardless of resistance. As well, if hit by a crit from a bludgeoning weapon or if it takes over 30 damage in one hit from a bludgeoning weapon, the Kirin must make a constitution saving throw with a DC equal to half the damage. If it fails, the Kirin is knocked prone and its horn is broken. When its horn is broken the Kirin can no longer use the lightning bolt legendary action and there's a 20% chance its lightning strike and lightning field actions will fail. On a success the Kirin is only knocked prone.

Fleet Footed. The Kirin can dash or disengage as a bonus action.

Enrage. When the Kirin enrages any creature that hits it with a melee attack takes 7 (2d6) lightning damage. All lightning damage is increased by an extra die of damage, including its gore attack lightning damage.

Actions

Multiattack. The Kirin makes three melee attacks: two with its gore and one with its buck.

Gore. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 17 (2d8+ 8) piercing damage and 7 (2d6) lightning damage

Buck. Melee Weapon Attack: +13 to hit, reach 5ft., 1 target. Hit: 15 (2d6+8) bludgeoning damage

Lightning Strike. Melee Weapon Attack: Range 120ft, 1 target. The Kirin summons a bolt of blue lightning to strike a target it can see withing range. The Target must make a DC 19 Dexterity saving throw or take 55 (10d10) lightning damage. If the creature fails the save by 5 or more it becomes paralyzed until the end of the Kirin's next turn. On a successful save, the target takes half damage and isn't paralyzed.

Lightning Field (Recharge 5-6). The Kirin summons multiple lighting bolts around itself. All targets within 5ft of Kirin must make a DC 19 Dexterity saving throw or take 36 (8d8) lightning damage. If they fail the save by 5 or more they become paralyzed until the end of the Kirin's next turn. On a successful save the targets take half damage and are not paralyzed.

Legendary Actions

Kirin can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn

Lightning Bolt (Costs 2 Actions). The Kirin fires a streak of lightning from its horn. The lightning has the same statistics as a 5th level lightning bolt spell dealing 35 (10d8) lightning damage on a failed Dexterity save and half damage on as success, with a DC of 19. If a creature fails the save by 5 or more it is paralyzed for 1 round.

Pinpoint Strike. The Kirin uses its lightning strike action.

Protective Field. The Kirin uses the Lightning Field action if it's available

Lightning Dash. The Kirin disappears in a Bolt of lightning, reappearing 30 ft away.

Kirin are most famous for their horns, as they are incredibly sharp, yet surprisingly fragile. The horn is present in both males and females. Kirin also have incredibly tough hides, that are beyond the sharpness of most weapons to damage. This is because Kirin's fur is by nature incredibly strong, and it is very tightly packed, effectively forming a suit of very flexible armor around the creature. The white/blue coloration of its hide is something of a mystery, though it appears to be also covered in scales. Kirin appear to be relatively peaceful and passive creatures, yet they are quite capable of launching a powerful barrage of lightning attacks. Using their extreme agility, Kirin can literally run circles around their opponent, getting in close to gore an enemy with their horn, only to quickly dart away and prepare another assault.

Kushala Daora

Kushala Daora is a four legged Elder Dragon with a pair of widely spreading wings. Its skin is plated with metal that makes weapons bounce off without magical reinforcement. Kushala Daora has numerous horns lining its head and sharp claws on each of its legs. Kushala Daora have the ability to manipulate strong winds, creating a wind barrier that surrounds it during rage mode. The wind barrier can knock a hunter back, making the hunter vulnerable to Kushala Daora's attacks. The wind barrier also makes it difficult for the hunter to attack its body, except for head and the tail. However, this wind barrier can be weakened by poisoning it. Kushala Daora possesses some of the largest wings of any monster. It uses these to sail effortlessly in the air. It can hover off the ground and blast hunters with wind. It uses a special organ to produce its famous wind based-attacks and abilities. When hit with poison, its organ will be weak and its shield will disappear for a short period of time while fighting the toxins. Kushala Daora have tough, metal filled skin, but suffer from a severe weakness to poison, which can easily enter the bloodstream through cracks created in the skin. Kushala Daora must infrequently shed their trademark skin as they grow. This can easily be spotted as the once shining silver scales will rust over due to oxidation with air. The most well-known ability about Kushala Daora is the storms it summons. These storms can easily destroy whole regions, varying from region to region. Kushala Daora can cause sandstorms, hurricanes, and snowstorms though it is unknown how. Kushala Daora are rare top predators, and fear almost nothing. However, it is occasionally threatened by the large, fast and aggressive Tigrex and the rare powerful Rajang. They can compete with other elder dragons, especially Chameleos in the Jungle. There are reports of Kushala Daora eating mineral deposits, this may show how they manage to have a metal rust-able skin.

A Kushala Daora's Lair

Kushala Daora makes its lair at the highest peak of the highest mountain in the area. From its lair it patrols the surrounding area, usually in a 5 mile radius or so. It claims these areas as it's hunting ground and will drive out other large monsters that it may compete with, including other dragons. If an Ancient Dragon or other more powerful creature comes to claim its lair it will usually leave to find another. A Kushala Daora is CR 23 in its lair.

Lair Actions

On initiative count 20 (losing initiative ties), the Kushala Daora takes a lair action to cause one of the following effects; the Kushala can’t use the same effect two rounds in a row:

-The Kushala causes a lightning bolt to strike an area it can see within 120 ft. Each creature within 5ft of the area must make a DC 16 dexterity saving throw or take 44 (8d10) lightning damage. On a successful save the creature takes half damage.

-The wind picks up in a 10 foot cube that the Kushala can see within 120 ft of it. Any creature in the cube must make a DC 16 Dexterity saving throw or take 24 (4d10) bludgeoning damage and be knocked prone. On a successful save the creature takes half damage and isn't knocked prone.

-A thunderous boom emanates from the storm. Any creature that isn't deafened except the Kushala must succeed on a DC 15 constitution saving throw or take 17 (5d6) thunder damage and be deafened for 1 round. On a failure creatures only take half damage.

Regional Effects

The region containing a Kushala Daora’s lair is affected by the creatures power over storms, which creates one or more of the following effects:

-An area of radius 5 miles is affected by the Kushala's storm power and is perpetually raining. This rain lightly obscures the area, and heavily obscures the mountain that Kushala resides upon.

-The region surrounding Kushala's lair is bitterly cold and windy. The mountain itself is so cold that most creatures will freeze. The Mountain itself is considered Extremely Cold and fire or other heat sources do nothing to stave off the cold.

-The peak of the mountain that Kushala makes it's lair on becomes covered in snow and freezes over if it wasn't already.


If the Kushala dies, these effects fade over the course of 1d4 days, with the Extreme Cold stopping immediately.



Kushala Daora

Huge Elder Dragon, Unaligned


  • Armor Class 21 (Natural Armour)
  • Hit Points 390(30d12 + 180)
  • Speed 40ft., fly 90ft.

STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 22 (+6) 8 (-1) 14 (+2) 10 (+0)

  • Saving Throws CON + 13, WIS + 9, CHA + 7
  • Damage Vulnerabilities Dragon
  • Damage Resistances Thunder; Lightning; Bludgeoning, Piercing and Slashing from Nonmagical Attacks
  • Condition Immunities Exhausted, Charmed, Deafened, Incapacitated
  • Senses Darkvision 60ft., passive Perception 12
  • Languages --
  • Challenge 21 (33,000 XP)

Wind Barrier. Ranged attacks against Kushala Daora have disadvantage. Melee attacks from medium or smaller creatures have disadvantage while the creature is within 5ft of Kushala Daora.

Poison Vulnerability. When Kushala Daora takes poison damage its Wind Barrier trait and Dragon Wind fade for 1 round. If Kushala Daora is poisoned its Wind Barrier and Dragon Wind cease to function while it remains poisoned. Kushala Daora has disadvantage on any saving throw to resist poison damage or being poisoned.

Metal Hide. The Kushala's skin is made from metal, and therefore acts like metal armour for spells such as shocking grasp.

Dragon Wind (Recharge 5-6). The Kushala can use a bonus action to roar, transforming its Wind Barrier into Dragon Wind. This barrier is black in colour and lasts 1 round. While Dragon Wind is active the Kushala Daora gains immunity to ranged weapon or spell attacks and all medium or smaller creatures that start their turn or move within 5ft. of Kushala on their turn must succeed on a DC 18 Dexterity saving throw or be knocked prone.

Elder Dragon Resilience. If damage reduces the Kushala to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is dragon or from a critical hit. On a success, the Kushala Daora drops to 1 hit point instead.

Legendary Resistance (3/day). If the Kushala fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The Kushala can use its Frightful Presence. It then makes three attacks: two with its bite and one with its tail. It can't use its bite and tail on the same target.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 17 (2d10 + 6) piercing damage and 5 (1d10) cold damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft, 1 target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the Kushala's choice that is within 120 feet of the Kushala and aware of it must make a DC 20 Wisdom saving throw or become frightened of it 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 Kushala's Frightful Presence for the next 24 hours.

Wind Breath (Recharge 5-6). The Kushala Daora exhales a gust of wind in a 60ft cone. All creatures in the area must succeed on a DC 22 Dexterity saving throw or take 72 (16d8) bludgeoning damage. On a successful save creatures take half damage. The area is then considered heavily obscured for 1 round due to dust and debris being kicked up. If the area is an icy area such as a tundra or the Kushala is in its lair then this action deals cold damage instead of bludgeoning and is a DC 22 Constitution save instead of a Dexterity save.

Legendary Actions

The Kushala can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The Kushala regains spent legendary actions at the start of its turn.

Dragon of Wind The Kushala can activate its Dragon Wind if available.

Wing Attack (Costs 2 actions) The Kushala beats its wings. Each creature within 20ft. of the Kushala must succeed on a DC 22 Dexterity saving throw or take 16 (3d6 +6) bludgeoning damage and be knocked prone. The Kushala can then fly up to half its flying speed.

Lord of Storms (Costs 2 actions) The Kushala Daora causes thunder to boom and lightning to flash around it. Any creature within 120 ft of the Kushala Daora must make a DC 19 Constitution saving throw or be deafened if it can hear and blinded if it can see the Kushala until the end of their next turn.

Whirlwind (Costs 2 actions) The Kushala Daora creates a large tornado in an area it can see within 60ft of it. The tornado has a radius of 5ft and is 30ft high. Any medium or smaller creature that starts its turn in or enters the tornado on its turn must succeed on a DC 19 Dexterity saving throw or take 28 (8d6) bludgeoning damage and be knocked prone. If the Kushala is in a frozen area or its lair the tornado deals cold instead of bludgeoning damage. On a successful save a creature takes half damage and isn't knocked prone. The tornado lasts 5 rounds and the Kushala can use this legendary action to move it up to 30ft. until it fades.

Teostra

Teostra's control over the Fire Element is speculated to come from his two curved horns. The relationship between the two is unclear, but hunters can cripple the monster's ability to produce a fire aura if they can manage to destroy them. As part of a sexually dimorphic species, Teostra is the male counterpart to the Lunastra, though the two are rarely seen together. Teostra is capable of producing a dangerous fire aura that deals constant damage over time to hunters standing nearby. Unlike Rathalos, Rathian, Gravios or any other fire wyvern, Teostra emits a live flame, resembling a flamethrower-like attack. Teostra is a very aggressive monster.

Teostra are a very aggressive monster. It will show dominance to anything that it encounters. Compared to Lunastra, who give warnings to get out of its territory, Teostra will ruthlessly attack intruders until they are dead. As one of the most aggressive Elder Dragons, Teostra are highly feared. It is not advised to go out into the Desert, Volcano, Swamp, or Tower when pairing with Lunastra, as the prospect of fighting both Lunastra and Teostra together is often considered suicidal.

Being predatory Elder Dragons Teostra are powerful top predators and are easily capable of killing weaker animals such as Aptonoth, Conga, Bulldrome, Iodrome, Apceros, and Cephadrome. Armed with razor sharp claws and flesh ripping teeth these Elder Dragons make short work of prey and smaller predators. However these fearsome predators have to contend with equally deadly predators such as Akantor, Lavasioth, Rajang and Tigrex. All of these predators can grievously injure if not kill a Teostra if a battle were to happen. Yet with their size, strength, tenacity, and firepower these Elder Dragons won't go down without giving a serious fight.

Possessing mastery over flame, there are few creatures that can hope to last against Teostra for long. To defend itself, the Teostra also utilizes a heat shield which damages enemies that get too close. To keep its flame powers going, they consume coal in volcanic environments. It also has detachable wing scales or powder that explode when ignited from a spark made when Teostra bites. It uses these to defend itself from attackers, although they give little protection against enemies with resilience to extreme heat such as Akantor or Lavasioth.

A Teostra's Lair

Teostra make their lairs in the depths of Volcanoes. From here, it hunts around the rest of Volcano, and is almost always the top predator there, driving out other large monsters that it may compete with, including other dragons. It will usually flee if an Ancient Red Dragon comes to claim its territory as the Teostra is outmatched physically by the Dragon and its control over fire serves as no defense against one. A Teostra is CR 23 in its lair.

Lair Actions

On initiative count 20 (losing initiative ties), the Teostra takes a lair action to cause one of the following effects; the Teostra can’t use the same effect two rounds in a row:

-The Teostra causes a fountain of lava to erupt from a point it can see within 120ft. of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

-The Teostra creates a Wall of Fire in an area it can see within 120ft. of it. This wall is identical to a 4th level Wall of Fire spell but it only lasts for one round.

-The Teostra creates a 10 ft. radius spehere of smoke at a point it can see within 60 ft. of it. The area is heavily obscured to any creature except the Teostra. When a creature enters the smoke's area for the first time on a turn or starts its turn there it must succeed on a DC 15 Constitution saving throw or have disadvantage on all attacks for that turn.

Regional Effects

The region containing a Teostra’s lair is warped by the creatures power over fire and heat, which creates one or more of the following effects:

-The area within 1 mile of a Teostra's lair is affected by the Extreme Heat condition.

-Smoke and ash is constantly flowing from the volcano, making it difficult to see and breath while within 1/2 a mile of the volcano.

-Lava and magma flow freely down the sides of the volcano at all times, making climbing it extremely dangerous.


These effects fade within 1d4 weeks upon the Teosta's death, with the Extreme Heat fading immediately.



Teostra

Huge Elder Dragon, Unaligned


  • Armor Class 19 (Natural Armour)
  • Hit Points 360(30d12 + 150)
  • Speed 40ft., fly 60 ft.

STR DEX CON INT WIS CHA
26 (+8) 16 (+3) 20 (+5) 8 (-1) 16 (+3) 8 (-1)

  • Saving Throws* DEX +10, CON +12, WIS +10, CHA +6
  • Damage Vulnerabilities Dragon
  • Damage Immunities Fire
  • Condition Immunities Exhausted, Charmed, Incapacitated
  • Senses passive Perception 13
  • Languages --
  • Challenge 21 (33,000 XP)

Flame Aura. At the start of each of the Teostra's turns, each creature within 5 feet of it takes 14 (4d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the Teostra or hits it with a melee Attack while within 5 feet of it takes 14 (4d6) fire damage. This Aura temporarily disappears when the Teostra is prone.

Enrage When enraged the Teostra's claw attacks deal an extra 9 (2d6) fire damage on top of the usual benefits.

Elder Dragon Resilience. If damage reduces the Teostra to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is dragon or from a critical hit. On a success, the Teostra drops to 1 hit point instead.

Legendary Resistance (3/Day) If the Teostra fails a saving throw it can choose to succeed instead.

Actions

Multiattack. The Teostra uses its Frightful Presence. It then makes 3 melee attacks: two with its claw and one with its bite.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage and 10 (3d6) fire damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Frightful Presence. Each creature of the Teostra's choice that is within 120 feet of the Teostra and aware of it must make a DC 20 Wisdom saving throw or become frightened of it 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 Teostra's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6). The Teostra breathes fire in a 60 ft. cone in front of itself. All creatures in the area must succeed on a DC 21 Dexterity saving throw or take 70 (20d6) fire damage. On a success creatures take half damage.

Flame Dust (Recharge 6). The Teostra scatters explosive dust in a 30-foot-radius around itself, lightly obscuring the area. As a bonus action, the Teostra can gnash its teeth, igniting the dust, which consumes it. Any creature in the area must succeed on a DC 21 Dexterity saving throw or take 84 (24d6) fire damage. On a success targets take half damage.

Supernove (Recharge 6, Flame Dust must be recharged). The Teostra builds up a massive amount of fire around itself, before unleashing it in a massive Supernova in a 40-foot-radius sphere originating from itself. All creatures in the area must succeed on a DC 21 Dexterity saving throw or take 105 (30d6) fire damage. On a success targets take half damage. The Teostra sacrifices its movement to do this. This also puts the Teostra's flame dust on recharge.

Legendary Actions

The Teostra can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. The Teostra regains spent legendary actions at the start of its turn.

Close Range Detonation (Costs 2 Actions). The Teostra creates a small cloud of explosive dust around itself and detonates it. Any creature within 10 ft of the Teostra must make a DC 21 dexterity saving throw or take 42 (12d6) fire damage. On a success creatures take half damage.

Smoke Breath. The Teostra exhales a cloud of smoke in a 30 ft cone of front of itself. The area is heavily obscured for 1 round to every creature but the Teostra.

Flame Shield (Cost 2 Actions). The Teostra's flame aura extends to 10 ft around itself until the start of the Teostra's turn and deals an extra 3 (1d6) fire damage.

