# Pokemon Fusions
##### A short, mid-to-high-level, lore-friendly, *Dungeons & Dragons* 5th edition bestiary
Monster stats and lore by Alexander Vigna Artists are credited beneath their work.
\page # Aerotres ###### An Aerotres is a creature from the Shadowfell that is seldom seen. They live alone or in very small groups on dry, isolated mountaintops. They will occasionally come down from their mountains to feed, and particularly mad wizards may attempt to use them as tools of destruction by bringing them into our realm. They are feared for their purple fire breath that rivals young dragons, but they are more easily defeatable by dousing them in water, if you can manage to lure them into a large enough amount.
___ > ## Aerotres >*Huge monstrosity, chaotic neutral* > ___ > - **Armor Class** 18 (natural armor) > - **Hit Points** 150 (4d10 + 130) > - **Speed** 25 ft., climb 25 ft., fly 90 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|18 (+4)|16 (+3)|10 (+0)|14 (+2)|10 (+0)| >___ > - **Damage Immunities** fire > - **Condition Immunities** stunned > - **Senses** passive Perception 12, darkvision 120 ft. > - **Languages** — > - **Challenge** 8 (3,900 XP) > ___ > ***Water Susceptibility. *** In rain or while underwater, or for 1 minute thereafter, the aerotres can't fly or use its Fire Breath, and its claw attacks deal no fire damage. > > ***Blaze. *** While the aerotres has fewer than 40 hit points, it burns hotter, dealing an extra 3 (1d6) fire damage with its claw attack and Fire Breath. > > ### Actions > >***Multiattack.*** The Aerotres makes two Claw attacks. > > ***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit:* 11 (2d6 + 4) slashing damage plus 3 (1d6) fire damage. > >***Fire Breath (Recharge 5-6).*** The Aerotres exhales fire in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 36 (12d6) fire damage on a failed save, or half as much damage on a successful one. *Aerotres* by https://chuz0r.deviantart.com \page # Arbtails ###### Arbtails make their homes in the forests and jungles of both the material plane and the Feywild. They are often found in the same types of environments as displacer beasts, and turf wars between the two species are not uncommon. Each species has a strong natural sense of nobility, and this leads to many violent encounters. While displacer beasts are somewhat more difficult to track, Arbtails are often considered more deadly thanks to their potent venom.
___ > ## Arbtails >*Large monstrosity, lawful evil* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 100 (12d10+40) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|16 (+3)|16 (+3)|8 (-1)|12 (+1)|6 (-2)| >___ > - **Damage Resistances** poison > - **Condition Immunities** poisoned > - **Senses** passive Perception 11, darkvision 60 ft. > - **Languages** — > - **Challenge** 4 (1,100 XP) > ___ > ***Avoidance.*** If the Arbtails is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails . > > ***Venomous.*** If an Arbtails or a group of Arbtails inflicts 10 or more poison damage to a creature in a single round the creature must make a DC 12 CON saving throw or be poisoned for 1d4 minutes. > > ### Actions > >***Multiattack.*** The Arbtails makes two attacks with its tails or its bite. > >***Tails.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) poison damage. > >***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. *Arbtails* by https://darksilvania.deviantart.com
> ##### Item: *Arbtails Venom* > If you're quick, the venom of a freshly dead Arbtails can be exracted from its mouth, or squeezed from the glands in its tails. As long as it remains in a stoppered bottle it won't dry out. You can use the poison in a vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the Poisoned weapon or ammunition must make a DC 12 Constitution saving throw or take 1d8 poison damage. Once applied, the poison retains potency for 1 minute before drying. \page # Beeot ###### These magnificent bird-like creatures are actually powerful elementals native to the elemental plane of air. They are solitary creatures, preferring to live on high mountaintops when they find themselves on other plains. They are naturally opposed to violent acts, and use their powerful eyesight to watch the foothills of their perches. They intervene only when the violence is unspeakable, or when they feel personally threatened. Folks who live in the shadow of a Beeot's mountain would be wise to avoid armed conflict, lest they incur the wrath of an angry elemental.