Pounce. The Teostra leaps at a creature within 30 ft of it but not closer and makes a claw attack. If the attack hits the target must make a DC 18 strength saving throw or be knocked prone.

Chameleos

Chameleos's body is covered by a purple and white hide, and its head ends with a protruding horn at the tip of its nose. Its eyes are similar to a real life chameleon's; large and orb-like, with the ability to control eye movement individually. The long and elastic tongue can extend to grasp and steal items from a distance. Its wings are a purple color with a grayish white membrane, and are used for flight and controlling the direction of its poison fog. Chameleos's large tail is reminiscent of a leaf and has a curled, spiraling tip.

Chameleos has the ability to camouflage itself by using the electric currents running through its skin, refracting light in the mist and thus making its body invisible. This camouflaging ability is disabled if its horn is broken, and the tail severed. Known for using mist for protection, Chameleos's breath can create a thick fog to impair visibility as well as form dangerous toxic clouds. The stretching tongue is adept at stealing items from hunters, though this can be prevented with the Anti-Theft skill. It can also spit out acid blobs to reduce defense, and expel gas that inflicts stamina-lowering fatigue. Fanning its tail, it can cause High Pressure wind (much like Kushala Daora's wind barrier).

Chameleos are ambush hunters, waiting patiently for prey to pass by while they blend perfectly into their surroundings. Chameleos can and will eat almost anything, and can use different tactics to take down varying sizes of prey. If it is a supply camp, it'll steal with each opportunity it gets.

Chameleos are different from other Elder Dragons, as they are not nearly as "elegant" in their appearance as other Elder Dragon species. Chameleos have a number of biological adaptations that make them extremely unique. Most notably is the Chameleos's trademark camouflage mechanism. Each species of Chameleos has a different way of camouflaging itself. By generating a weak electric current in its skin that interacts with the mist it can breathe, the Elder Dragon can bend light around itself, rendering it effectively invisible. Some Chameleos use special ore to enable their camouflage. This illusion is not, however, perfect; If Chameleos sustains significant damage or dismemberment to its tail and or horn, it can lose this ability altogether. Chameleos have independently moving eyeballs that protrude from the sides of its head to create a wider field of vision. Chameleos have several nasty defenses should it ever come under attack. Its acid is incredibly potent, capable of dissolving all but rock. For hunters this often means severe armor degradation. They possess an extremely strong poison, which can be released from its mouth at will and often whipped into a thick cloud by the dragon's wings. Finally, it can exhale large amounts of mist to further hinder the vision of hunters, allowing it to either make a swift getaway or launch a surprise attack with ease.

Chameleos' Lair

The Chameleos makes its lair deep in the heart of jungles and forests where very few creatures can reach. Its lair is always hidden by mist and the Chameleos' presence makes tracking and travelling near its lair very difficult. A Chameleos is CR 22 in its lair.

Lair Actions

On initiative count 20 (losing initiative ties), the Chameleos takes a lair action to cause one of the following effects; the Chameleos can’t use the same effect two rounds in a row:

-The Chameleos causes the entire area to fill with a light mist. The area is lightly obscured and sound is muffled for all creatures except the Chameleos. Affected creatures have disadvantage on Wisdom (Perception) checks that rely on sight or hearing until initiative count 20 on the next turn.

-The Chameleos causes a 20ft. radius pool of poison to form in an area it can see within 120 ft of it. Any creature that starts its turn in or eneters the pool on its turn must succeed on a DC 16 Constitution saving throw or be poisoned as though by the Chameleos' poison gas ability. The pool lasts until initiative count 20 the following round.

-A creature of the Chameleos' choice that it can see is entagled by plany material. The creature must succeed on a DC 18 strength saving throw or be restrained as though by the entangle spell until the start of its next turn.

Regional Effects

The region containing a Chameleos’ lair is filled with the mist it uses to hide, which creates one or more of the following effects:

-The area within a mile of the Chameleos' lair is lightly obscured by mist at all times regardless of weather.

-All creatures within the area find it very difficult to get their bearings. Any creature within 5 miles of the Chameleos' lair have disadvantage on Wisdom (Survival) checks.

-A Rangers Natural Explorer trait is negated while within 5 miles of the Chameleos' lair.

If the Chameleos dies, the mist fade over the course of 2d6 days, while the other effects fade immediately.



Chameleos

Huge Elder Dragon, Unaligned


  • Armor Class 18 (Natural Armour)
  • Hit Points 341 (31d12 + 124)
  • Speed 30ft., climb 30ft., fly 40ft.

STR DEX CON INT WIS CHA
17 (+3) 22 (+6) 18 (+4) 13 (+1) 20 (+5) 10 (+0)

  • Saving Throws INT +8, WIS +12, CHA +7
  • Skills Perception +19, Stealth +13
  • Damage Vulnerabilities Dragon
  • Damage Immunities Poison
  • Condition Immunities Poisoned, Exhausted, Incapacitated, Charmed
  • Senses Darkvision 120 ft., passive Perception 29
  • Languages --
  • Challenge 21 (33,000 XP)

Elder Dragon Resilience. If damage reduces the Chameleos to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is dragon or from a critical hit. On a success, the Chameleos drops to 1 hit point instead

Superior Invisibility. As a bonus action, the Chameleos can turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the Chameleos wears or carries is invisible with it..

Keen Eyesight. The Chameleos has advantage on Wisdom (Perception) checks that rely on sight.

Alert. The Chameleos cannot be surprised by any creature that is not invisible. The Chameleos loses this trait when blinded.

Elusive. The Chameleos can hide as a bonus action if it is heavily obscured.

Actions

Multiattack. The Chameleos makes three attacks: Two with its tongue lash and one with its Acid Spit.

Tongue Lash. Melee Weapon Attack: +13 to hit, reach 15 ft., 1 target. Hit: 16 (3d6 + 6) bludgeoning damage and the target must make a DC 15 Dexterity saving throw or the Chameleos steals a random consumable item the player is carrying and uses it. If the target has no consumable items they must instead make a DC 18 Strength saving throw or be disarmed. Their weapon lands within 5ft. of the Chameleos

Acid Spit. Ranged Weapon Attack: +13 to hit, range 60/120 ft., 1 target. Hit: 11 (2d10) acid damage. Additionally nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Poison Gas (Recharge 5-6). The Chameleos spits a cloud of poisonous gas. A 20ft radius cloud of poisonous gas appears within 100 ft. of the Chameleos and lasts for one round. Any creature that starts its turn in the cloud or moves into it on their turn must make a DC 18 constitution saving throw or be poisoned for 1 minute. While poisoned in this way targets take 11 (2d10) poison damage at the start of each of their turns. A target can repeat the saving throw at the end of its turn to end the effect. The area is also heavily obscured.

Legendary Actions

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Tail Wind. The Chameleos slaps its tail on the ground multiple times, creating high pressure winds. Any creature within 5ft. of the Chameleos must succeed on a DC 18 dexterity saving throw or fall prone.

Fatiguing Spit The Chameleos spits an exhaustive fluid at a creature it can see within 60 ft. of it. The creature must succeed on a DC 18 constitution saving throw or have its speed reduced to 0 until the end of its next turn.

Obscuring Mist (Costs 2 Actions) The Chamleos exhales a 60 foot cone of mist. The mist persists for one round and the area is heavily obscured to all creatures except the Chameleos.

Thief (Costs 2 Actions) The Chameleos makes a Tongue Lash attack.

Gore Magala

Gore Magala is a very unique wyvern, sharing traits and similarities to that of the Elder Dragons, possessing six limbs, including the clawed wings on its back. Though, its overall appearance and stance resembles a quadrupedal wyvern like the Nargacuga. Its body is covered in dark exoskeleton plates, with notable features including the hidden feelers that are folded alongside its face, the lack of visible eyes and fanged jaws that are actually parts of its external armor plates. The other unique part is its wings, which are covered in jet-black fur that resemble a tattered and ragged cape. The claws on its wings are extremely prehensile, and even seem to possess opposable thumbs. They are used for grabbing, help at running and maintaining stability. When not engaged in combat, Gore Magala tends to cloak its body with its wings by latching them onto its back.

The pollen-like scales of Gore Magala are used to understand their environment and leave behind a trail that Gore Magala uses to see both predators and prey by heat. As Gore Magala's senses increase and become better from these scales, its color under its wings will slowly change and get brighter. When its sense are at their highest peak, two feelers will poke out from its head and it will release large amounts of scales into the air. The hairs will darken the sky as if an eclipse was in the area and it will begin to walk on all six. This state is known as the Frenzy State. Gore Magala has an unusually high metabolism but rarely feeds on much prey. Due to this metabolism, its hairs on its wings are constantly left behind and flying in the air. These hairs are used to understand their environment and leave behind a trail that Gore Magala uses to see both predators and prey by heat. Once it smells something in the area, it will begin to spread around its hairs around the area in order to find the target and these hairs will attach onto the target, allowing the Gore Magala to see them with heat. As Gore Magala's senses increase and become better from these hairs, its color under its wings will slowly change and get brighter. When its sense are at their highest peak, two antennae will appear from its head and it will release a large amounts of hairs into the air. The hairs in the sky will darken the sky as if an eclipse was in the area and it will begin to walk on all six. This is its Frenzy State. When it enters this state, it will begin to use its wing claws to allow it to walk and attack better using them.

Gore Magala's most infamous feature is the Frenzy Virus. This virus is spread from Gore Magala's scales and hairs while its breath has similar properties to them. The Frenzy Virus causes some abnormalities in the nervous system, increased physical strength, and a decrease in the body's resistance. This virus makes all monsters extremely violent and eventually kills most of them. Some may overcome the effects of the Frenzy Virus and actually develop a relationship with it, becoming physically stronger from the virus while also spreading the virus like Gore Magala in order to get rid of competition from their own species. These rare individuals are known as Apex Monsters. In some cases, the Frenzy Virus can even affect Gore Magala itself. Rare special individuals who have failed to molt properly have been found to have no control over the virus, unlike Shagaru Magala. This causes their normal habits to change and also causes them to be extremely violent compared to normal individuals and their adult form. These rare special individuals are called Chaotic Gore Magala.

Frenzied

When a creature other than a Giant or Humanoid fails 3 saves against the Frenzy Virus it becomes Frenzied.

Frenzied A Frenzied creature is permanently frenzied unless the spell Greator Restoration or spell of similar power is cast on it. A Frenzied creature also acts much more agressively, even to those it considered allies as well as being immune to the charmed condition. After 10 days a frenzied creature will die if it hasn't been treated.

Frenzied creatures in combat In combat, Frenzied creatures become much more dangerous than their base counterpart. A Frenzied creature deals an extra die of damage on all attacks and its melee attacks inflict the Frenzy Virus (As detailed in the Gore and Shagaru Magala stat blocks. The DC of the virus is the same as the creature the virus originated from). Frenzied monsters also gain the Reckless trait.. However, they also lose any damage resisitaces they had (except for bludgeoning, piercing and slashing damage from nonmagical weapons. They also reatain any immunities they had.)

Apex Some creatures can overcome the Frenzy Virus and become Apex. To do so the creature must succeed on a DC 20 Constitution saving throw. The saving throw can be repeated after every long rest but the DC increases by 2 each time it is failed. Only creatures of CR 10 and over can become Apex. An Apex Creature retains all the benefits of the Frenzied condition and none of the negatives. As well as this it also gains immunity to critical hits and resisitance to bludgeoning, piercing and slashing damage from nonmagical attacks if it didn't have it already.



Gore Magala

Large Elder Dragon, Unaligned


  • Armor Class 18 (Natural Armour)
  • Hit Points 300(30d10 + 120)
  • Speed 40ft., fly 80ft.

STR DEX CON INT WIS CHA
23 (+6) 18 (+4) 20 (+5) 10 (+0) 16 (+3) 10 (+0)

  • Saving Throws DEX +10, CON +11, INT +6, CHA +6
  • Skills Perception +9, Stealth +10
  • Damage Resistances Necrotic
  • Condition Immunities Charmed, Exhaustion
  • Senses Blindsight 200ft. (Blind beyond this range), passive Perception 19
  • Languages --
  • Challenge 18 (20,000 XP)

Frenzy Virus. The Gore Magala's ranged attacks inflict the frenzy virus (included in the attack. Undead, Dragons, Elder Dragons and Constructs are immune to this effect). At the end of each of the target's turns, it must make a DC 15 Constitution saving throw. After failing three of these saving throws, the frenzy virus takes full effect and the creature stops making the saves. If the target is a Giant or Humanoid, for 1 minute the creature takes an extra die of damage from any attack that inflicts the frenzy virus and cannot be afflicted with the frenzy virus until this effect ends. As well as this, the creature cannot regain hit-points in anyway except for spells and potions until after their next short rest. These affects can be removed by Greater Restoration. After succeeding on three of these saving throws, the creature overcomes the virus and is temporarily invigorated. A Giant or Humanoid gains resistance to any attack that inflicts the frenzy virus and deals an extra die of damage on all weapon and spell attacks for 1 minute, as well as being immune to the Frenzy Virus for the duration of this effect. Any creature other than a Giant or Humanoid that fails the three saves becomes permanently Frenzied . If such a creature succeeds on 3 saves it is unnaffected. .

Frenzy Mode. When the Gore Magala enrages it also enters Frenzy Mode. While in frenzy mode any creature that hits the Gore Magala with a melee attack is afflicted with the frenzy virus, the area grows dark (as though it were dusk) and the Gore Magala's blindsight range is doubled. The Frenzy Mode (But not the Enrage) ends early if the Gore Magala is incapacitated or knocked prone.

Aversion to Radiance. If the Gore Magala takes radiant damage, it has disadvantage on Attack rolls and Ability Checks until the end of its next turn.

Legendary Resistance (3/Day). If the Gore Magala fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The Gore Magala can use its frightful presence and then makes three attacks with its Wing Slam or Frenzy Blast.

Gore Magala. Each creature of the Gore Magala's choice that is within 120 ft. of the Gore Magala and aware of it must succeed on a DC 19 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 Gore Magalas Frightful Presence for the next 24 hours.

Wing Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 23 (3d10 + 6) bludgeoning damage.

Frenzy Blast. Ranged Weapon Attack: +12 to hit, range 120 ft., 1 target. Hit: 16 (3d10) poison damage and the target is afflicted with the Frenzy Virus.

Tail. Melee Weapon Attack +12 to hit, reach 15 ft., 1 target. Hit: 19 (3d8 + 6) bludgeoning damage.

Legendary Actions

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Tail Attack. The Gore Magala makes one attack with its tail.

Frenzy Pool. The Gore Magala causes a 10 foot radius pool of frenzy to appear in an area it can see within 120 feet of it. A creature that starts its turn in, or enters the pool on its turn is afflicted by the frenzy virus.

Frenzy Detonation (Costs 2 Actions). The Gore Magala unleashes a blast of Frenzy in a 30 ft. cone. Any creature in the area must make a DC 18 constitution saving throw or take 35 (10d6) poison damage and be afflicted by the frenzy virus. On a successful save creatures take half damage but are still afflicted by the virus.

Wing Attack (Costs 2 Actions). The Gore Magala beats its wings. Each creature within 10 ft. of the Gore Magala must succeed on a DC 20 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The Gore Magala can then fly up to half its flying speed.

Shagaru Magala

Shagaru Magala's body structure is similar to its juvenile form, Gore Magala. However, following the skin-shedding, its body is now covered in glittering golden scales, as well as its horns, claws and other spiky protrusions, which changed colors from crimson red / purple to dark brown. The once hidden eyes underneath the horns are also now fully opened. Its ragged-tattered wings also became golden scaly sheets that when fully expanded, resembles a star shape (more specifically, when both wings are expanded.)

Having reached adulthood, Shagaru Magala's physical abilities are greatly enhanced; they are much stronger, more agile, and most of all, more ferocious. Their usual state is like that of an enraged Gore Magala, but with more variety of attacks and evasive maneuvers.

Apart from more aggressive melee attacks like the clawed wings-pounce and a grab attack that involves crushing and then hurling hunters around like a ragdoll, their virus breath attacks are also enhanced; with the range of the explosion being larger and dealing more damage, while the scattered pools of virus, not only infecting the hunters, also explode shortly after they were deposited, limiting the hunters' movements during a frenzied fight.

When enraged, a Shagaru Magala will fly high up into the sky and let out a deafening roar, while covering itself in purplish energy aura, before proceeding to deliver aerial assaults, or swooping down on unwary hunters.

While appearing divine, like a mythical deity of sorts, it also shows to be calm and calculating, as shown during the first encounter with the player in the Sanctuary, where it calmly scanned its opponent. However, once the monster initiated an attack, its feral and brutal nature is displayed in full force; it will chase and attack its enemies in a wild and destructive manner, unleashing everything it has got until its target is dead. Being in a constant rage state that is comparable to a raging Gore Magala, its looks almost to deceive others of its horrific monstrous nature.

Just like when they were still a juvenile, they release Frenzy Virus to infect other monsters nearby. The reason for this is to claim territory for themselves, prevent other Gore Magala from molting properly, and to release the next generation of Gore Magala into their territory. However, the infection radius seems to be wider than ever, as the virus can be seen leaking out from its den, infecting many monsters in the Heaven's Mount. The virus strain also seems to be more intense, easily corrupting a mighty beast like Zinogre and turning pack-monsters like the Iodrome and Ioprey against each other. The dark virus aura that envelops a Shagaru Magala is so intense that it's said to dissipate only once the progenitor monster is dead.

Other from the encounter at its den in the Heaven's Mount, not much else is known about this unique and dangerous monster.

Shagaru Magala Lair

The Shagaru Magala makes its lair in an isolated, arena-like zone located somewhere between the Ancestral Steppe and the Heaven's Mount called the Sanctuary. It is characterized by its rocky outcroppings, fractured ground, and long, dry grass. A Shagary Magala is CR 23 in its lair.

Lair Actions

On initiative count 20 (losing initiative ties), the Shagaru Magala takes a lair action to cause one of the following effects; the Shagaru Magala can’t use the same effect two rounds in a row:

-A 5 ft. radius, 30ft. high geyser of Frenzy Virus erupts from a point the Shagaru Magala can see within 200 ft. of it. Any creature in the area must succeed on a DC 16 Constitution saving throw or take 21 (6d6) poison damage and becoming afflicted with the Frenzy Virus on a failed save, or half as much damage on a successful one.

-The Shagaru Magala causes a 20 foot cube of darkness to appear at a point it can see within 120 feet for one round. Any creature that starts their turn in the cube, or enters the cube on their turn must succeed on a DC 15 constitution saving throw or be blinded until they leave the cube.

-The Shagaru Magala causes a dark fog to appear in a 20 foot radius around itself. The fog smothers all non-magical light and heavily obscures the area. The fog lasts one round.

Regional Effects

The region containing a Shagaru Magala’s lair is corrupted by the Frenzy Virus, which creates one or more of the following effects:

-All non-humanoid or Giant creatures in an area of 5 miles around the Shagaru Magala's lair are afflicted with the frenzy virus after every long rest unless already frenzied.

-A creature that drinks from water or eats food found within 5 miles of the Shagaru Magala's lair become afflicted with the frenzy virus.

-The area within 1 mile of the Shagaru magala is lightly obscured by a faint purple fog. Any creature that enters the fog is afflicted by the frenzy virus. The fog cannot be dispersed.

-Any Gore Magala within 10 miles cannot molt into a Shagaru Magala.


If the Shagaru magala dies, the fog fades over the course of 1d4 days. The water and food remains contaminated for 1 month after the Shagaru Magala dies. Any frienzied creature reamins frienzied and can spread the virus, however creatures do not automatically become frenzied while within 5 miles of the Shagaru Magala's lair.



Shagaru Magala

Huge Elder Dragon, Unaligned


  • Armor Class 19 (Natural Armour)
  • Hit Points 408(34d12 + 170)
  • Speed 40ft., fly 90ft.

STR DEX CON INT WIS CHA
27 (+8) 20 (+5) 21 (+5) 12 (+1) 19 (+4) 13 (+1)

  • Saving Throws DEX +12, CON +12, INT +8, CHA +8
  • Skills Perception +11
  • Damage Vulnerabilities Dragon
  • Damage Resistances Radiant
  • Condition Immunities Charmed, Exhausted, Incapacitated
  • Senses Blindsight 120ft., passive Perception 21
  • Languages --
  • Challenge 21 (33,000 XP)

Elder Dragon Resilience. If damage reduces the Shagaru Magala to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is dragon or from a critical hit. On a success, the Shagaru Magala drops to 1 hit point instead.

Frenzy Virus. The Shagaru Magala's ranged attacks inflict the frenzy virus (included in the attack, undead, dragons, Elder Dragons and constructs are immune to this effect). At the end of each of the target's turns, it must make a DC 18 Constitution saving throw. After failing three of these saving throws, the frenzy virus takes full effect and the creature stops making the saves. If the Target is a Giant or Humanoid, for 1 minute the creature takes an extra die of damage from any attack that inflicts the frenzy virus and cannot be afflicted with the frenzy virus until this effect ends. As well as this, the creature cannot regain hit-points in anyway except for spells and potions until after their next short rest. These affects can be removed by Greater Restoration. After succeeding on three of these saving throws, the creature overcomes the virus and is temporarily invigorated. A Giant or Humanoid gains resistance to any attack that inflicts the frenzy virus and deals an extra die of damage on all weapon and spell attacks for 1 minute. For the duration it is also immune to the frenzy virus. Any creature other than a Giant or Humanoid that fails the three saves becomes permanently Frenzied . If such a creature succeeds on 3 saves it is unnaffected.

Frenzy Mode. When the Shagaru Magala enrages it immediately disengages and flies 30ft. into the air, uses its Awe-Inspiring presence and also enters Frenzy Mode. While in frenzy mode any creature that hits the Shagaru Magala with a melee attack is afflicted with the frenzy virus, and the Gore Magala's blindsight range is doubled.

Aversion to Necrosis If the Shagaru Magala takes Necrotic damage it has disadvantage on Attack rolls and Ability Checks until the end of its next turn

Illumination The Shagaru Magala sheds bright light in a 30-foot radius and dim light in an additional 30 ft.. When it enrages this range doubles.

Legendary Resistance (3/Day). If the Shagaru Magala fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The Shagaru Magala uses its Awe-Inspiring presence. It can then make three attacks with its Wing Slam or Frenzy Blast.

Awe-Inspiring Presence. Each creature of the Shagaru Magala's choice that is within 120 feet of the Shagaru Magala and aware of it must succeed on a DC 20 Wisdom saving throw or become Charmed 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 Shagaru Magala's Awe-Inspiringl Presence for the next 24 hours.

Wing Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., 1 target. Hit: 30 (4d10 + 8) bludgeoning damage.

Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., 1 target. Hit 17 (2d8 + 8) bludgeoning damage.

Frenzy Blast. Ranged Weapon Attack: +15 to hit, range 120 ft., 1 target. . Hit 16 (3d10) poison damage and the target is afflicted with the Frenzy Virus.

Legendary Actions

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Tail Attack The Shagaru Magala makes one tail attack.

Frenzy Pool The Shagaru Magala causes a 10 foot radius pool of frenzy to appear in an area it can see within 120 feet of it. A creature that starts its turn in, or enters the pool on its turn is afflicted by the frenzy virus. The pool lasts for one round.

Frenzy Detonation (Costs 2 Actions). The Shagaru Magala unleashes a blast of Frenzy in a 30 ft. cone. Any creature in the area must make a DC 19 constitution saving throw or take 49 (14d6) poison damage and be afflicted by the frenzy virus. On a successful save creatures take half damage but are still afflicted by the virus.

Wing Attack. The Shagaru Magala beats its wings. Each creature within 10 ft. of the Shagaru Magala must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The Shagaru Magala can then fly up to half its flying speed.

Fanged Beasts

Fanged Beasts (Also known as Pelagus and Primatius) monsters are beastly mammalian creatures that operate with only legs, and no wings. They are often much faster than other larger threats.


Bulldromes have larger tusks than Bullfango as well as white fur, as opposed to the bullfangos black fur. Bulldromes are more agile when running and proficient at finding and locking onto their victims. They can be very aggressive towards their accompanying pack of Bullfango when hungry. Bulldrome possess thick, course, fur that insulate the creatures from cold environments. This fur also acts as a way to show their old age. Bulldrome are extremely strong creatures, able to easily outrun hunters. This aids the creature greatly during its blind, charging attacks. A bulldrome's most recognized feature is its two large tusks. The tusks are initially of identical size, but they commonly grow asymmetrical over time. These are the result of a long healthy life. Bulldrome tusks will grow constantly, and will be likewise worn down by the creature as it ruts and grazes.


Bullfango

Medium Beast (Fanged Beast), Unaligned


  • Armor Class 11 (Natural Armour)
  • Hit Points 18(3d8 + 3)
  • Speed 40ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 12 (+1) 4 (-3) 2 (-4) 5 (-3)

  • Senses passive Perception 9
  • Languages --
  • Challenge 1/4 (50 XP)

Charge. If the bullfango moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Keen Smell. The bullfango has advantage on Wisdom (Perception) checks that rely on smell.

Relentless (Recharges after a Short or Long Rest If the bullfango takes 8 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Tusk. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.



Bulldrome

Large Beast (Fanged Beast), Unaligned


  • Armor Class 12 (Natural Armour)
  • Hit Points 54(6d10 + 18)
  • Speed 40ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 17 (+3) 2 (-4) 8 (-1) 5 (-3)

  • Senses passive Perception 9
  • Languages --
  • Challenge 1 (200 XP)

Charge. If the Bulldrome moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Relentless (Recharge on a Short or Long Rest). If the Bulldrome takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Keen Smell. The Bulldrome has advantage on Wisdom (Perceptiom) checks that rely on smell.

Actions

Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.



Arzuros

Large Beast (Fanged Beast), Unaligned


  • Armor Class 13 (Natural Armour)
  • Hit Points 56(7d10 + 14)
  • Speed 40ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 15 (+2) 2 (-4) 13 (+1) 5 (-3)

  • Senses passive Perception 11
  • Languages --
  • Challenge 2 (450 XP)

Keen Smell. The Arzuros has advantage on Wisdom (Perception) checks that rely on smell.

Charge If the Arzuros moves at least 30 feet straight toward a creature and hits it with a claw attack on the same turn, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Honey Eater. The Arzuros has advantage on Wisdom (Perception) checks to find honey. If a creature has honey in their inventory the Arzuros will be attracted to the honey and will focus on that creature during combat. The Arzuros has advantage on attack rolls against a creature carrying honey. If the Arzuros eats honey it regains 7(2d6) hit points.

Actions

Multiattack. The Arzuros makes three melee attacks: two with its claws and one with its bite

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 4) slashing damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft, 1 target. Hit: 8 (1d6 + 4) piercing damage.

Arzuros is noted for its turquoise colored fur and ursine body structure. It has a ridge of erect hair aligned with its nose. Its back is made of a tough hide, somewhat characteristic of a carapace. Hair runs from its cheeks, connecting to its back, where it forms a trim along the sides of the back. The claws of an Arzuros have elongated, red nails. Each claw has a tough brace encasing and protecting the wrist and forearm. Arzuros has large, bulky legs connected to much smaller feet and a short, wide tail. Arzuros are omnivorous creatures that enjoy feasting on fish and honey. When eating honey, Arzuros pays little to no attention to its surroundings. When threatened by other large monsters, Arzuros will try to use its size and claws to frighten the monster, or will use its agility to escape. Arzuros often hangs its tongue out of its mouth.

An Arzuros will stand on its hind legs to seem much larger to the opponent, much like bear. Its front limbs are used as weapons, and are lined with long sharp claws and spikes on its arms that can greatly wound an attacker. It uses them much like many other creatures, by swiping and slashing at its attackers and/or prey. It can also use them to run fast and turn easier when running from predators. Arzuros also have hardened plate-like scales on their backs, and forelimbs. This gives the Arzuros protection from rear assaults and when feeding on bee hives as the stinging and biting insects barely even faze the creatures. Arzuros are omnivores, meaning they are capable of eating both plants and other animals. They're commonly seen by rivers, hunting fish, and in the forest, searching for certain plants, insects, and carrion. The favorite meal of an Arzuros is honey. They will do just about anything to get their hands on honey, including steal from hunters. While being large themselves, Arzuros are vulnerable to being attacked and preyed upon by even larger predators in the forest, such as Zinogre.



Lagombi

Large Beast (Fanged Beast), Unaligned


  • Armor Class 13 (Natural Armour)
  • Hit Points 56(8d10 + 8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 3 (-4) 10 (+0) 3 (-4)

  • Skills Perception +2
  • Damage Resistances Cold
  • Senses passive Perception 12
  • Languages --
  • Challenge 2 (450 XP)

Keen Hearing. The Lagombi has advantage on Wisdom (Perception) checks that rely on hearing.

Sensitive Hearing. When the Lagombi takes thunder damage or hears a very loud noise and isn't deafened it takes double damage and it must make a Constitution saving throw with a DC equal to half the damage dealt or 10, whichever is higher. On a failure, it is stunned until the start of its next turn and is deafened for 3 rounds. After the stun ends the lagombi immediately enrages. While enraged the Lagombi loses this trait.

Ice Walk. Difficult terrain composed of ice or snow doesn't cost the Lagombi extra movement.

Ice Slide. The Lagombi can dash as a bonus action when on ice or snow.

Actions

Multiattack. The Lagombi makes two claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 2) slashing damage.

Snow Ball (Recharge 5-6). The Lagombi rolls a 5 ft wide ball of snow and ice in a 30 ft line. Any creature in that line must make a DC 13 dexterity saving throw or take 6 (1d10) bludgeoning damage and 6 (1d10) cold damage and their speed is reduced by 10 feet until the end of their next turn. The bludgeoning damage increases by 1d10 for every 10 ft the ball travels. On a successful save the creature takes half damage and doesn't have its speed reduced.

Sliding Charge (Recharge 4-6, must be on ice or snow). The Lagombi slides 40 feet straight forward on its stomach. If it moves through a creature's space that creature must make a DC 14 dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone. On a success targets take half damage and are not knocked prone. This movement does not provoke opportunity attacks.

A large, wombat-like Fanged Beast. Its ears are long and highly sensitive, and its face features a beak-like mouth along with small red eyes. A Lagombi's belly is made of a low-friction material and is shaped so that it can slide upon the ice like a sled. It is covered in a thick fur coat to keep it warm in its sub-zero homeland. A Lagombi has superb hearing in order to remain aware of predators. Fortunately for hunters, that also leaves it vulnerable to loud noises, such as Sonic Bombs (like Yian Kut-Ku). It attacks by throwing chunks of ice, swiping with its claws, and sliding around on its belly in order to ram foes. To traverse from area to area it slides on its belly much like a penguin. Lagombi is a relatively docile monster, but will respond with aggression when provoked or threatened. It is evidently an insectivore, as it enjoys feeding on Bnahabra and Vespoid.

Lagombi have a warm pelt that helps them survive the cold. These creatures have a plastron-like shell on their stomachs, allowing them to slide across the ice with ease, possibly for escaping from larger monsters. This can also be used to easily surprise intruding hunters. Their ears are highly sensitive, allowing them to notice predators like Barioth and Tigrex even when they are far away, giving them plenty of time to escape. Lagombi claws are able to tear through flesh easily and even freeze over the wounds left over on prey.



Volvidon

Large Beast (Fanged Beast), Unaligned


  • Armor Class 16 (Natural Armour)
  • Hit Points 88(11d10 + 22)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 3 (-4) 10 (+0) 6 (-2)

  • Damage Resistances Firey
  • Senses passive Perception 10
  • Languages --
  • Challenge 3 (700 XP)

Actions

Multiattack. The Volvidon makes 3 attacks: two with its claws and one with its tongue or paralyzing spit.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 3) slashing damage.

Tongue. Ranged Weapon Attack: +5 to hit, range 30 ft., 1 target. Hit: 7 (1d8 + 3) bludgeoning damage and the target must make a DC 14 Strength saving throw or be pulled to within 5ft of the Volvidon and knocked prone.

Paralyzing Spit (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30 ft., 1 target. Hit: 2 (1d4) bludgeoning damage and the target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 round.

Rolling Charge (Recharge 4-6). The Volvidon curls itself into a ball and moves 40 feet. The first time it moves through another creature's space, the creature must make a DC 14 Dexterity saving throw or take 12 (3d8) bludgeoning damage and be knocked prone. On a successful save the target takes half damage and is not knocked prone. This movement does not provoke opportunity attacks.

Reactions

Defensive Curl. As a reaction, when the Volvidon is attacked it can curl itself up, increasing its AC to 18 and giving it resistance to bludgeoning, piercing and slashing from nonmagical attacks for the attack.

Volvidon is a medium-sized monster, slightly larger than an Aptonoth. It is covered in a series of red armor plates, which are segmented around the midsection and allow the Volvidon to curl into a ball. It possesses an extremely long, chameleon-like tongue which is covered in sticky saliva.

It is capable of spitting out a paralyzing liquid. Being a Fanged Beast, the Volvidon uses attacks similar to those of Arzuros and Lagombi. It is known to pull prey and foes toward its mouth using its long tongue. In addition to aiding transportation, its ability to roll up into a ball allows it to crush foes during combat.

It will typically avoid trouble, but if cornered, Volvidon can be surprisingly aggressive. It is an insectivore which uses its long, sticky tongue to feed on Neopterons.

Volvidon have a special armor on their backs, protecting them from attacks while also being very flexible. When contorted into a ball, there is little that a predator can do. Their shells can even withstand fire and lava. Its tongue is long and sticky, allowing it to grasp prey from long distances. Since it feeds mainly on Bnahabra and Altaroth, it is able to convert the paralyzing toxins the insects naturally produce in to its own system due to a specialized organ located in its mouth along with a smelly gas. This being done, now its own saliva has the same paralytic qualities, aiding it in its defense against predators. Volvidon also possess the ability to curl up and roll backwards, or side to side. This can be a life-saver if confronted by predators such as Deviljho or Stygian Zinogre.



Kecha Wacha

Large Beast (Fanged Beast), Unaligned


  • Armor Class 14
  • Hit Points 60(10d8 + 10)
  • Speed 30ft., Climb 40ft., fly 30ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 13 (+1) 3 (-4) 14 (+2) 6 (-2)

  • Saving Throws DEX +6
  • Skills Perception + 4
  • Senses passive Perception 14
  • Languages --
  • Challenge 3 (700 XP)

Keen Hearing. The Kecha Wacha has advantage on Wisdom (Pereception) checks that rely on hearing..

Sensitive Hearing. When the Kecha Wacha takes thunder damage and isn't deafened it takes double damage and it must make a Constitution saving throw with a DC equal to half the damage dealt or 10, whichever is higher. On a failure, it is stunned until the start of its next turn and is deafened for 3 rounds. After the stun ends, the Kecha Wacha Enrages immediately. While enraged it loses this trait.