___ > ## Beeot >*Huge elemental, lawful neutral* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 248 (16d20+80) > - **Speed** 20 ft., fly 120 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|26 (+8)|14 (+2)|18 (+4)|12 (+1)|12 (+1)|6 (-2)| >___ > - **Saving Throws** Dex +4, Con +9, Wis +4, Cha +3 > - **Condition Immunities** sleep > - **Skills** Perception +5, Investigation +4 > - **Senses** passive Perception 11, darkvision 300 ft. > - **Languages** Understands Auran, but can't speak > - **Challenge** 12 (8,400 XP) > ___ > ***Keen Sight.*** The Beeot has advantage on Wisdom (Perception) checks that rely on sight. > >***Supreme Sight.*** The Beeot can clearly make out the details of anything within its line of sight regardless of distance, provided there is dim light or more. > > ### Actions > >***Multiattack.*** The Beeot makes two attacks: one with its beak and one with its talons, or uses its wing attack. > >***Beak.*** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. *Hit:* 27 (4d8 + 9) piercing damage. > >***Talons.*** Melee Weapon Attack: +13 to hit, reach 5 ft., one target. *Hit:* 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the Beeot can’t use its talons on another target. > >***Wing Attack (Recharge 5-6).*** The Beeot beats its wings, expelling a magical gust of wind in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 42 (12d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that fail the save are also pushed 10 ft. away from the Beeot. *Beeot* by https://darksilvania.deviantart.com \page
# Charchamp ###### A distant cousin of ancient dragons, the Charchamp is a powerful fire elemental that is feared for its unbridled rage. It has never been observed in any state other than a wild, destructive rage. The old legends say that this beast is the sole reason that the City of Brass is the only such city on the elemental plane of fire, because it rests just outside the Charchamp's massive hunting grounds. Scholars question whether or not it ever sleeps, but if it does, no one knows when or where.
___ ___ > ## Charchamp >*Gargantuan elemental, chaotic neutral* > ___ > - **Armor Class** 19 (natural armor) > - **Hit Points** 200 (16d10+112) > - **Speed** 40 ft., fly 120 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|29 (+9)|14 (+2)|28 (+8)|6 (-2)|10 (+0)|14 (+2)| >___ > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Immunities** fire > - **Saving Throws** Str +12, Con +11 > - **Condition Immunities** charmed, frightened > - **Skills** Athletics +12 > - **Senses** passive Perception 10, > - **Languages** Understands Ignan, but can't speak > - **Challenge** 16 (15,000 XP) > ___ > ***Blaze.*** While the Charchamp has fewer than 80 hit points, it burns hotter, dealing an extra 3 (1d6) fire damage with its claw attack and Fire Breath. > >***Legendary Resistance (3/Day).*** If the Charchamp fails a saving throw, it can choose to succeed instead. > > ### Actions > > >***Multiattack.*** The Charchamp makes four Claw attacks. It can replace one of the claw attacks with a Tail Whip. > > ***Claw.*** Melee Weapon Attack: +12 to hit, reach 10ft., one target. *Hit:* 15 (2d6 + 9) slashing damage plus 3 (1d6) fire damage. > >***Tail Whip.*** Melee Weapon Attack: +5 to hit, reach 15ft., one target. *Hit:* 17 (2d10 + 9) bludgeoning damage plus 6 (2d6) fire damage. > > ***Fire Breath (Recharge 5-6).*** The Charchamp exhales fire in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 68 (18d6) fire damage on a failed save, or half as much damage on a successful one. > > ### Legendary Actions > >The Charchamp can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The Charchamp regains spent legendary actions at the start of its turn. > > ***Detect.*** The Charchamp makes a Wisdom (Perception) check. > > ***Claw.*** The Charchamp makes a Claw attack. > > ***Wing Attack (Costs 2 Actions).*** The Charchamp beats its wings. Each creature within 15 ft. of the Charchamp must succeed on a DC 18 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The Charchamp can then fly up to half its flying speed.