Enrage. When the Kecha Wacha enrages, its movement increases by 10 feet and it loses the sensitive hearing trait as well as the usual benefits.

Glide. The Kecha Wacha takes no damage from falling and falls at half the normal speed. At the end of its fly speed, the the Kecha Wacha drops from the air.

Actions

Multiattack. The Kecha Wacha makes any combination of 3 claw or spit attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 4) slashing damage.

Spit. Ranged Weapon Attack: +6 to hit, range 30/50ft., 1 target. Hit: 5 (1d8) bludgeoning damage and the target's movement speed is reduced by 10 ft. until the end of their next turn.

Reactions

Escape. When the Kecha Wacha is targeted by a melee attack, it can use its reaction to disengage and move 20 feet backwards.

Kecha Wacha is a lemur-like monster with long arms and hook-like fingers and claws. It has bright yellow fur and blue skin. It can fold its spiked ears over its face, forming a "mask" that is likely used to intimidate would-be attackers. It also sports a tube-like trunk and large, forward-facing eyes. It is capable of attacking from a distance by shooting globs of mucus from its trunk-like nose which can slow attackers. Kecha Wacha is able to glide using a membrane between its arms, legs, and tail, in a manner similar to a flying squirrel. This makes the Kecha Wacha the only Fanged Beast able to "fly". Curious in nature Kecha Wacha will investigate anything in their environment that is new to them. As relatively peaceful monsters these creatures would rather flee than fight, yet if fleeing is not an option they can be surprisingly aggressive and will readily use their long, sharp, and hooked claws, trunk-like nose and mask-like ears to defend themselves. The ears of a Kecha Wacha can be utilized in multiple ways. These ears are capable of listening for insect larvae inside trees and aid the Pelagi in escaping potential predators. If cornered a Kecha Wacha will fold its ears over its face and will attempt to frighten the attacker off with the bright eye spots on its ears. This gives a Kecha Wacha the appearance of a menacing creature and because Kecha Wacha folds its eyes with its ears the Kecha Wacha cannot see but as its ears are closer to the floor it can hear the movement sounds of the attacking predators. Like its ears the tapir trunk-like nose of a Kecha Wacha has multiple uses. This trunk is used for sucking up water and spraying it back into its owner's mouth just like that of an elephant. Inside the trunk is a specialized organ that can store large amounts of water and this water can be used for defense whenever needed since these Pelagi can shoot out globs of mucus water at an attacker. Kecha Wachas are arboreal monsters that have large and hooked claws that enable them to get an excellent grip on slippery vines. The tail of this creature ends in a hooked barb and will allow a Kecha Wacha to hang upside in trees just like an oppossum. One particular adaptation that Kecha Wacha have that separates them from other Pelagi like Congalala is their ability to glide. These creatures have a "Patagium" which is an extension of the skin at the abdomen that runs up to the tip of each digit, thus uniting the forelimb with the body. This membrane allows the creatures to glide in search of food or to escape ground-based predators like a Stygian Zinogre.


Conga

Medium Beast (Fanged Beast), Unaligned


  • Armor Class 12
  • Hit Points 21(3d8 + 6)
  • Speed 30ft., climb 30ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 3 (-4) 10 (+0) 7 (-2)

  • Senses passive Perception 10
  • Languages --
  • Challenge 1/2 (100 XP)

Actions

*Multiattack. The Conga makes two attacks with its claws.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Fart. The Conga farts, releasing a noxious gas in a 10 ft cone. Any creature in the area must succeed on a DC 11 Constitution saving throw or take 5 (2d4) poison damage and be unable to use consumable items until the end of their next turn. On a success creatures take half damage and can still use consumable items.

Congas resemble pink gorillas with a face of a hippopotamus, black underbellies and have a blonde patch of hair on top of their head. Congas most likely fill a variety of roles. They are quite fond of mushrooms and have fangs that are used in eating meat so they can hunt small prey like Mosswine. Their most likely common predators are Velociprey, Genprey, Remobra, and Ioprey. They may also be scavengers. The Conga's most notable adaptation for its life is its ability to produce strong farts. This fart causes a creature's throat to itch, making it hard for species to eat properly. The pink fur is used as a warning to potential predators.



Congalala

Large Beast (Fanged Beast), Unaligned


  • Armor Class 13 (Natural Armour)
  • Hit Points 162(18d10 + 54)
  • Speed 30ft., climb 30ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 17 (+3) 5 (-3) 10 (+0) 3 (-4)

  • Damage Vulnerability Fire
  • Senses passive Perception 10
  • Languages --
  • Challenge 5 (1800 XP)

Mushroom Eater. Congalala's love to eat mushrooms and as such always carry one around in their tail. As a bonus action the Congalala can eat the mushroom, gaining its breath atack. Roll a d6 to determine what effect the mushroom had. 1-The breath attack deal 19 (3d12) fire damage. The save is Dexterity based instead of Constitution. 2-The breath attack deal 14 (4d6) poison damage and the target is poisoned for 1 minute if they failed the save. The target can make a DC 13 Constitution saving throw at the start of its turn to end the effect. 3- The Breath attack deal 22 (4d10) necrotic damage and the Congalala is poisoned until it uses all three uses of its breath attack. 4- The targets are knocked unconscious for 1 minute on a failed save. On a success nothing happens. 5-The target is paralyzed for 1 round on a failed save. On a success nothing happens. 6- The Congalala gains +2 strength for 3 rounds but no breath attack.

Relentless Attack. The Congalala gains advantage on all melee attack rolls until the end of the turn, but at the end of its turn it falls prone.

Actions

Multiattack. The Congalala makes three claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 4) slashing damage.

Fart (Recharge 5-6). he Congalala farts, releasing noxious gas in a 20 ft cone. All creatures in the area must make a DC 15 constitution saving throw or take 11 (2d10) poison damage and they can't use consumable items for 3 rounds on a failed save. On a success creatures take half damage and can still use consumable items.

Breath Attack (3 uses after eating a mushroom). The Congalala exhales a gas in a 30 ft cone. All creatures in the areamust make a DC 15 Constitution saving throw or be subjected to the effects of the breath attack. On a successful save creatures take half damage if the attack deals damage and are unaffected by other conditions of the breath.

Reactions

Belly Shield. When a creature makes an attack roll against the Congalala it can puff out its stomach, gaining an AC of 16 and resistance to bludgeoning, piercing and slashing damage from non-magical attacks for 1 turn.

Congalala resembles a giant, tailed gorilla with pink fur, a hippo-like head, and long front claws. The spike on its head is actually hair that the Congalala has smoothed into shape to signify that they are the pack leader. Congalalas are surprisingly intelligent beasts. Despite their apparently adorable appearance, the Congalalas should never be underestimated. While they are for the most part very docile, they react well to the presence of herbivores, so long as they give a wide berth. They can quickly become aggressive to anything that disrupts feeding or startles them, for example, if they see hunters. When damaged enough, their rage mode is triggered. Most of their upper jaw will be red, and they will be more aggressive. Congalala are large omnivorous apes. They often lead small packs of Conga and will sometimes become quite territorial. Congalalas are typically nomads, searching for any kind of food and absently wandering from one region to the next. However, if they find an area particularly rich in food, be it fish, prey, or plant life, they may choose to claim the region as their own. Congalala are one of the few creatures with opposable thumbs. This makes it very easy for them to grasp fruit hanging from trees and reach other out-of-the-way food sources that other land based creatures do not have access to. If food runs out in the Congalala's dominant area, it may resort to gathering up its pack and launch a raid on human territory or even another area dominated by a different Congalala or large monster in an attempt to plunder food or claim the territory.


Blango

Medium Beast (Fanged Beast), Unaligned


  • Armor Class 11
  • Hit Points 28(4d8 + 8)
  • Speed 30ft., climb 30ft., burrow 5ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 3 (-4) 12 (+1) 7 (-2)

  • Skills Athletics +5
  • Damage Resistances Cold
  • Senses Darkvision 30ft., passive Perception 11
  • Languages --
  • Challenge 1 (200 XP)

Pack Tactics. The Blango has advantage on an Attack roll against a creature if at least one of the Blango's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Aversion to Fire. If the Blango takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Actions

Multiattack. The Blango makes two fist attacks

Fist. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Rock. Ranged Weapon Attack +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and 2 (1d4) cold damage if in a frozen area.

Blango are white-furred, ape-like creature with a bright red face. The skin beneath its coat is a dull purple color..It can burrow underneath the snow in wait for prey or stalk the rock and ice above. Blangos frequently hunt in packs. Although weak when fighting alone, Blango will fight ferociously when led by a Blangonga. If the Blangonga enters Rage mode the Blangos will follow suit and enter rage as well, throwing ice chunks at hunters. Under the leadership of the Blangonga, the Blango are most likely a high class predator, as there is little that can oppose the tight-knit group. Blango prey upon Anteka and Popo. Blango have developed a thick layer of fur and fat, as well as strong muscles to quickly cover ground and climb, a skill required in the mountains. They also have a tight pack connection and work together thus being highly coordinated in their attacks.



Blangonga

Huge Beast (Fanged Beast), Unaligned


  • Armor Class 14 (Natural Armour)
  • Hit Points 154(14d12 + 56)
  • Speed 40ft., climb 40ft., burrow 15ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 18 (+4) 5 (-3) 14 (+2) 6 (-2)

  • Saving Throws STR +9. DEX +5
  • Skills Athletics +9
  • Damage Resistances Cold
  • Senses Darkvision 30ft., passive Perception 12
  • Languages --
  • Challenge 8 (3,900 XP)

Pack Tactics. The Blangonga has advantage on attack rolls if at least one of the Blangonga's allies is within 5ft of the target and the ally isn't incapacitated.

Enrage. When the Blangonga enrages it uses its roar ability immediately if its available, gains +10 ft movement and gains +2 strength for the duration instead of the usual benefits. While enraged all Blango's in the area gain the same benefits.

Aversion to Fire. If the Blangonga takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Actions

Multiattack. The Blangonga makes two fist attacks.

Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 17 (2d10 + 6) bludgeoning damage.

Frozen Rock. Ranged Weapon Attack: +9 to hit, range 60/100 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage and 6 (1d10) cold damage.

Freezing Breath (Recharge 5-6). The Blangonga exhales a freezing blast of air in a 30 ft cone. Targets in the area must make a DC 16 dexterity saving throw or take 36 (8d8) cold damage on a failed save. On a success take half damage. Creatures killed by this attack are frozen solid until thawed.

Roar (Recharge when all Blangos are dead). The Blangonga roars, summoning 2 blangos which burst from the ground around the Blangonga. These Blangos go on the Blangonga's initiative.

As the alpha-male of the pack, the Blangonga is twice as large as the average Blango with a much more aggressive temperament. Its strong, muscled limbs allow it to run and leap at a startling speed, and its powerful roar can catch hunters unaware without adequate hearing protection. By calling out to its pack, the Blangonga can summon Blangos to fight beside it in battle. Its deadly speed can bewilder the novice hunter, as they can perform a dive that can send them rolling into their foes and deal out massive damage. Blangongas can break ice at their feet and hurl it at hunters. Blangongas are incredibly aggressive creatures. They will ruthlessly attack hunters and prey, yet shy away from anything larger than themselves. Blangonga have some of the toughest fur of any known monster. Its fur helps prevents cold air from touching their skin and can also prevent snow and ice from touching their skin. Their fur has even been seen to be able to stop paintballs from splattering on their skin and even stopping arrows from piercing through their skin. From the furs pearly white color, it serves as excellent camouflage. The Blangonga's best recognized features is its fangs. Its long canines are more a show of dominance than a practical tool. They can, obviously, inflict deep wounds on prey and help to pin them down while the Blangonga rakes the victim with its paws. Unlike Blango, Blangonga have a "beard" on their face that signifies that they are the leader. Blangonga are astoundingly strong creatures. They can easily toss large boulders or massive ice chunks with ease. This strength allows them to dig rapidly into deep arctic snow, which is an excellent position to ambush prey. A Blangonga's strength helps them to hold prey while they make a killing blow. The massive monkeys are surprisingly fast and nimble, which enable them to run and leap great distances. This agility helps them to quickly scale or descend mountains with ease. They are aided in this by their large whiskers, which help to balance the creature as it moves about.



Gammmoth

Gargantuan beast (Fanged Beast), Unaligned


  • Armor Class 14 (Natural Armour)
  • Hit Points 340(20d12 + 200)
  • Speed 40ft.

STR DEX CON INT WIS CHA
30 (+10) 6 (-2) 30 (+10) 3 (-4) 16 (+3) 6 (-2)

  • Saving Throws STR +15, CON +15
  • Damage Vulnerabilities Fire
  • Damage Resistances Bludgeoning, Piercing and Slashing from Nonmagical Attacks.
  • Damage Immunities Cold
  • Senses passive Perception 13
  • Languages --
  • Challenge 16 (15000 XP)

Snow Armour. The Gammoth can use an action to encase its legs in snow and ice. This increases its AC by 2, but decreases its movement by 10ft.

Actions

Multiattack. The Gammoth makes three attacks, two with its gore and one with its trunk.

Gore. Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target the Gammoth isn't grappling. Hit: 29 (3d12 + 10) bludgeoning damage.

Trunk. Melee Weapon Attack: +15 to hit, reach 10 ft., 1 target. Hit: 19 (2d8 + 10) bludgeoning damage and if the target is large or smaller it is grappled (Escape DC 19). While grappled in this way the target is also restrained and is automatically hit by the Gammoth's slam.

Slam. The Gammoth slams one target it has grappled into the ground repeatedly. The target automatically takes 36 (4d12 + 10) bludgeoning damage, is knocked prone and the grapple ends.

Inhale (Recharge 5-6). The Gammoth inhales air through its trunk in a 60 ft cone. Any creature inside the cone must succeed on a DC 18 strength saving throw or take 14 (4d6) cold damage and be pulled to within 5ft of the gammoth and knocked prone. On a success targets take half damage and aren't pulled or knocked prone. The Gammoth can then use its Stomp as a bonus action if it's available.

Stomp (Recharge 6). The Gammoth rears up onto its hind legs and smashes its front legs down onto the ground. Any creature within 5 ft of the Gammoth and in front of it must succeed on a DC 18 dexterity saving throw or take (5d12 + 10) bludgeoning damage. On a success targets take half damage. If the Gammoth has its ice armour on, this attack deals an extra (2d10) cold damage but the armour is lost.

Gammoth resembles a huge Woolly mammoth. It is by far the largest Fanged Beast known to date. The fur covering its huge body is mostly bluish, although it's also white and red on its trunk, legs, back and underside. It has brown plating covering most of its head and feet, as well as two tusks seemingly made of the same material. This plating is said to be extremely resistant to damage. The underside of its trunk seems to be covered in a scaly hide, and is lined with numerous spikes. Interestingly, Gammoth is sometimes seen with its legs encased in ice. Gammoth is able to breathe snow from its trunk, encasing enemies in snow. This snow can also be applied to its legs, encasing them in an icy armor. It can also use its trunk to create a large vortex, sucking hunters in from a distance so it can trample them more easily. However, Gammoth mainly uses its brute strength and sheer size to deal with threats. Gammoth are hostile to just about anything. They are particularly hostile towards Tigrex, however. This is said to be because Tigrex is the natural predator of young Gammoths, and as Gammoth grows older its fear of Tigrex is replaced by rage and aggression. A full grown Gammoth is larger than a full grown Duramboros. Gammoth's whole body is covered in fur that is mixes of reds, blues, and whites. This fur is perfect for protecting it against the cold of the snowy environments it lives in and also perfect for absorbing powerful attacks from threats. On a Gammoth's legs are spikes used for sticking snow to its legs. This snow on Gammoth's legs is both used as a weapon and as an armor. The snow is able to protect Gammoth's legs from being damaged easily by threats and to make its attacks, which involve it smashing down on its enemies with its immense weight, more destructive. Its trunk is strong and used for picking up objects like certain foods. However, Gammoth have been seen violently grabbing smaller monsters and slamming them down on the ground if they threatened it. Its trunk is estimated to be strong enough to lift up large Flying Wyverns. The trunk is also used to protect itself or even to coat its legs. It coats its legs in snow to make its smashing attacks more destructive, making it less likely for its threats to get out alive. On a Gammoth's head is a large shell that is used for protection against threats. Its tusks are hard enough to pierce through the icy ground of its environments.

Flying Wyverns

Flying Wyverns are large, bipedal monsters that have two wings. These Wyverns are known as "True Wyverns". However, there are some Wyverns that are quadrupedal, operating their wingarms as forearms instead like Tigrex and Nargacuga. These monsters have been dubbed by fans as "Pseudo Wyverns" (Pseudo meaning "False" or "Mimic"), due to these species only displaying partial Wyvern traits. Some are flightless despite their classification as Flying Wyverns, like the Akantor and Ukanlos. These wyverns show their Wyvern ancestry by the small forewings on their two front limbs. Flying Wyverns make up a large majority of the monsters in the land of Minegarde.

Most Flying Wyverns are large or larger and are almost always solitary hunters. An exception to this rule is the Rathalos and the Rathian, which tend to hunt as a pair, being monogamous in nature.

The appearance of Flying Wyverns varies wildly, from the horrifying and alien looking Khezu to the brutally powerful Diablos. Flying Wyverns have also adapted to almost every environment. Diablos and Monoblos live in the desert while Barioth and Ukanlos live in frozen tundras. Other Flying Wyverns have adapted to be completely nomadic such as the Tigrex, which has been seen in the freezing mountains as well as in deserts and volcanoes.