*Charchamp* by https://kendallhaleart.deviantart.com
> ##### Item: *Charchamp Weapons* > If a magical melee weapon that does not already inflict a type of elemental damage other than fire is heated within the the tail flame of a living Charchamp for 1 minute, the weapon will absorb some of the pyromantic magic. Such a weapon inflicts an additional 4 (1d8) fire damage on any hit for the next year. The magic can be "refilled" by dipping the weapon in the flames again, but it cannot be stacked by dipping it multiple times. \page # Cükazâm ###### These mysterious creatures stalk the dark corners of secluded caves. Popular myth states that they gain their powerful psionic abilities via the skulls they wear over their faces. The skull supposedly facilitates a link to the astral realm where they draw their powers from. These skulls are actually the skulls of deceased Cükazâms, with most believing that Cükazâms prefer the skull of a relative or loved one.
___ > ## Cükazâm >*Medium fey, neutral evil* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 91 (14d8+28) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|15 (+2)|16 (+3)|14 (+2)|10 (+0)| >___ > - **Damage Resistances** psychic > - **Saving Throws** Con +5, Int +6, Wis +5 > - **Condition Immunities** charmed > - **Skills** Arcana +6 > - **Senses** passive Perception 12 > - **Languages** Understands Sylvan, but can't speak > - **Challenge** 9 (5,000 XP) > ___ > ***Synchronize.*** If the Cükazâm is poisoned, magically put to sleep, stunned, or paralyzed by another creature it can use its reaction to apply the same condition to that creature, provided it is not immune to that condition. > > >***Innate Spellcasting (Psionics).*** The Cükazâm is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save DC 14; +6 to hit with spell attacks). It can innately cast the following spells, requiring no components: > >At will: *guidance, mage hand, vicious mockery, true strike* > >1st-level (4 slots): *charm person, command, dissonant whispers, sanctuary* > >2nd level (3 slots): *protection from energy, phantasmal force, see invisibility, levitate* > >3rd level (3 slots): *clairvoyance, fear* > >4th level (3 slots): *confusion, dimension door* > >5th level (2 slots): *passwall, telekinesis* > > ### Actions > >***Multiattack.*** The Cükazâm makes two Bone Dagger attacks. > > ***Bone Dagger.*** Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage plus 5 (2d4) psychic damage. > *Cukazam* by http://zarting.tumblr.com
> ##### Item: *Cükazâm Bone Dagger* > A slain Cükazâm typically leaves behind two of these enchanted daggers. Their simple yet potent enchantment adds 5 (2d4) psychic damage to their attacks. They glow with an ominous purple and pink energy. \page # Cutails ###### Cutails are what happens when a necromancer gets their hands on of the corpse of an Arbtails. The necromantic magic mixes with their venom changing its effects. It become more like a flesh-eating disease than a simple poison. While it becomes more damaging, it also loses its long-lasting effects. However, Cutails are still more feared for being famously difficult to put down.
___ > ## Cutails >*Large undead, neutral evil* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 115 (12d10+55) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|16 (+3)|18 (+4)|4 (-3)|12 (+1)|4 (-3)| >___ > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** passive Perception 11, darkvision 60 ft. > - **Languages** — > - **Challenge** 5 (1,800 XP) > ___ > ***Avoidance.*** If the Cutails is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails . > > ***Undead Fortitude.*** If damage reduces the Cutails to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the Cutails drops to 1 hit point instead. > > ### Actions > >***Multiattack.*** The Cutails makes two attacks with its tails or its bite. > >***Tails.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) bludgeoning damage plus 4 (1d8) necrotic damage. > >***Bite.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage plus 4 (1d10) necrotic damage. *Cutails* by https://kuraudia.deviantart.com
> ##### Item: *Tainted Arbtails Venom* > If you're quick, the venom of a freshly slain Cutails can be exracted from its mouth, or squeezed from the glands in its tails. As long as it remains in a stoppered bottle it won't dry out. You can use the poison in a vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the Poisoned weapon or ammunition must make a DC 12 Constitution saving throw or take 1d10 necrotic damage. Once applied, the poison retains potency for 1 minute before drying. \page # Gaschan ###### Gaschans are the evil spirits of monks who lost their way in life. Instead of seeking to perfect their physical form and attain inner peace, they were fueled by a fear of death. This intense fear is what drives them to perform dark magics to become ghosts upon death. Unfortunately, they go completely mad when they undergo this transformation, losing any semblance of who they once were.
___ > ## Gaschan >*Medium undead, chaotic evil* > ___ > - **Armor Class** 17 (unarmored defense) > - **Hit Points** 60 (10d8+15) > - **Speed** 35 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|18 (+4)|14 (+2)|11 (+0)|16 (+3)|12 (+1)| >___ > - **Damage Resistances** acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Immunities** poison, necrotic > - **Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious > - **Senses** passive Perception 15, darkvision 120 ft. > - **Languages** understands all languages it knew in life but can’t speak > - **Challenge** 7 (2,900 XP) > ___ > ***Unarmored Defense.*** While the Gaschan is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. > > ***Incorporeal Movement.*** The Gaschan can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > ### Actions > >***Multiattack.*** The Gaschan makes three Unarmed Strike attacks. It can replace one of these with a Drain Punch. > >***Unarmed Strike.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) necrotic damage. > >***Drain Punch (Recharge 5-6).*** Melee Spell Attack: +6 to hit, reach 5 ft., one target. *Hit:* 10 (3d6) necrotic damage. The Gaschan regains a number of hit points equal to half the damage dealt. *Gaschan* Artist Unknown \page
# Geoter ###### Geoters are the angry spirits of mountain dwarves who have perished in the underdark. With their bodies faded away they have instead possed the very stones of the cavern they died in. Geoters are mad and incapable of reason, often choosing to attack anything living on sight. Oddly enough, they bear a special hatred for dwarves. They are also know to travel in small packs, apparently only capable of befriending other Geoters.
___ ___ > ## Geoter >*Small undead, chaotic evil* > ___ > - **Armor Class** 18 (natural armor) > - **Hit Points** 106 (12d10+40) > - **Speed** 0 ft., fly (hover) 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|18 (+4)|8 (-1)|12 (+1)|6 (-2)| >___ > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Immunities** necrotic, poison > - **Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** darkvision 120 ft. > - **Languages** any languages it knew in life > - **Challenge** 6 (2,300 XP) > ___ > ***Ethereal Sight.*** The Geoter can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa. > > > ### Actions > >***Multiattack.*** The Geoter makes two Slam attacks. > >***Slam.*** Melee Weapon Attack: +6 to hit, reach 10 ft., one target. *Hit:* 12 (2d8 + 3) bludgeoning damage. > >***Hypnosis (Recharge 5-6).*** The Geoter casts the *Sleep* spell at 3rd level. >
*Geoter* by https://chronokhalil.deviantart.com
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# Geneon ###### Believed by some to be the vengeful spirits of pet dogs who died at sea, Geneons are known to prey upon sailors whose ships are caught in doldrums at night. Whether the Geneons create these doldrums or just use them to hunt is not known. When the ships come to a stop a small pack of Geneons will descend upon the sailors, preferring to use stealth to take them out one by one.
___ ___ > ## Geneon >*Medium undead, lawful evil* > ___ > - **Armor Class** 11 > - **Hit Points** 45 (10d8) > - **Speed** 50 ft., swim 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|20 (+5)|15 (+2)|8 (-1)|17 (+3)|6 (-2)| >___ > - **Damage Resistances** acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Immunities** cold, necrotic, poison > - **Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Skills** Stealth +7 > - **Senses** darkvision 60 ft. > - **Languages** — > - **Challenge** 4 (1,100 XP) > ___ > ***Ethereal Sight.*** The Geneon can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa. > > ***Incorporeal Movement.*** The Geneon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > > ### Actions > >***Multiattack.*** The Geneon makes two attacks with its claws. > >***Claws.*** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d6 + 4) slashing damage plus 3 (1d6) necrotic damage. > >***Shadow Ball*** Ranged Attack: +5 to hit, range 120 ft., one target. *Hit:* 17 (5d6) necrotic damage. > >***Etherealness.*** The Geneon enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
*Geneon* by https://chronokhalil.deviantart.com
\page # Horspix ###### Horspix are aquatic creatures found on the material plane, the elemental plane of water, and the Feywild. On the material plane they are often used as beasts of warfare by merrow. They are unique in that they can shoot heated water out of their snouts with extreme pressure. This attack allows them to hunt both in water and along the coast.