Khezu

Large Beast (Flying Wyvern), Unaligned


  • Armor Class 13 (Natural Armour)
  • Hit Points 108(12d10 + 36)
  • Speed 30ft.,climb 30ft., fly 40ft.

STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 16 (+3) 3 (-4) 10 (+0) 2 (-4)

  • Skills Stealth +6, Perception +3
  • Damage Resistances Cold, lightning
  • Senses Blindsight 120ft., blind beyond this range., passive Perception 13
  • Languages --
  • Challenge 5 (1,800 XP)

Keen Smell. The Khezu has advantage on Wisdom (Perception) checks that rely on smell.

Spider Climb. The Khezu can climb difficult surfaces without making an ability check, including upside down on ceilings.

Grounded. The Khezu can't move and use its lightning aura or lightning ball actions in the same turn.

Cave Hunter. The Khezu has advantage on Dexterity (Stealth) checks made while in a cave or underground

Actions

Multiattack. The Khezu makes three attacks with its bite.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 10 (2d6 + 3) piercing damage and another 3 (1d6) acid damage. If the target is a medium or smaller creature that is surprised or paralyzed it is also grappled (Escape DC 15). While grappled in this way, the target takes 3 (1d6) acid damage at the start of each of the Khezu's turns, is restrained and the Khezu cannot bite another target.

Swallow The Khezu attempts to swallow a creature it is currently grappling. The Khezu makes a bite attack against the creature. If it hits, the target does not take damage but the Khezu instead swallows it. Once swallowed the target is restrained and blinded and takes 17 (3d10) acid damage on the start of each of the Khezu's turns and the Khezu cannot swallow another target. If the Khezu takes 20 damage from a creature inside of it, it must make a DC 16 Constitution saving throw or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the Khezu. If the Khezu dies a swallowed creature is no longer Restrained by it and can escape from the corpse by using 10 feet of Movement, exiting prone.

Lightning Ball. The Khezu fires a 5ft wide ball of lightning along the ground in a 60 ft line. Any creature the ball passes through must succeed on a DC 15 dexterity saving throw or take 17 (3d10) lightning damage and become paralyzed until the end of the Khezu's next turn. On a success the target only takes half damage. This attack fails if a creature is currently grappled by the Khezu.

Screech. The Khezu screeches, releasing any grappled target. All creatures within 20 ft of the Khezu must make a DC 16 Constitution saving throw or be stunned and deafened for 1 round.

Reactions

Lightning Aura. When the Khezu is subjected to a melee attack it can surround itself in an aura of lightning. All creatures withing 5 ft of the Khezu must make a DC 16 Dexterity saving throw or take 17 (3d10) lightning damage and if they failed the save by 5 or more, become paralyzed until the start of the Khezu's next turn. On a success creatures takes half damage and are not paralyzed. This attack does not affect a target currently grappled by the Khezu.

Khezu are large, pale Wyverns with a flabby, rubbery hide which they constantly keep damp, similar to that of an amphibian. Many of their blood vessels and veins can be seen through their pale skin. Their tail features a specialized orifice which bonds to the ground during electrical attacks and helps them cling onto cave ceilings. Their mouth features rows of sharp teeth. Khezu feet lack claws, and instead have suction pad-like toes to assist them in climbing and hanging from cave walls and ceilings. Spending most of their lives in the dark, their eyes have regressed greatly, though they make up for this with a superb sense of smell. A layer of fat helps to keep them warm and prolong the time they can spend hunting for food. Khezu have an extendable neck which allows them to grasp and ambush prey from afar, such as from a cave ceiling. Khezu are hermaphrodites, which means an individual is both male and female. To reproduce they paralyze a creature and inject their young, known as Whelps. The Whelps grow inside their victim until it dies, or when they are strong enough to leave. Although Khezu are cave dwellers, they go out when they please, or when food inside grows too scarce. While Khezu outside a cave are vulnerable to larger Wyverns like Tigrex, inside caves Khezu have the advantage. In addition to being unhampered by the dark, they can cling to the ceiling and attack from above.



Basarios

Large Beast (Flying Wyvern), Unaligned


  • Armor Class 17 (Natural Armour)
  • Hit Points 216(20d10 + 80)
  • Speed 30ft., burrow 30ft., fly 20ft.

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 19 (+4) 2 (-4) 12 (+1) 4 (-3)

  • Saving Throws STR +9, CON +8
  • Damage Resistances Fire;poison;Bludgeoning, Piercing and Slashing from Nonmagical Attacks.
  • Senses Tremorsense 20ft., passive Perception 11
  • Languages --
  • Challenge 10 (5,900 XP)

False Appearance. While half buried underground the Basarios is indistinguishable from a pile of rocks.

Actions

Multiattack. The Basarios makes three attacks, two with its slam and one with its tail swipe. It can't use a slam and a tail swipe against the same target.

Slam. Melee Weapon Attack +9 to hit, reach 5 ft., 1 target. Hit: 12 (2d6 + 5) bludgeoning damage.

Tail Swipe. Melee Weapon Attack +9 to hit, reach 10 ft., 1 target. Hit: 11 (1d12 + 5) bludgeoning damage..

Poison Gas (Recharge 4-6). The Basarios emits a poisonous gas all around it. Any creature within 10 ft of Basarios must succeed on a DC 16 Constitution saving throw. On a failed save creatures take 13 (2d12) poison damage and are poisoned for 1 minute. While poisoned in this way a target takes 6 (1d12) poison damage at the start of each of its turns. At the end of its turn the creature can repeat the save to end the poisoned condition. On a successful save a target takes half damage and is not poisoned.

Sleeping Gas (Recharge 5-6). All creatures within 10 ft of the Basarios must succeed on a DC 16 Constitution saving throw. On a failure a creature is knocked unconscious for 1 minute, until they take damage or until another creature takes an action to shake them awake. On a success a creature is unaffected.

Fire Beam (Recharge 5-6). The Basarios fire a 5ft wide, 100 ft long line of flame and heat. Any creature in the line must make a DC 16 Dexterity saving throw or take 35 (10d6) fire damage. On a success a creature takes half damage.

Basarios is a small, rocky wyvern. It is the juvenile form of Gravios. Its hard, stone-like shell can be used for protection against other large wyverns, doubling up as effective camouflage when Basarios partially buries itself in the ground. It is able to release either sleeping or poisonous gas from its underside and, on extremely rare occasions, a fire plume. It is also known to unleash a very powerful lava beam at times. It can also hurl balls of fire like a Yian Kut-Ku, although it prefers to charge towards adversaries.

When resting or changing areas, it burrows underground, exposing only its back, giving it the appearance of a large gray rock. Being very heavy, it is a slow mover, and although it has wings, it rarely uses them to fly. Even when it does, its weight allows it to fly only for a short time.

Despite its ability to hide, in most areas it is visible. This is because the rocks on its back are a slightly lighter color than other rocks, or because it has burrowed into plain view in the middle of the area.

Thick, rock-like shells protect Basarios from most of the volcanic heat. Basarios has relatively large claws on its short wings, used to assist the creature in digging. Basarios's short tail has not yet developed into Gravios's trademark mace-like appendage. A Basarios's back resembles a rocky outcropping commonly found in the volcanic region and serves as a crude yet effective camouflage. When all else fails, Basarios can expel either a poisonous, or sleep-inducing gas from pores all over their body. The gases are the remains from its previous meals.



Rathian

Large Beast (Flying Wyvern), Unaligned


  • Armor Class 15 (Natural Armour)
  • Hit Points 162(18d10 + 54)
  • Speed 40ft., fly 50ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 17 (+3) 3 (-4) 14 (+2) 7 (-2)

  • Saving Throws DEX +7
  • Damage Resistances Fire;poison
  • Skills Darkvision 60ft., passive Perception 12
  • Languages --
  • Challenge 10 (5,900 XP)

Keen Sight The Rathian has advantage on Wisdom (Perception) checks that rely on sight.

Enrage. When enraged the Rathian can make two tail flip actions instead of one, and its bite attacks do an extra 7 (2d6) fire damage on top of the usual benefits.

Pair Bond. While the Rathian is fighting alongside its mated Rathalos it has advantage on attack rolls and enrages if the Rathalos enrages. When Rathalos is killed the Rathain enters a permanent state of enrage.

Actions

Multiattack. The Rathian makes three attacks: Two bite attacks and one tail swipe attack. It can't use its tail swipe and bite attacks against the same target, It use a Fireball in place of any number of these attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 14 (3d6 + 4) piercing damage.

Tail Swipe. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 13 (2d8 + 4) bludgeoning damage and the target must make a DC 15 Constitution saving throw or be poisoned for 1 minute. The poison is the same as the one in the Tail Flip action.

Fireball. Ranged Weapon Attack: +8 to hit, range 60/120 ft., 1 target. Hit: 11 (2d10) fire damage. Any creature within 5 ft of the target must succeed on a DC 16 Dexterity saving throw or take half the damage rolled on the main target.

Tail Flip. The Rathian does a back flip, hitting creatures with its poisoned tail. Any creature that is withing 5 ft of the Rathian and not next to it must make a DC 16 Dexterity saving throw. On a failure a creature takes 17 (3d8 + 4) bludgeoning damage and 6 (1d12) poison damage and is also poisoned for 1 minute. While poisoned in this way a creature takes 6 (1d12) poison damage at the start of each of its turns. A creature can make a DC 15 Constitution saving throw at the end of its turn to end the poisoned condition. On a successful Dex save a creature takes half damage and is not poisoned.

Rathian is a medium-sized true flying wyvern similar in looks to her male counterpart, Rathalos. Her hide is a dull, muted green in contrast to the Rathalos's deep red, and her lower mandible features a long, protruding chin spike. Her upper back and wingtips are covered in a moss-like fur not seen on the Rathalos, and while her clubbed tail lacks bony spikes, it makes up for this with its ability to poison foes upon contact.

Rathian, like her mate, can generate flaming projectiles from her mouth. She is notably more proficient in the use of this weapon however, as she is commonly seen releasing multiple blasts at once. In addition, she is capable of charging up and releasing a more potent fire blast which can ignite a swath of ground in front of her. She can use the poisonous barbs on her tail club to inflict blunt-force, toxic wounds on foes, even if her tail was cut off. Her powerful legs allow her to run at high speeds, making her easily capable of chasing down most prey. Like the Rathalos, her vision is very keen, so Flash Bombs are useful in combat. Rathian is very territorial, choosing to patrol from ground while her Rathalos mate patrols from the sky. She will become very aggressive to potential threats, especially when in close proximity to her nest and young.

Rathian have a poisonous tail, but lack the poisonous claws of the male wyvern. They instead have developed poisonous barbs that deter most attackers. The roar of a Rathian is just as fierce as that of a Rathalos and its land-based maneuverability is even greater. Both Rathian and Rathalos have a spike protruding from their chin, but it grows much larger and sharper on Rathian, making their tackle attack even more dangerous for wyverns and hunters alike. Rathian have the ability to perform backflips to knock a foe out of its way while simultaneously poisoning them.



Rathalos

Large Beast (Flying Wyvern), Unaligned


  • Armor Class 15 (Natural Armour)
  • Hit Points 198(22d10 + 33)
  • Speed 35ft., fly 70ft.

STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 17 (+3) 3 (-4) 15 (+2) 8 (-1)

  • Saving Throws DEX +6
  • Skills Perception +6
  • Damage Resistance Fire;poison
  • Senses Darkvision 60ft., passive Perception 16
  • Languages --
  • Challenge 14 (11,500 XP)

Keen Sight. The Rathalos has advantage on Wisdom (Perception) checks that rely on sight.

Enrage. When the Rathalos enrages its bite attack deals an extra 6 (1d12) fire damage and it's fireball deals an extra 6 (1d12) fire damage on top of the usual benfits.

Pair Bond. While the Rathalos is fighting alongside its mated Rathian it has advantage on attack rolls and enrages if the Rathian enrages. When Rathian is killed the Rathalos enters a permanent state of enrage.

Dive Attack. If the Rathalos is flying and dives at least 30 feet straight toward a target and then hits it with a Talon attack, the attack deals an extra 6 (1d12) damage to the target.

Actions

Multiattack. The Rathalos makes three attacks, only one of which can be its Talon attack.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 17 (2d10 + 6) piercing damage.

Talon. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 19 (2d12 + 6) slashing damage and 5 (1d10) poison damage and the target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. While poisoned in the way a creature takes 13 (2d12) poison damage at the start of each of its turns. The creature can make the saving throw at the end of each of its turns to end the poison effect.

Fireball. Ranged Weapon Attack: + 11 to hit, range 60/100 ft., 1 target. Hit: 13 (2d12) fire damage and if the target is a creature or flammable object, it ignites. While on fire a creature take 5 (1d10) fire damage at the start of each of its turns. To end the effect a creature must use an action to douse the fire on itself or another creature.

Rathalos are large, bipedal wyverns with a spiny, armored hide covering their body. Their outer shell features much brighter and more vibrant colors than that of their female counterpart, the Rathian. It is primarily bright red, with black markings throughout. Like the Rathian, Rathalos possess a flame sac which is used to produce deadly flaming projectiles from the mouth. The talons upon their feet are highly poisonous and are known to to inflict toxic mortal wounds on larger prey. In addition, their long, thick tail features a heavy spiked club at the end. Rathalos' wing membranes feature ornate patterns which are likely used to attract potential mates. Rathalos are expert flyers, and as such are prone to hunting from the skies. By launching a surprise aerial attack, they can inflict poisonous wounds with their talons or burn prey with flaming projectiles. On the ground, Rathalos remain formidable opponents. Using their powerful legs, they can chase down prey from a distance or inflict blunt-force damage with their clubbed tail. At a close enough range, they are known to use their sharp teeth to bite at foes as well. Rathalos are highly territorial monsters, and as such, are aggressive towards intruders. They will chase away or attempt to kill any monster which may pose a threat to their land. While hunting, Rathalos will stalk prey from the air before swooping in for the kill. Once they have successfully brought down their prey, they will carry it away to eat in private, safe from scavengers or other large monsters which might attempt to steal the kill.



Nargacuga

Large Beast (Flying Wyvern), Unaligned


  • Armor Class 17
  • Hit Points 160(20d10 + 40)
  • Speed 50ft., climb 30ft., fly 40ft.

STR DEX CON INT WIS CHA
16 (+2) 24 (+7) 14 (+2) 7 (-2) 15 (+2) 6 (-2)

  • Saving Throws DEX +12, INT +3
  • Skills Perception +6, Stealth +15
  • Senses Darkvision 120ft., passive Perception 16
  • Languages --
  • Challenge 13 (10,000 XP)

Hyper Accurate. The Nargacuga scores a critical on a 19 or 20.

Enrage. While enraged the Nargacuga is unaffected by its sensitive hearing trait. Its tail attacks deal piercing damage, Its movement speed increases by 15 feet, it gains a +2 to Dexterity and a +1 to AC, as well as Darkvision to 220 ft on top of the usual benefits.

Keen Senses (Hearing or Sight). The Nargacuga has advantage on Wisdom (Perception) checks that rely on hearing or sight

Sensitive Hearing. If the Nargacuga takes thunder damage or hears a very loud noise and is not deafened it takes double damage and must make a Constitution saving throw with a DC equal to half the damage taken or 10, whichever is higher, or be stunned for 1 round and deafened for 3 rounds. After the stun ends, the Nargacuga enrages immediately.

Avoidance. When the Nargacuga is subjected to an effect that requires a saving throw to take only half damage, it instead takes no damage on a success and only half on a failure.

Sneak Attack. If the Nargacuga hits a surprised creature with an attack it can add 21 (6d6) to the damage roll once per turn.

Tail Spike Regrowth The Nargacuga has fourty tail spikes. Used spikes regrow when the Nargacuga finishes a long rest.

Cunning Action The Nargacuga can Hide as a bonus action.

Actions

Multiattack. The Nargacuga makes three attacks: two with its wingblades and one with its tail swipe or it can use its spike throw.

Wingblade. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 16 (2d8 + 7) slashing damage.

Tail Swipe. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 16 (2d8 + 7) bludgeoning damage.

Tail Slam (Recharge 5-6). The Nargacuga's tail doubles in length, the spikes extend and it slams it into the ground in a 20 ft long, 5ft wide line. All creatures in the area must make a DC 17 dexterity saving throw or take 34 (6d8 + 7) piercing damage and be knocked prone. On a successful targets take half damage and are not knocked prone.

Spike Throw. Ranged Weapon Attack: +11 to hit, range 100/200ft., three targets. Hit 16 (2d8 + 7) piercing damage and the targets must succeed on a DC 17 Constitution saving throw or start bleeding for 1 minute. While bleeding the creature takes 4 (1d8) piercing damage at the start of each of its turns. A creature can make a DC 15 medicine check as an action to stop itself or another creature from bleeding.

Reactions

Uncanny Dodge The Nargacuga can use its reaction to half the damage of any attack against it.

Nargacuga has black scales, black fur and nightmarish red eyes, giving it the look and style of a predatory black panther. Its dark, feral appearance suggests that it may mainly be a nocturnal predator. When it's in Rage Mode, its eyes glow bright red and leave a trail of reddish lines when Nargacuga moves. Also, its tail erects large spikes which can be flung and linked up with its attacks for devastating hits. Their vertebrae and tail muscles are extremely flexible, making the tail of Nargacuga also prehensile. Its tail is also its most powerful weapon. The scales at the end of the tail can also be shaken to produce rattling sounds similar to that of a rattle snake.Like Yian Kut-Ku, they are surprised by the shock of sound (Sonic Bombs, Barrel Bombs, etc.) which will make them enter rage mode as soon as they recover. Nargacuga has the ability to attack with almost every part of its body, mainly its bladed wings and its spiked tail. Its head can be used for biting, similar to Tigrex. Its bladed wings are used almost for the entire battle and deal high damage. Its tail tip i also extremely dangerous. When in Rage Mode its tail spikes will protrude until it gets out of it (Although they will protrude when it uses tail slams and it shoots tail spikes). Nargacuga also has extremely strong muscles that let it jump long distances and tall heights. Nargacuga is a careful and cautious monster. It is very easy for it to sneak up to a hunter. Nargacuga lives in dark places that it has adapted to. It rests on high trees that are hard to reach, or maybe can't be reached, so hunters can't catch it by surprise for capturing it. Nargacuga will wake up when hunters are right in front of the tree due to its natural senses.