___ > ## Horspix >*Medium monstrosity, unaligned* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 79 (9d10+30) > - **Speed** 25 ft., swim 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|19 (+4)|14 (+2)|7 (-2)|14 (+2)|8 (-1)| >___ > - **Damage Resistances** cold > - **Damage Vulnerabilities** lightning > - **Senses** darkvision 60 ft. > - **Languages** — > - **Challenge** 6 (2,300 XP) > ___ > > ***Amphibious.*** The Horspix can breathe air and water. > > ***Hydrodynamic*** While it is raining on land the Horspix has its walking speed is doubled and it ignores difficult terrain. > > ### Actions > >***Multiattack.*** A Horspix makes two claw attacks. > >***Claws.*** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. > >***Scald (Recharge 5-6).*** The Horspix exhales high-pressure boiling water in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 36 (8d8) bludgeoning damage and 9 (2d8) fire damage on a failed save, or half as much damage on a successful one. *Horspix* By https://whip-o-will.deviantart.com \page # Magnegar ###### Magnegars are the cursed souls of those who have stumbled upon a terrible cosmic or eldritch truth. They wander the realms floating along aimlessly, with an unblinking stare. They are believed to be supremely intelligent beings, but any attempts at reading their minds have only heard incoherent rambling and screaming. They attack only when directly threatened, which happens mostly when they wander into a village.
___ > ## Magnegar >*Tiny undead, unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 59 (11d8+10) > - **Speed** 0 ft., fly (hover) 15 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|7 (-2)|14 (+2)|10 (+0)|30 (+10)|14 (+2)|1 (-5)| >___ > - **Saving Throws** Int +12 > - **Damage Resistances** acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Immunities** cold, necrotic, poison > - **Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained > - **Senses** truesight 120 ft. > - **Languages** Understands any languages it knew in life but can't speak > - **Challenge** 6 (2,300 XP) > ___ > > ***Incorporeal Movement.*** The Magengar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > > ***Antimagic Cone.*** The Magengar's eye creates an area of antimagic, as in the antimagic field spell, in a 100-foot cone. At the start of each of its turns, the Magnegar decides which way the cone faces (the cone is always active). The area does not inhibit the Magnegar's Mind Blast attack. > > ### Actions > >***Mind Blast.*** The Magnegar magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 14 (4d4 + 4) psychic damage and be stunned 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. > *Magnegar* Artist Unknown \page
# Magneuk ###### Mangeuks are rare and reclusive oozes that make their homes deep within the Underdark. They are highly sought after because they have a somewhat unique property: magnetism. The gooey flesh of a slain Magneuk will almost immediately solidify into a strong and magnetic metal, which can be transported to the surface and sold off in chunks. The single large eye eventually rots away. The metal retains its magnetism even after being smelted and reforged.
___ ___ > ## Magneuk >*Huge ooze, chaotic neutral* > ___ > - **Armor Class** 7 (natural armor) > - **Hit Points** 167 (14d20+20) > - **Speed** 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|1 (-5)|20 (+5)|8 (-1)|10 (+0)|3 (-4)| >___ > - **Damage Resistances** acid, cold, lightning > - **Damage Immunities** poison > - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, poisoned, prone > - **Senses** darkvision 60 ft. > - **Challenge** 9 (5,000 XP) > ___ > ***Ooze Nature.*** A Magneuk doesn’t require sleep, food, or drink. > > ***Amorphous Form.*** A Magneuk can occupy another creature’s space and vice versa. > > ***Static.*** The magneuk emits powerful electricity from its body. Any creature that starts its turn in Magneuk’s space is must make a DC 20 Constitution saving throw or take 13 (3d8) lightning damage. If said creature is wearing metal armor, the save is made at disadvantage. > > ### Actions > >***Pseudopod.*** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage plus 9 (2d8) lightning damage. >
*Magneuk* by https://kreatur-im-spiegel.deviantart.com
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# Mubok ###### Muboks are elementals that behave exactly like Water Weirds, except that they make their homes in polluted and tainted water. They can most often be found in stagnant lakes and ponds. Unlike their somewhat neutral and passive brethren Muboks are of an evil alignment, and take delight in endling lives. They can also be summoned as a tool of biological war to pollute an enemy's water supply.
___ ___ > ## Mubok >*Large elemental, neutral evil* > ___ > - **Armor Class** 13 > - **Hit Points** 60 (10d10+15) > - **Speed** 0 ft., swim 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|16 (+3)|13 (+1)|11 (+0)|10 (+0)|10 (+0)| >___ > - **Damage Resistances** fire; bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious > - **Senses** blindsight 30 ft.. > - **Languages** understands Aquan but doesn’t speak > - **Challenge** 4 (1,100 XP) > ___ > > ***Invisible in Dirty Water.*** The Mubok is invisible while fully immersed in dirty water. > > ***Water Bound.*** The Mubok dies if it leaves the water to which it is bound or if that water is destroyed. > > ### Actions > > ***Constrict.*** Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. *Hit:* 10 (2d6 + 3) bludgeoning damage and 7 (2d6) poison damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 ft. toward the Mubok. Until this grapple ends, the target is restrained, it takes 3 (1d6) poison damage at the start of each of its turns, and the Mubok can’t constrict another target.
*Mubok* Artist Unknown
\page # Nidonine ###### Nidonines are wild, beastial monsters who roam plains and savannas in search of food. A Nidonine's territory may span several dozen square miles, where all the other animals will live in fear of it. It is too large to hunt stealthily, but its impressive speed is more than enough to make up for that.
___ > ## Nidonine >*Large monstrosity, unaligned* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 207 (18d12+90) > - **Speed** 70 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|20 (+5)|21 (+5)|4 (-3)|14 (+2)|4 (-4)| >___ > - **Saving Throws** Dex +6, Con +10 > - **Skills** Athletics +10 > - **Damage Resistances** fire > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** passive Perception 14, darkvision 120 ft. > - **Languages** — > - **Challenge** 14 (11,500 XP) > ___ > > ***Legendary Resistance (3/Day).*** If the Nidonine fails a saving throw, it can choose to succeed instead. > > ### Actions > >***Multiattack.*** The Nidonine makes two attacks, one with its horn and one with its claws. > >***Horn.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. *Hit:* 15 (2d8 + 6) piercing damage. > >***Claw.*** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage. > > ***Heated Poison Breath (Recharge 5-6).*** The Nidonine exhales burning poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 28 (8d6) poison damage and 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. > > ### Legendary Actions > >The Nidonine can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The Nidonine regains spent legendary actions at the start of its turn. > > ***Detect.*** The Nidonine makes a Wisdom (Perception) check. > > ***Claw.*** The Nidonine makes a Claw attack. *Nidonine* Artist Unknown \page # Starhorn ###### Starhorns are large , quadrupedal earth elementals who are hunted by groups of Xorns on the elemental plane of Earth. The crystal at the center of a Starhorn's face is said to be the most delicious delicacy, fit only for a king. Of course to humanoids it is little more than a large ruby. Starhorns are solitary creatures, and staunchly defend their territory, never retreating from a threat.
___ > ## Starhorn >*Large elemental, unaligned* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 178 (17d10+85) > - **Speed** 35 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|24 (+7)|10 (+0)|20 (+5)|4 (-3)|12 (+1)|6 (-2)| >___ > - **Saving Throws** Con +8 > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical weapons > - **Damage Vulnerabilities** thunder > - **Damage Immunities** poison > - **Condition Immunities** frightened, exhaustion, paralyzed, petrified, poisoned, unconscious > - **Senses** darkvision 120 ft., tremorsense 60 ft. > - **Languages** — > - **Challenge** 10 (5,900 XP) > ___ > > ***Charge.*** If the Starhorn moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. > > ***Siege Monster.*** The Starhorn deals double damage to objects and structures. > > ***Magic Weapons.*** The Starhorn's gore attacks are magical. > > ### Actions > > ***Multiattack.*** The Starhorn makes two gore attacks. > > ***Gore.*** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. *Hit:* 16 (2d8 + 7) bludgeoning damage. > > ***Confuse Ray (Recharge 5-6).*** The Starhorn emits colorful light from its eye-gem and casts the *Confusion* spell (DC 12) on a creature within 90 ft. of it. *Starhorn* Artist Unknown