Tigrex

Huge Beast, Unaligned


  • Armor Class 15 (Natural Armour)
  • Hit Points 220(20d12 + 80)
  • Speed 40ft., fly 30ft.

STR DEX CON INT WIS CHA
25 (+7) 15 (+2) 18 (+4) 3 (-4) 14 (+2) 6 (-2)

  • Saving Throws STR +12, DEX +7, CON +9
  • Skills Perception +7
  • Damage Resistances Cold, Thunder
  • Senses Darkvision 60ft., passive Perception 17
  • Languages --
  • Challenge 15 (13,000 XP)

Enrage. When the Tigrex enrages, it immediately disengages and moves 15 ft backwards and uses the roar action regardless of whether it is available or not. Its strength increases by +2, and its movement increases by 10 feet. When it uses its violent charge action while enraged, it can use a bonus action to do it again in another direction, instead of the usual benefits.

Furious. The Tigrex enrages on three quarters its max HP (165) instead of half health.

Reckless. At the start of its turn, the Tigrex can gain advantage on all melee weapon Attack rolls during that turn, but Attack rolls against it have advantage until the start of its next turn..

Actions

Multiattack. The Tigrex makes two attacks: two with its bite or one with its bite and it uses its tail spin.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 23 (3d10 + 7) piercing damage.

Tail Spin. The Tigrex spins around in a circle. Any creature within 5 ft of Tigrex must succeed on a DC 17 dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked 10 feet away and prone. On a success targets take half damage and are not knocked away or prone.

Violent Charge (Recharge 6). The Tigrex moves its full movement straight forward. If it passes through another creature's space, the creature must succeed on a DC 18 Dexterity saving throw or take 43 (8d8 + 7) bludgeoning damage and be knocked prone. On a success creatures only take half damage. This uses the Tigrex's move action as well.

Roar (Recgarge 5-6). The Tigrex lets out an ear-splitting roar. Any creature within 30 ft of the Tigrex must succeed on a DC 18 Constitution saving throw or be stunned for 1 round. Any creature within 10 ft of the Tigrex also takes 22 (4d10) thunder damage and is pushed 10 ft away and knocked prone. On a success targets are not stunned or knocked prone but are still pushed and only take half damage.

Tigrex is a large, quadrupedal wyvern characterized by its massive head and jaws, powerful limbs and striking yellow/blue striped coloration. The top of its head is tipped with a pair of horn-like ears, and its segmented tail ends with a spiny protrusion. As a quadrupedal wyvern, its wings have evolved into forelegs, which allows it to run at very fast speeds. Though it possesses a pair of adequately-developed wings, it is rarely seen flying in a traditional sense. It is in fact more prone to gliding from location to location. It has a powerful set of lungs which gives it the ability to produce extremely loud, concussive roars which can physically damage nearby objects. Unlike many other monsters, Tigrex does not wield any elements. Rather, it relies on its sheer brute strength to bring down opponents. When idle, Tigrex will assume a bipedal gait, standing only upon its hind legs while holding its forelimbs at its side. When threatened or engaging prey, however, it will stand upon all fours and ready itself for combat. It will usually attempt to intimidate would-be attackers with an ear-splitting roar. If combat becomes intense enough, it will flush blood to its forelimbs, face, and eyes, in order to give its skin a bright-red glow as an effort to further intimidate attackers.



Diablos

Huge Beast (Flying Wyvern), Unaligned


  • Armor Class 17 (Natural Armour)
  • Hit Points 315(21d12 + 168)
  • Speed 40ft., Burrow 40ft., Fly 20ft.

STR DEX CON INT WIS CHA
28 (+9) 13 (+1) 26 (+8) 3 (-4) 10 (+0) 6 (-2)

  • Senses passive Perception 10
  • Languages --
  • Challenge 17 (18,000 XP)

Furious. The Diablos enrages on three quarter its max HP (236) instead of half.

Enrage. When the Diablos is enraged it gains an extra 10 feet of movement and the Agressive trait.

Charge. If the Diablos moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 13 (2d12) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be thrown 10 feet backwards and knocked prone.

Underground Hearing. The Diablos' tremorsense does not work while deafened. If the Diablos takes thunder damage or hears a very loud noise while underground and not deafened it mst succeed on a DC 19 Constitution saving throw or it immediately leaves the ground and is knocked prone unless it is enraged.

Reckless At the start of its turn, the Diablos can gain advantage on all melee weapon Attack rolls during that turn, but Attack rolls against it have advantage until the start of its next turn.

Siege Monster The Diablos deals double damage to objects and structures.

Actions

Multiattack. The Diablos makes two attacks with its gore or two attacks with its tail.

Gore. Melee Weapon Attack: +15 to hit, reach 10 ft., 1 target. Hit: 28 (3d12 + 9) piercing damage.

Tail. Melee Weapon Attack: +15 to hit., reach 15ft., 1 target. Hit: 20 (2d10 + 9) bludgeoning damage and the target must succeed on a DC 19 Strength saving throw or be knocked prone.

Roar (Recharge 5-6). The Diablos unleashes a deafening roar. All creatures within 60 feet of the Diablos must succeed on a DC 18 Constitution saving throw or be Stunned until the end of the Diablos's next turn and Deafened for 1 minute. A creature can repeat the saving throw at the end of each of its turns to end the deafened condition.

Erupt (Recharge 5-6, Must be underground). The Diablos erupts from beneath the earth with incredible force. Any creature in the Diablos' space when it emerges must succeed on a DC 18 dexterity saving throw or take 45 (10d8) bludgeoning damage and be thrown 20 feet back and knocked prone. On a success creatures take half damage, are pushed to within 5 ft. of Diablos and are not knocked prone.

Diablos is a violent species of Flying Wyvern part of a family, known as Blos. This family includes Monoblos and White Monoblos. During the Breeding Season, female Diablos in heat change color and become the Black Diablos, a much more violent and dangerous version of the regular Diablos. Diablos are Herbivores that readily feed on any kind of vegetation in their territory. Diablos are known to feed on different types of desert vegetation, most commonly giant cacti which can reach sizes of up to 12 feet tall. But with the size of the plants also comes rarity, so Diablos are always on the look out for these rare and succulent food, which leads to frequent territorial disputes. In desert environments, Diablos occasionally come into contact with large predators such as Tigrex, Kuarusepusu, Sand Barioth, Akura Vashimu, Nibelsnarf, Odibatorasu, Hyujikiki, and rare Elder Dragons found in said environments. Although not a predator, Diablos is the dominant native monster of New World's Wildspire Waste. Diablos are extremely territorial that it would jump into a fight against almost any monster to keep its turf, ranging from Barroth, Rathian and even another Diablos. Elder Dragons like Nergigante and Teostra seem to be the only contender that would make a Diablos consider to lay low. Diablos' chief adaptation is its twin horns. Both are strong and sharp, witnessed phenomenon in the New World shows that these horns are strong enough to easily overpower a Barroth's scalp in a physical clash, but they wear constantly. Diablos has blunt claws on its wings, strong neck muscles that allow it to support its bulky head even while charging, and a pair of strong hind legs that help it to burrow through desert sand. Such powerful muscles also make it formidable in combat, and although Diablos cannot launch projectiles from a distance, it more than makes up for it with its extreme speed and devastating blows. Diablos' thick tail serves as a club for self-defense, capable of breaking solid rock. Diablos' shell and spines are perfect for protecting Diablos from any threats it may face.

Herbivores

Herbivores are minor monsters that eat vegetation. While there are herbivorous monsters in other classes, such as Diablos and Duramboros, monsters in the Herbivore class are usually docile, reside at the bottom of the food chain, and therefore pose little threat to a hunter.


Aptonoth

Large Beast (Herbivore), Unaligned


  • Armor Class 11 (Natural Armour)
  • Hit Points 28(4d10 + 4)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 6 (-2)

  • Senses passive Perception 10
  • Languages --
  • Challenge 1/2 (100 XP)

Charge. If the Aptonoth moves at least 20 feet directly towards a creature and hits it with a headbutt attack on the same turn the target must succeed on a DC 13 Strength saving throw or fall prone.

Passive. Aptonoth cannot enrage and would rather flee than fight.

Actions

Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 3) piercing damage.

Headbutt. Melee Weapon Attack +3 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 3) bludgeoning damage.


Popo

Large Beast (Herbivore), Unaligned


  • Armor Class 12 (Natural Armour)
  • Hit Points 28(4d10 + 4)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 13 (+1) 3 (-4) 11 (+0) 6 (-2)

  • Senses passive Perception 10
  • Languages --
  • Challenge 1/2 (100 XP)

Charge If the Popo moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone.

Passive Popo cannot enrage and would rather flee than fight.

Actions

Gore. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.


Apceros

Large Beast (Herbivore), Unaligned


  • Armor Class 15 (Natural Armour)
  • Hit Points 28(4d10 + 4)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (-4) 13 (+1) 2 (-4) 11 (+2) 6 (-2)

  • Senses passive Perception 10
  • Languages --
  • Challenge 1 (250 XP)

Irate. Apceros cannot enrage but will defend themselves from any threat.

Charge. If the Apceros moves at least 20 feet straight toward a creature and then hits it with a headbutt attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Headbutt. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) bludgeoning damage

Tail. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 9 (1d10 + 4) piercing damage


Slagtoth

Large Beast (Herbivore), Unaligned


  • Armor Class 11 (Natural Armour)
  • Hit Points 28(4d10 + 4)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

  • Senses passive Perception 10
  • Languages --
  • Challenge 1/2 (100 XP)

Irate. Slagtoth cannot enrage but will defend themselves from any threat.

Charge If the Slagtoth moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)


Kelbi

Medium Beast (Herbivore), Unaligned


  • Armor Class 11
  • Hit Points 10 (2d8)
  • Speed 40ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 10 (+0) 3 (-4) 14 (+2) 5 (-3)

  • Skills Perception +6
  • Senses passive Perception 16
  • Languages --
  • Challenge 1/8 (25 XP)

Keen Hearing The Kelbi has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Gore. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit 3 (1d4 + 1) piercing damage


Anteka

Medium Beast (Herbivore), unaligned


  • Armor Class 12
  • Hit Points 12 (2d8 + 2)
  • Speed 40ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 5 (-3)

  • Skills Perception +5
  • Senses passive Perception 15
  • Languages --
  • Challenge 1/4 (50 XP)

Keen Hearing and Smell. Anteka have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Charge. If the Anteka moves at least 20 feet straight toward a creature and then hits it with an antler attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone.

Actions

Antlers. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (2d4 + 2) piercing damage


Mosswine

Medium Beast (Herbivore), Unaligned


  • Armor Class 10
  • Hit Points 13(2d8 + 3)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 7 (-2)

  • Senses passive Perception 10
  • Languages --
  • Challenge 1/8 (3474 XP)

Keen Smell. Mosswine have advantage on Wisdom (Perception) checks that rely on smell.

Charge If the Mosswine moves at least 30 feet straight toward a creature and then hits it with a headbutt attack on the same turn, that target takes an additional 2 (1d4) bludgeoning damage and must succeed on a DC 11 Strength saving throw or be knocked prone.

Actions

Headbutt. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 3 (1d4 + 1)


Rhenoplos

Medium Beast (Herbivore), Unaligned


  • Armor Class 13 (Natural Armour)
  • Hit Points 21 (3d8 + 6)
  • Speed 40ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 2 (-4) 10 (+0) 6 (-2)

  • Senses passive Perception 10
  • Languages --
  • Challenge 1/4 (50 XP)

Charge. If the Rhenoplos moves at least 20 feet straight toward a creature and then hits it with a headbutt attack on the same turn, the target thakes an extra 3 (1d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Actions

Headbutt. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) bludgeoning damage.

Leviathans

Leviathans are a class of monsters that are specialized in swimming. Leviathans are known to usually be the top predators of their environments like Flying Wyverns. They come in a variety of different types, but usually have the same long, snake-like body type, with Gobul and Nibelsnarf being the exceptions. They inhabit a variety of environments such as the open ocean, coastlines and swamps but are almost always near water. The most notable exceptions are the Agnaktor which has adapted to swim in lava deep within volcanoes rather than in water, and the Nibelsnarf which swims through the sand much like the Cephadrome (a piscine wyvern).





Ludroth are mostly yellow-green in coloration, with long, sinewy bodies that enable swift and sweeping underwater movements to confuse their prey. Their claws are stubby, but effective, and their strong tails end in reinforced bony segments. Powerful jaws allow for moderately strong biting attacks.

The majority of Ludroth are female, and form harems around the male Royal Ludroth, which has a notable sponge coating. Female Ludroths also have a sponge like material growing on them, which is the yellow-brown stripes along the top of their spines (behind the head). It is unclear whether the sponges are part of a co-evolved symbiotic relationship or the result of some unknown trait.


Ludroth

Medium Beast (Leviathan), Unaligned


  • Armor Class 12 (Natural Armour)
  • Hit Points 36(6d8 + 6)
  • Speed 20ft., swim 40ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 2 (-4) 10 (+0) 4 (-3)

  • Senses passive Perception 10
  • Languages --
  • Challenge 1 (200 XP)

Amphibious. The Ludroth can breath in both air and water.

Actions

Multiattack. The Ludroth makes two attacks

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 2) piercing damage.

Tail Melee Weapon Attack +4 to hit, reach 5 ft., 1 target. Hit: 8 (2d6 + 2) bludgeoning damage

Water Spit Ranged Weapon Attack +4 to hit, range 20/60 ft., 1 target. Hit: 4 (1d8) bludgeoning damage and the targets speed is reduced by 5 feet until the end of their next turn.



Royal Ludroth

Large Beast (Leviathan), Unaligned


  • Armor Class 13 (Natural Armour)
  • Hit Points 117(13d10 + 39)
  • Speed 30ft., swim 45 ft.

STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 16 (+3) 2 (-4) 12 (+1) 5 (-3)

  • Senses passive Perception 11
  • Languages --
  • Challenge 4 (1,100 XP)

Amphibious. The Royal Ludroth can breath in both air and water.

Royal Presence. Any Ludroth within 60 ft of the Royal Ludroth has a +1 to attack and deals an extra die in damage rolls.

Actions

Multiattack. The Royal Ludroth makes one attack with its bite and another with its tail. It can replace any of number of these attacks with a Water Spit.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 3) piercing damage.

Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 14 (2d8 + 3) bludgeoning damage.

Water Spit. Ranged Weapon Attack: +5 to hit, range 40/60 ft., 1 target. Hit: 12 (3d8) bludgeoning damage and the targets speed is reduced by 10 ft for 1 round.

Pressure Release (Recharge 4-6). The Royal Ludroth releases water from its mane forcefully. Any creature within 5ft of the Royal Ludroth must succeed on a DC 15 Strength saving throw or take 27 (6d8) bludgeoning damage. If the creature is size medium or smaller it is also pushed back 10 ft and knocked prone. On a success, creatures take half damage and are not knocked prone or pushed back.

Royal Ludroth has a crown-like crest composed of several finger-like appendages tipped with black spikes as well as a large, spongey yellow mane. The Royal Ludroth has a long, serpentine body with four squat limbs. Its hind pair of legs are shaped like paddles for swimming, and its foremost pair are more muscular, tipped with developed digits ending in long black claws. Its jaws are lined with shear-like plates in the place of teeth. Using its large, absorbent mane, Royal Ludroth can take on gallons of water for use in its many water-based defences. It can produce mucus-based globules that can be spewed at foes, and can force water out of the mane at high speeds, blasting back nearby enemies. They are adept swimmers, and are formidable hunters in an aquatic environment. As the alpha male, Royal Ludroth will usually roam around with a harem of females in tow. It is an aggressive creature, and will lash out at anything that threatens it or its clan.

Like Great Jaggi, the males of the Ludroth species increase in size and develop physical changes that set them apart from younger males and the opposite gender, in this case a large, spongy mane. This mane sucks water like a sponge, allowing the Royal Ludroth to survive out of water for some time. However, when weakened, it must go back to its watery domain to fill its sponge up with water. Their manes are made of specialized hairs and fibers. Their scales enable them to move gracefully on land with the help of a special extract found inside them. The extract allows a Royal Ludroth to run without spending much energy for long distances. The claw of a Royal Ludroth are better adapted for movement, plunging into the earth with each step taken.



Nibelsnarf

Huge Beast (Leviathan), Unaligned


  • Armor Class 13 (Natural Armour)
  • Hit Points 100(10d12 + 30)
  • Speed 20ft., burrow 40ft. (Only in sand)

STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 16 (+3) 2 (-4) 10 (+0) 4 (-3)

  • Skills Stealth +6
  • Senses Tremorsense 120ft., passive Perception 10
  • Languages --
  • Challenge 5 (1,800 XP)

Poor Eyesight. The Nibelsnarf has disdvantage on Wisdom (Perception) checks that rely on sight.

Underground Hearing. The Nibelsnarf's tremorsense does not work while deafened. If the Nibelsnarf takes thunder damage or hears a very loud noise while underground and not deafened it immediately leaves the ground and is knocked prone.

Actions

Multiattack. The Nibelsnarf makes two bite attacks, or one bite and one swallow.

Bite. Melee Weapom Attack +9 to hit, reach 5 ft., 1 target. Hit: 18 (2d12 + 5) piercing damage, the target is grappled and restrained (escape DC 17) and the Nibelsnarf cannot bite another target.

Swallow. he Nibelsnarf makes a Bite attack against a creature it is currently grappling. If the attack hits, the target is swallowed. A swallowed target is blinded and restrained, has total cover against attacks outside the nibelsnarf and takes 11 (2d10) acid damage at the start of each of the Nibelsnarf's turns. If the Nibelsnarf takes 30 damage from creatures inside it, it must make a DC 16 Constitution savig throw or regurgitate all swallowed creatures, which land prone within 5 ft. of the Nibelsnarf. If the Nibelsnarf dies, swallowed creatures are no longer restrained and can leave the Nibelsnarf by using 15 ft. of movement, exiting prone.

Sand Breath (Recharge 5-6). The Nibelsnarf exhales a whirlwind of sand in a 30 ft cone in front of it. All creatures in the cone must make a DC 16 Dexterity saving throw. On a failure creatures take 28 (8d6) bludgeoning damage and are blinded for 1 minute. On a success targets take half damage and aren't blinded. A creature must use an action to wipe the sand from its eyes and end the blinded condition.

From Below (Recharge 6). The Nibelsnarf erupts from beneath a creature and attempts to swallow it. The creature must make a DC 16 dexterity saving throw. On a failure the creature takes 18 (2d12 + 5) piercing damage and is immediately swallowed. On a success the target takes half damage and is knocked prone. All other creatures in the Nibelsnarf's space when it erupts are pushed to within 5ft. of the Nibelsnarf (creature's choice) and must succeed on a DC 14 Dexterity saving throw or take 14 (2d8 + 5) bludgeoning damage and be knocked prone.

Nibelsnarf are capable of burrowing into the sand and of disguising themselves as sand dunes to ambush prey. You can see if a sand dune is a disguised Nibelsnarf if it blows out 2 small patches of sand from the ground every 2 seconds. It shows superficial similarities to Gobul, and may be closely related. It can swim in the sand just like Piscine Wyverns. They are seen preying on Rhenoplos, using their powerful jaws to crush their shells. They harbor a weak spot within their mouths (the uvula) that hunters can reach. Attacks demonstrated include sand spewing, charging and a leaping bite. It has the remarkable ability to swim in sand, shared only with a few monsters, and its streamlined body helps it move through it at great speeds. It has a huge mouth for eating its prey such as Rhenoplos in one bite, like the Gobul. It locates its prey with hearing. It shares this trait with the Agnaktor, which is also a land dwelling Leviathan. It is possible that the two developed this ability because they spend most of their time underground. It spits sand at predators that try to attack it. Its eyes are on top of its head, so it can see its prey easier when lurking in the sand; however, their placement also makes it difficult for it to see anything directly in front of it. They also have salamander-like "gills" which it uses to filter out sand and absorb minerals in the sand. It uses this clearing of the sand as an attack, as the sand shoots from the gills at a high enough speed to hurt individuals caught in the blast. Niblesnarf seem to have very strong stomachs, capable of withstanding a bomb exploding in it. Inside the massive mouth of this predator is an enlarged uvula that stores nutrients. This organ is essential to the leviathan's survival within the arid Sandy Plains.



Gobul

Large Beast (Leviathan), Unaligned


  • Armor Class 14 (Natural Armour)
  • Hit Points 135 (15d10 + 45)
  • Speed 20ft., Swim 40ft., burrow 10ft. (Only underwater)

STR DEX CON INT WIS CHA
19 (+3) 11 (+0) 16 (+3) 3 (-4) 12 (+1) 6 (-2)

  • Skills Stealth +6
  • Senses passive Perception 11, blindsight 30ft.
  • Languages --
  • Challenge 7 (2,900 XP)

Amphibious. The Gobul can breath in both air and water.

Enrage. When enraged the Gobul puffs up its body and extends venomous spines from its back. A creature that touches the Gobul or hits it with a melee Attack while within 5 feet of it while it is enraged takes 3 (1d6) piercing damage and must succeed on a DC 12 Constitution saving throw or be poisoned for 1 turn. While poisoned in this way the creature is also paralyzed.

Lure. These guys work together. Like super well, you don't even know.

Lure. The gobul has a lure on its head that always sheds bright light out to 5 feet and dim light out to another 5. As a bonus action the Gobul can use the Lure to charm a creature with an intelligence score of 3 or lower if the Gobul is burrowed into the riverbed. The creature must succeed on a DC 16 Wisdom saving throw or be charmed by the Gobul. While charmed in this way the creature has an intense desire to investigate the lure. Alternatively the Gobul can emit a bright flash from the Lure as an action. Any creature within 20 feet of the Gobul must succeed on a DC 15 Constitution saving throw or be blinded until the end of the Gobul's next turn.

Actions

Multiattack. The Gobul makes any combination of two attacks with its Bite or Tail. It cannot hit the same target with its bite and tail.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 15 (2d10 + 4) piercing damage. If the target is size large or smaller it must succeed on a DC 16 Dexteritysaving throw or be swallowed by the Gobul. A swallowed creature is Blinded and Restrained, it has total cover against attacks and other effects outside the Gobul, and it takes 18 (4d8) acid damage at the start of each of the Gobul's turns. The Gobul cannot have more than one large creature or three medium creatures swallowed at the same time. If the Gobul takes 20 damage or more on a single turn from a creature inside it, the Gobul must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Gobul. If the Gobul dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 10 feet of Movement, exiting prone.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 11 (2d6 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or be poisoned until the end of the Gobul's next turn. While poisoned in this way the target is also paralyzed. The paralysis ends early if the target takes any damage.

Vacuum (Recharge 4-6, must be underwater). The Gobul inhales water in a 20 foot cone. Any creature of size large or smaller in the area must succeed on a DC 15 Strength saving throw or be immediately swallowed by the Gobul if it can do so. Surprised creatures and creatures without a swim speed have disadvantage on the saving throw. On a successful save creatures move 10 feet closer to the Gobul but are not swallowed.

Gobul is a uniquely-evolved Leviathan reminiscent of angler and puffer fish, along with traits which are calling cards of Catfish (the tentacles below its mouth). Its body is covered in purple scales, and a bright, bio-luminescent lure dangles from its forehead. It possesses a gargantuan mouth filled with equally formidable teeth. Its back features an array of retractable spines, and its tail is tipped with quills which are capable of inflicting paralysis if touched. Gobul's massive mouth and throat mean that it can swallow prey almost as large as itself completely whole. Its lure can violently emit blinding flashes of light to disorient prey to make for an easy meal. When enraged, it is capable of puffing out its body like a balloon to appear more imposing. Gobul can use the plant-like whiskers on its chin and natural camouflage abilities to blend into the river floor and remain undetected by prey.

Neopterans

Neopterons are insectoid monsters known for their rigid carapaces. These monsters can range in size from tiny to enormous, and some species can fly, while others cannot. Neopterons are very susceptible to poison and fire, yet hold quite a resistance to the Dragon Element. Their materials are often used to make very sharp weapons.


Vespoid

Small Beast (Neopteran), Unaligned


  • Armor Class 11 (Natural Armour)
  • Hit Points 10(3d6)
  • Speed 5ft., fly 35ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 10 (+0) 2 (-4) 4 (-3) 2 (-4)

  • Damage Vulnerabilities Poison
  • Senses Blindsight 30ft., passive Perception 7
  • Languages --
  • Challenge 1/4 (50 XP)

Actions

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 round. The target is paralyzed while poisoned in this way.

Vespoids are wasp-like insects roughly the size of a housecat. They have barbed stingers at the end of their abdomens, and fly using three pairs of wings. They are known to be a nuisance for hunters, due to their stings that cause hunters to flinch, resulting in them being exposed to any further attacks. Their stingers are loaded with a neuro-toxin that can paralyze foes. Vespoids can be found in almost any environment.

Vespoid are simple workers to a single large Vespoid Queen. They come in two varieties. The small worker Vespoid is charged with gathering food, maintaining the hive, and caretaking the queen and her eggs. The large, sturdier soldier vespoids exist for the sole purpose of defending the queen. They will frequently attack any intruders, no matter how large or small. Their stingers don't penetrate the thick shells of most wyverns, but pose a significant deterrent to humans and Fanged Beasts alike.

Vespoid have developed very durable body structures. Their wings can carry their light frame great distances in search of food, and their tough exoskeleton protects them from some attacks. This shell also to helps to offer the small creature protection from any climate. Vespoid have a nasty stinger that injects its foes with a paralyzing toxin. Their main defense and weapon is their huge numbers. By staying and working together, it decreases their chances of being eaten and increases their chances of taking down larger prey.



Queen Vespoid

Large Beast (Neopteran), Unaligned


  • Armor Class 15 (Natural Armour)
  • Hit Points 60(10d10 + 5)
  • Speed 10ft., fly 45ft.

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 10 (+0) 3 (-4) 5 (-3) 2 (-4)

  • Damage Vulnerabilities Poison
  • Condition Immunities Prone
  • Senses Blindsight 60ft., passive Perception 7
  • Languages --
  • Challenge 3 (700 XP)

Hive Queen. When the Queen Vespoid is within 120 ft of other Vespoid's, they are immune to being charmed, they gain advantage on attack roles, and they gain a +2 bonus to all saving throws and ability checks. As well as this, if a Vespoid is within 5 ft of the Queen, the Vespoid can become the target of an attack directed at the Queen instead as a reaction. This attack automatically hits the Vespoid.

Royal Guard. The Queen always has 5 Vespoids accompanying her at all times. Roll initiative for the 5 vespoids as a group, but separately from the Queen. These vespoids have a +2 to all stats and a +1 to their AC

Actions

Multiattack. The Queen Vespoid makes two attacks with her stinger.

Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 8 (1d10 + 3) piercing damage and an extra 5 (2d4) poison damage and the target needs to make a DC 14 Constitution saving throw or become poisoned for 1 round. While poisoned in this way the target is also paralyzed.

Release Pheremones (Recharge 6). The Queen can release phermones into the air. 1d6 Vespoids appear after 3 rounds. These vespoids go off the royal guard vespoid's initiative. Any creature within 5ft. of the Queen must make a DC 14 Dexterity saving throw or have their AC halved for one round.

The Vespoid Queen looks similar to the average Vespoid but is several times larger, with a more pronounced abdomen and giant, rainbow coloured wings. She has a ridged exoskeleton covering her soft innards and she has a crown-like structure atop her head.

Vespoid Queen rarely leave their nests as they send out workers to forage for food. They feed on smaller insects, birds, small mammals, lizards, and some vegetation. Whenever the queen does leave the nest she puts herself in serious danger as she can be preyed upon by creatures such as Gypceros, Yian Kut-Ku, Hypnocatrice, Congalala, Plesioth, and Iodrome.

The Vespoid Queen rarely does battle; when it does, it essentially performs the same attacks as Vespoids with more power; however, it does possess an additional attack: it sprays body fluid at hunters that halves defense. It also produces a beating sound in order to command swarm of Vespoid in battle. The queen spends a vast majority of her time staying within the nest and laying eggs. Vespoid Queen can be quite aggressive towards threats. The she only appears when she fears her swarm is in danger of being wiped out



Seltas

Large Beast (Neopteran), Unaligned


  • Armor Class 12 (Natural Armour)
  • Hit Points 48(8d10)
  • Speed 20ft., fly 50ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 11 (+0) 2 (-4) 10 (+0) 5 (-3)

  • Damage Vulnerabilities Poison
  • Senses Blindsight 30ft., passive Perception 10
  • Languages --
  • Challenge 1 (200 XP)

Charge. If the Seltas moves 20 ft directly toward a creature and them hits it with a horn attack, the attack deal an extra 4 (1d8) piercing damage and the creature must make a DC 14 Strength saving throw or be knocked prone.

Actions

Multiattack. The Seltas makes two claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 2) slashing damage.

Horn. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 6 (1d8 + 2) piercing damage.

Acidic Mucus. Ranged Weapon Attack: +4 to hit, range 30/60ft., one target. Hit 2 (1d4) acid damage and the target suffers a permanent and cumulative -1 ro AC if it is wearing nonmagical armour. The armour is destroyed if the penalty reduces its AC to 10.

Seltas is a large, mantis like insectoid with a brightly-colored, highly resistant exoskeleton, which is covered in spines and knobs. He has six legs, the foremost pair are armored and weaponized for combat, and a pair of collapsible wings. His head is hidden beneath a large, armored canopy that extends far beyond the rest of his upper body. He has a pair of compound eyes and powerful slicing mandibles. Seltas is the male counterpart to the Seltas Queen.

Seltas is capable of highly precise movement in air, thanks to his highly-developed wings. His forelimbs are designed for jabbing and slashing, and will also spear his prey with its armored canopy. His compound eyes provide him with an extremely wide field of vision. It can shoot three green globs that cause armour to dissolve.

Seltas is predatory in nature, both large and powerful enough to prey on both hunters and small monsters alike. He is known to attack from the skies and use his weaponized forelimbs to attack. In addition, he is commonly known to attach himself to his massive female partner and transport her with his powerful wings.

When he is forced to merge with Seltas Queen, he will struggle at first to escape. But when the merge has been completed, he will fight alongside Seltas Queen without question as if hypnotized. He won't even fight back when being eaten by his mate, indicating that Seltas Queen has full control of Seltas.

Seltas possess an organ within their body that produces a disgusting liquid. This liquid can be used as a weapon, and as a means of feeding, as the liquid is highly corrosive by itself. When combined with the pheromones from the Seltas Queen, this liquid can make enemies, and most notably hunters, fatigued. Seltas have a long, armored canopy that can be used to pierce through predators and prey alike, which is also able to pierce through rock with their powerful speed. His wings are strong and allow it to fly at break neck speeds. The main weapon of the Seltas, his claws, are used as weapon and as tool to hold down and subdue prey.



Seltas Queen

Huge Beast (Neopteran), Unaligned


  • Armor Class 18 (Natural Armour)
  • Hit Points 280(20d12 + 140)
  • Speed 30ft., burrow 30ft.

STR DEX CON INT WIS CHA
25 (+7) 13 (+1) 24 (+7) 4 (-3) 14 (+2) 5 (-3)

  • Saving Throws STR +12, CON +12
  • Damage Vulnerabilities Poison
  • Damage Resistances Bludgeoning, Piercing and Slashing from Nonmagical Attacks.
  • Senses Blindsight 60ft., passive Perception 12
  • Languages --
  • Challenge 16 (15,000 XP)

Royal Guard. The Seltas Queen is always accompanied by one Seltas. A Seltas fighting alongside the Queen has advantage on attack roles and can use a reaction, while within 5 ft of the Queen, to become the target of an attack originally targeting the Queen.

Pheremones. The Seltas Queen can release pheromones from pores on its body as a bonus action. Any creature within 5 ft of the Seltas Queen takes 5 (2d4) poison damage and must succeed on a DC 14 Constitution saving throw or be unable to use consumable items for 1 round. If there are no Seltas in the area then one appears within 20 ft of the Queen after 2d4 rounds. If there is a Seltas in the area, it sits atop the Seltas Queen, giving her additional benefits. While the Seltas is atop the Queen, the Queen gains a fly speed equal to the Seltas' and whenever the Seltas flies the Queen moves as well, however neither of them can dash and the Seltas falls off the Queen, landing prone if she burrows. The Seltas acts on the Queen's initiative and also takes half of all damage directed at the Queen. If the Seltas dies while flying the Queen falls prone and takes falling damage. If the Queen dies, the Seltas falls prone beside her body..

Actions

Multiattack. The Seltas Queen makes 3 attacks: two with her slam and one with her pincer. Fling can replace the pincer attack when a creature is grappled.

Slam. Melee Weapon Attack +13 to hit, reach 5 ft., 1 target not currently grappled by the Seltas Queen. Hit: 20 (2d12 + 7) bludgeoning damage.

Pincer. Melee Weapon Attack +13 to hit, reach 15 ft., 1 target Hit: 26 (3d12 + 7) piercing damage and if the target is large or smaller it is also grappled (Escape DC 18). While grappled in this way the target is also restrained.

Fling. One Large or smaller object held or creature grappled by the Seltas Queen is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Bulldoze (Recharge 5-6). The Seltas Queen moves it's full speed forward. The first time the Seltas Queen moves through a creatures space on her turn, the creature must make a DC 18 Strength saving throw or take 35 (10d6) bludgeoning damage and be pushed 10 ft to the side and knocked prone. On a success the target takes only half damage and is still pushed but not knocked prone. This movement does not provoke oppurtunity attacks.

Water Pistol (Recharge 5-6). The Seltas Queen fires highly pressurised water in a 60 ft line and moves 10 feet back from recoil without provoking attacks of opportunity. Any creature in the line must succeed on a DC 18 Dexterity saving throw or take 45 (10d8) bludgeoning damage and be knocked prone. On a success a creature takes half damage and is not knocked prone.

The Seltas Queen is a very large, beetle-like Neopteron with an armor-like exoskeleton covering its body. She is primarily a lustrous green color, but also features beige stripes and orange spines. She has six limbs, four of which make contact with the ground, the other two being used for digging and grasping prey. In addition, she has a long, segmented tail with a large pincer-like structure at the end. Seltas Queen is the female counterpart to Seltas, although she is physically very different. Seltas Queen can use her large, heavy limbs or weaponized tail to incapacitate prey. She also makes use of the Water element, frequently shooting large water globs in a rapid-fire fashion.

As a female, Seltas Queen is capable of casting a pheromone to attract Seltas when in need; in her case, as often as possible. Whenever a Seltas dies, another one will quickly come to her aid. These pheromones can also inflict stench to the hunter. Since she is mostly seen together with Seltas, they have many attacks where the two 'merge' together, with Seltas being on top of Seltas Queen. Both of them may perform combined attacks or even chain attack combos together. One of the most bizarre attacks has Seltas lifting his partner and literally throwing her down in an attempt to crush the hunter. Seltas can also use his wings as a sort of "propeller", in order to give Seltas Queen a boost during her charges. Likewise, the Seltas will use its horn as the Queen charges.

Seltas Queen exhibits a strong symbiosis with her male counterpart, Seltas. As she is incapable of flight, she is always accompanied by a male that is capable of lifting her and transporting her elsewhere. The two also often rely on each other for protection, especially when the Queen sleeps.

However, she is known to be extremely violent towards her male counterpart, such as forcefully grabbing him or even outright killing and devouring him when in need of energy.

These creatures are the largest known species of Neopteron to date. In fact, they are so heavy that whenever they walk the ground will shake. Seltas Queen have massive and powerful legs that end with two claws. These powerful limbs not only enable the giant insect to climb up rocky, uneven terrain like that of the Heaven's Mount, but greatly make the task of burrowing easy. The large pincers on the tail are mainly used for defense but, can also be used as a another limb for both grabbing objects and prey alike. In its tail, there are specialized organs that produce pheromones that'll send a Seltas flying to a female's exact location. When the male is within range, the female will quickly grab it and inject a special pheromone-like substance that causes the male to cease struggling. The male is then under the female's complete control and will do whatever she requires of him. If in battle, both the male and female will fight as one, this makes fighting the deadly Seltas Queen even deadlier as the two Neopterons will fight as one. A Seltas Queen is also capable of spitting balls of high-pressured watery mucus from its mandibles to slow down and injure prey. Leading a mainly solitary lifestyle, Seltas Queen will only seek out the company of a Seltas if needed. Whether it be for food, mating, transportation, or added protection a Seltas Queen won't hesitate in releasing her specialized pheromones to bend a male to her will. Amazingly if in battle and in dire need of sustenance a Seltas Queen will not hesitate in violently killing and then eating her male counterpart to survive.

Seltas Queen are large and highly opportunistic predators that have a high position in the food chain. Herbivores such as Rhenoplos and Gargwa are common prey. But other animals like Gendrome, Yian Kut-Ku, Kecha Wacha, or Great Jaggi may find themselves in risk of being eaten. Even a Seltas isn't safe from the a female's hunger. The known competitors of this giant insect consist of Zinogre, Gore Magala, Brachydios, Glavenus, Rajang, and Elder Dragons like Teostra. But with an incredibly tough exoskeleton, powerful grasping forearms, mucus balls and extremely large and deadly tail pincers they are a force to be reckoned with.

Piscine Wyverns

Piscine Wyverns are a class of monsters that is made up of wyverns that have evolved to be specialized in swimming in just about anything and that lack the ability to fly.


Cephalos

Large Beast (Piscine Wyvern), Unaligned


  • Armor Class 12 (Natural Armour)
  • Hit Points 39(6d10 + 6)
  • Speed 20ft., burrow 30ft. (Only in sand)

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 6 (-2)

  • Senses Tremorsense 60ft., passive Perception 10
  • Languages --
  • Challenge 1 (200 XP)

Surface Swimmer. When burrowing the Cephalos gains three quarter cover against all attacks as its fin protrudes from the sand.

Underground Hearing The Cephalos' tremorsense does not work while deafened. If the Cephalos takes thunder damage or hears a very loud noise while underground and not deafened it immediately leaves the ground and is knocked prone.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 9 (2d6 + 2)

Sand Spit. Ranged Weapon Attack: +4 to hit, range 30/60 ft., 1 target. Hit: 7 (2d6) bludgeoning damage and the target must make a DC 12 Constitution saving throw or be blinded for 1 minute. The target can use an action to end the blinded condition by removing the sand from its eyes.

Cephalos' body shapes are streamlined and flat, to help them swim through the sand. They have a vaguely hammer-shaped head, with eyes that face upwards. Their brown and beige coloration helps them camouflage themselves among the desert sands. These monsters are surprisingly social, swimming through the loose sand and hunting in packs. They are predatory, and can work together to defeat creatures many times their size. From spending large amounts of time swimming in the sand, their eyesight has become very poor and now they are nearly blind. Instead Cephalos listen for not only for the footsteps of prey but, also for the breathing of prey. If the sounds are extremely loud, they will be shocked out the ground and stunned by the loud noise. To stay cool in the heat of the desert, its scales hold large amounts of moisture in its body, allowing for more activity in its environment. They can't breath in the sand so they have to occasionally jump out the sand in order to breath air. While swimming, however, they will swallow some of the sand as they swim. The swallowed sand is stored in a special organ in their body, that combines sand with its mucus, and saves this sand as a weapon to injure prey.

The true color of a Cephalos is blue, or rarely purple, but over time sand sticks to their bodies covering the blue coloration.



Cephadrome

Large Beast (Piscine Wyvern), Unaligned


  • Armor Class 13 (Natural Armour)
  • Hit Points 80(10d10 + 20)
  • Speed 30ft., burrow 30ft., only in sand

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 3 (-4) 10 (+0) 4 (-3)

  • Saving Throws DEX +4
  • Senses Tremorsense 80ft., passive Perception 10
  • Languages --
  • Challenge 4 (1,100 XP)

Paralyzing Fin. While burrowing, if the Cephadrome moves through another creature's space they must make a DC 14 Dexterity saving throw or take 7 (2d6) slashing damage on a failed save. On a success the target takes no damage. If the creature takes damage they must then make a DC 14 Constitution saving throw or be paralyzed until the end of their next turn.

Surface Swimmer. When burrowing the Cephadrome gains three quarter cover against all attacks as its fin protrudes from the sand.

Underground Hearing. The Cephadrome's tremorsense does not work while deafened. If the Cephadrome takes thunder damage or hears a very loud noise while underground and not deafened it immediately leaves the ground and is knocked prone.

Actions

Multiattack. The cephadrome can make any combination of three attacks. A hip check counts as two.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Hip-Check. Melee Weapon Attack +5 to hit, reach 10 feet, 2 targets that are side by side. Hit: 16 (2d12 + 3) bludgeoning damage and the target must succeed on a DC 15 Strength saving throw or be pushed 10 feet back and knocked prone.

Sand Spit. Rangede Weapon Attack: +5 to hit, range 30/60 ft., 1 target. Hit: 11 (2d10) bludgeoning damage and the target must make a DC 14 Constitution saving throw or be blinded for 1 minute. The target can use an action to wipe the sand from its eyes, ending the blinded condition on itself.

Erupt. If the Cephadrome is burrowing, it can burst from the ground. All creatures above the Cephadrome when it erupts must make a DC 14 Dexterity saving throw or take 14 (4d6) bludgeoning damage and be knocked prone. On a success the targets take half damage and are not knocked prone.

Cephadrome have yellow eyes, yellow or pink fins and blue or purple scale covered skin. This skin appears brownish black due to sand covering their body. They have a flat, diamond-shaped head (much like a hammerhead shark or a Diplocaulus, an extinct prehistoric amphibian), fins, and tail, which helps propel them through the sand. Their caution in fighting causes them to run away frequently by diving into the sand. They use hipchecks, tail swipes, and shoot sand streams to damage hunters.

While swimming they have been known to paralyze prey with their dorsal fin. Since they have excellent hearing, they can be stopped by a sonic bomb which will startle them out of the sand, similar to the Plesioth. Cephadrome are very aggressive, but will assume evasive maneuvers if they sense that the threat is too dangerous.

Interestingly, the life of these creatures begins in water. The females will lay their eggs in an oasis and those eggs will hatch during the dry season. After the offspring hatch they will swim in the mud and as it dries it will become much tougher for the hatchlings to swim in. When the mud begins to turn into sand the hatchlings will slowly learn to swim through the sands of the desert and it is very important that they do so.

Cephadrome swims in sand to avoid danger, then attacks unexpectedly to startle its foe. It also uses a sand "spray" to attack from a distance. As leader its role may be as a main attacker. A Cephadrome is also very protective of the Cephalos in its pack. They will attack larger predators or even the aggressive Diablos to distract the foe away from its pack.



Plesioth

Large Beast (Piscine Wyvern), Unalignedl


  • Armor Class 16 (Natural Armour)
  • Hit Points 144(16d10 + 48)
  • Speed 30ft., swim 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 16 (+3) 2 (-4) 6 (-2) 4 (-3)

  • Damage Vulnerabilities Lightning
  • Senses passive Perception 8, Darkvision 60 ft.
  • Languages --
  • Challenge 6 (2300 XP)

Amphibious. The Plesioth can breath in both air and water.

Underwater Hearing. If the Plesioth takes Thunder damage or is affected by a very loud noise while underwater it must make a Constitution saving throw with a DC equal to the damage taken or 15, whichever is higher. On a failure it immediately leaves the water and is knocked prone. On a success it takes only the normal effects of the ability or item.

Actions

Multiattack. The Plesioth makes 2 attacks. Only one can be a hipcheck.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) piercing damage and the target must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute, until they take damage, or until another creature takes an action to shake them awake.

Hip-Check. Melee Weapon Attack: +7 to hit, reach 10 ft., 2 targets that are side by side. Hit: 23 (3d12 + 4) bludgeoning damage and the target must succeed on a DC 16 Strength saving throw or be pushed back 10 ft and knocked prone.

Water Jet (Recharge 5-6). The Plesioth fires a concentrated stream of water in a 5 ft wide, 80 ft long line. Any creature in the line must succeed on a DC 15 Dexterity saving throw or take 35 (10d6) bludgeoning damage and be knocked prone. On a successful save the target takes half damage and isn't knocked prone.

Plesioth are bipedal monsters with a wyvern-esque body structure. They have webbed feet and a paddle-like tail, and are covered in shiny, fish-like scales. Their mouth is filled with shark-like teeth, and their eyes glow a bright yellow. Their head and back feature large fins which can fold in and out at will. Plesioth is a large ambush hunter. The creature can hunt both fish underwater and prey on the surface coming too close to the waters edge. Its defenses are somewhat poor, and it will try to avoid any kind of confrontation, be it on the surface or underwater. Plesioth are somewhat territorial, actively patrolling its turf until it finds a suitable meal. On land it is most likely high in the food chain, due to being so large many monsters would not attack it. However, due to their limited mobility out of water, they are at risk from attacks from other large, more agile monsters, such as a fire wyvern or Tigrex, so they never venture far from their native rivers or lakes. Plesioths are more dominant underwater than they are on land, since there is less competition, challenges would come mainly from the Leviathans, with Lagiacrus being a major threat, seeing as Plesioths are vulnerable to electric attacks, which the Lagiacrus utilize, but it is unknown what reaction they might pull if interacting with the gigantic Ceadeus. Plesioth do not possess gills for breathing underwater, so they have to come up for air every so often to fill their lungs with air. In addition to having lungs these creatures can also breath through their skin like an amphibian or sea snake. Inside their fin's spines, a horrific neurotoxin can be found in them. This toxin can make a victim fall asleep with a single touch or a single bite. The fins of Plesioth allow it to swim fast enough to pass a galloping horse. Covering a Plesioth's body is these shiny black scales used to hold in moisture. A scale from older Plesioth can fend off claw and fang attacks. Plesioth have powerful jaws that can crush the shell of Carapaceon, and other armored species, making preying on those species easier. One of its most well-known features is its ability to breath high-pressurized water at its foes. The water that it uses is swallowed while swimming before Plesioth actually uses it as a weapon.

Snake Wyverns

Snake Wyverns are a relatively new class of monster. These monsters are known for their serpentine features, such as long, coiling bodies and forked tongues. They can range dramatically in both size and overall body structure, with some members being large, serpentine land-dwellers, while others are smaller and more reminiscent of Flying Wyverns, like Remobra, which was reclassified upon the discovery of Najarala.



Najarala

Huge beast (Snake Wyvern), Unaligned


  • Armor Class 15 (Natural Armour)
  • Hit Points 110(10d12 + 40)
  • Speed 40ft., burrow 40ft.

STR DEX CON INT WIS CHA
21 (+5) 11 (+0) 18 (+4) 3 (-4) 14 (+2) 6 (-2)

  • Saving Throws STR +9, CON +9
  • Damage Resistances Thunder
  • Condition Immunities Deafened
  • Senses Blindsight 30ft., passive Perception 12
  • Languages --
  • Challenge 9 (5,000 XP)

Sounders. The Najarala has special scales on its tail and neck. These scales amplify the sound of the Najarala's roar. While the Sounders on its neck are intact the Najarala's roar detonates any scales on the ground and the range is increased by 20 ft. The Sounders on its tail allow it to fire scales at the ground. If the Najarala takes 50 physical damage or more in one round the Sounders on its tail break. If it takes another 50 physical in one round the Sounders on its neck break.

Scale Regrowth The Najarala has 30 scales on its tail. The Najarala regrows all expended scales upon taking a long rest.

Actions

Multiattack. The Najarala makes three attacks: two with its bite and one with its constrict.

Bite. Melee Weapon Attack +8 to hit, reach 10 ft., 1 target. Hit: 16 (2d10 + 5) piercing damage.

Paralyzing Bite (Recharge 5-6). Melee Weapon Attack +8 to hit, reach 10 ft., 1 target the Najarala has advantage against. Hit: 21 (3d10 + 5) and the target must make a DC 16 constitution saving throw or be paralyzed for 1 minute or until it takes damage. The target can repeat the saving throw at the end of its turn.

Constrict. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 18 (3d8 + 5) bludgeoning damage and the target is grappled and restrained (Escape DC 17). While a creature is grappled the Najarala cannot constrict another target.

Scale Throw (Recharge when there are no scales on the ground). Ranged Weapon Attack: +8 to hit, range 40/50 ft., 3 targets. Hit: 12 (2d6 + 5) piercing damage. If this attack misses, the scale embeds in the ground 5 ft from the target. When the Najarala roars, all scales on the ground detonate. Any creature within 5 ft of the scales must make a DC 16 Dexterity saving throw or take 22 (4d10) thunder damage and be stunned for 1 round on a failure. On a success a creature takes half damage and is not stunned. A creature can only be affected by one scale at a time. If the tail sounders are broken it cannot use this attack.

Roar (Recharge 5-6). The Najarala roars. All creatures within 10 ft (30 ft with Neck Sounders) must make a DC 15 (18 with Neck Sounders) constitution saving throw or be stunned and deafened for 1 round. Deafened creatures are unaffected

Najarala is a large Snake Wyvern with bright green skin adorned with large orange-yellow plates on its back and tail. It has a long serpentine body with small though fully functional fore- and hindlimbs that aid it in moving around on uneven ground. Najarala also has a large beak-like mouth similar to that of a parrot, along with a small pair of tusks. Najarala is capable of burrowing underground and attacking unsuspecting enemies or prey from below. Its fangs can deliver a potent paralyzing venom in order to subdue its opponents if they were to attempt escape from its circling trap attack. The tail plates can be flung at enemies to create a deafening noise, and they can be made to shatter into many pieces through powerful vibrations generated by the plating around Najarala's body. These shards will always cause the Stun status, unless an appropriate armor skill grants protection against it. It may also constrict its target with its long and large body, causing damage over time until the victim manages to break free.

It is an aggressive ambush predator that will strike when prey is in reach. Najarala will also utilize the misty fog in its environment to launch ambush attacks on unsuspecting hunters or prey.

Temnocerans

This class is characterized by its arachnoid characteristics, such as the ability to produce silk, though they have six limbs similar to Neopterons or Carapaceons. This class includes only one type of monster, the Nerscylla and its subspecies.




Nerscylla

Large Beast (Temnoceran), Unaligned


  • Armor Class 15
  • Hit Points 112(16d10 + 16)
  • Speed 40ft., climb 40ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 13 (+1) 3 (-4) 12 (+1) 5 (-3)

  • Saving Throws DEX +8
  • Skills Stealth +13
  • Damage Vulnerabilities Fire
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Blindsight 30ft., Darkvision 60ft., passive Perception 11
  • Languages --
  • Challenge 7 (2,900 XP)

Spider Climb. The Nerscylla can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the Nerscylla knows the exact location of any other creature in contact with the same web..

Actions

Multiattack. The Nerscylla makes two swipe attacks.

Swipe. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) slashing damage

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature that the Nerscylla has advantage against. Hit: 14 (2d8 + 5) piercing damage and 9 (2d8) poison damage, and the target must make a DC 15 Constitution saving throw, becoming poisoned on a failed save. While poisoned in this way, the Nerscylla has advantage on attack rolls against the target and the target takes 2 (1d4) poison damage at the start of each of its turns. The creature can repeat the constitution save to end the effect.

Sting. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) and the target must succeed on a DC 15 Constitution saving throw or fall unconscious for 1 minute or until it takes damage.

Web. Raned Weapon Attack: 9 to hit, range 60/90 ft., one creature. Hit: The target is restrained by webbing and the Nerscylla can immediately use a bonus action to pull the creature 60 ft towards itself and make a sting attack if its available. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).