Olirant's Pokemonster Manual

This is an ongoing project, all art, designs and lore created by Oli Smith. Support me at :

https://twitter.com/Olirant

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https://www.patreon.com/olismithart

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Other DnD5e Homebrew

http://olismithart.net/jarviskjir

Pokémonster Manual

This project is transforming Pokemon into DnD Monsters with their own unique lore and concepts. We build new designs and lore inspired by Pokedex entries, visual elements and their abilities! These Monsters are designed to integrate with any fantasy DnD Setting and come with plot-hooks to inspire DM's! We design these monsters together on stream, and everyone is welcome to help! More recent concepts, more similar to our Binding of Isaac Project, are more tied to the lore of my homebrew setting, Jarviskjir.

Art and Homebrew is done by Olirant.

This is an ongoing project. Support me at :

https://twitter.com/Olirant

https://www.twitch.tv/olirant

https://www.patreon.com/olismithart

https://www.artstation.com/artist/olismithart

Other DnD5e Homebrew

http://olismithart.net/jarviskjir https://homebrewery.naturalcrit.com/share/O5Zu_0yuoYDM

This project is work in progress, meaning there will be typos and goofs and changes are always being made.


Bulbasaur

Alt Name: Grovelings

Bulbasaurs can be seen napping in bright sunlight in gentle glades. By soaking up the sun's rays, the seed on its back grows progressively larger. Unfortunately this seed pod is highly valued by alchemists, the condensed sunlight within is highly potent. These Grovelings are the smallest in a family of creatures related to the great Grove Guardians.


Bulbasaur

Small monstrosity, unalligned


  • Armor Class 10
  • Hit Points 10 (2d8+1)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

  • Senses passive Perception 10
  • Languages None
  • Challenge 1/4 (50 XP)

Actions

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

Vine Whip. Melee Weapon Attack: +4 to hit, reach 15ft., one target. Hit: 3 (1d4) slashing damage. If the target is a small creature or tiny creature they are pulled 10 feet towards the Bulbasaur.


Sunlit Bulbasaur

When a Bulbasaur hibernates for the winter it hides from predators. Rarely when a Bulbasaur hides in plain sight over winter in a sunny place they awaken as a Sunlit Bulbasaur, saturated in holy solar energy. These Bulbasaur never evolve and protect places of nature.


Sunlit Bulbasaur

Small monstrosity, lawful neutral


  • Armor Class 16 (natural Armour)
  • Hit Points 90 (11d10+30)
  • Speed 40 ft., Burrow 20 ft.

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

  • Damage Resistances radiant, poison
  • Senses passive Perception 14
  • Languages Druidic, Sylvan
  • Challenge 4 (1,100 XP)

Actions

Multiattack. The Sunlit Bulbasaur makes two Bite Attacks

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (2d6) piercing damage + 5 (1d8) poison damage.

Solar Beam (recharge 5/6). The Bulbasaur summons a beam of solar energy in a 5 feet wide 60 feet line. All creatures in this line must make a DC 14 Dexterity Save or take 8d6 Radiant Damage, or half as much on a successful save.

Ivysaur

Alt Name: Greater Groveling

Ivysaur

Medium monstrosity, unalligned


  • Armor Class 13 (natural armour)
  • Hit Points 30 (4d10+8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 16 (+3) 6 (-2) 12 (+1) 10 (+0)

  • Damage Resistances posion
  • Skills Perception +3
  • Senses passive Perception 13
  • Languages None
  • Challenge 1 (200 XP)

Photosynthesis. If the Ivysaur is in natural or magical sunlight at the start of its turn it heals 10 HP.


Actions

Multiattack. The Ivysaur makes a Vine Whip attack followed by a Bite attack or it can make two Vine Whip Attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (2d6 + 1) piercing damage.

Vine Whip. Melee Weapon Attack: +5 to hit, reach 30ft., one target. Hit: (1d8 + 1) slashing damage. If the target is a medium or smaller creature are pulled 10 feet towards the Ivyasaur.


Reactions

Leech Seed. When struck by an attack the Ivysaur can force that creature to make a DC 12 Constitution Save. On a failed Save that creature is struck by A Leech Seed and takes (1d6) necrotic damage at the start of each of its turn. Half of that damage is then healed by the Ivysaur. The Leech Seed remains for 1 minute or until the Ivysaur dies. If a target succeeds against the save they are immune to Ivysaurs Leech Seed for 24 hours.


Ivysaur are the stubborn protectors of the grasslands and smaller creatures that live there. Fighting an Ivysaur is a tough battle as they constantly are reenergised by the rays of the sun and their life-stealing seedlings. Wise adventurers back Ivysaur out of their plainlands habitats and into caves to fight them. The bud on their back swells and grows as they age and gives off a sweet scent when about to bloom. It's said that the sweet smelling bud of an Ivysaur can be crushed down into a salve that calms the emotions of creatures that that smell it. Ivysaur are related to the much larger Grove Guardians, but are not their young. Typically a Grove Guardian is so sleepy and docile that these Grovelings act as the muscule protecting an area of natural forest, often alongside Druids and Firbolgs.

Venusaur



Venusaur

Large monstrosity, unalligned


  • Armor Class 16 (natural armour)
  • Hit Points 120 (14d10+41)
  • Speed 40 ft., swimming 10 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 20 (+5) 10 (-0) 16 (+3) 11 (+0)

  • Damage Immunities posion
  • Damage Resistances radiant
  • Senses passive Perception 14
  • Languages Understands Druidic but cannot speak.
  • Challenge 7 (2,900 XP)

Photosynthesis. If the Venusaur is in natural or magical sunlight at the start of its turn it heals 20 HP.

Overgrow. If Venusaur has more than half of its HP, it deals an additional 9 (2d8) damage on every attack.


Actions

Multiattack. The Venusaur makes two Vine Whip Attacks followed by a Bite attack or it makes two Razor Leaf attacks.

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

Vine Whip. Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit: 13 (2d8 + 4) slashing damage. If the target is a medium or smaller creature are pulled 10 feet towards the Venusaur.

Razor Leaf. Ranged Weapon Attack: +8 to hit, reach 120ft., one target. Hit: 15 (2d10 + 4) slashing damage.

Petal Dance. (Recharge 6) All creatures of the Venusaur's choice within 30 feet must make a DC 16 Charisma Save or take 14 (4d6) poison damage and are charmed to use their reaction to move up to their movement towards the Venusaur.

Alt Name: Grove Guardians

Mega Venusaur

Grove Guardians are the protectors of natural spaces, often living alongside Druids.. In the grove of a Venusaur all sorts of creatures can be found in peace, each one drawn in by the Venusaur's alluring scent. The rain causes this scent to carry further bringing in animals for miles around. The large magical petals on its back from the sun.

Ancient Grove Guardians

As seasons turn to years that turn to decades and centuries, Grove Guardians only grow stronger and wiser as their forests bloom and thrive around them. The most old and ancient of their number hail from particularly old forests to the frozen North, their bodies thickly layered in protective blubber to handle the cold.


In old rumours and tales it is said that these ancient guardians gifted the first Druids with the knowledge necessary to cast druidic magic. Some cultures such as Forest Giants revere and protect their ancient Guardians, even if many of the rituals revolving around these secretive creatures have fallen into unknowing traditions.

Only evil-doers who mean harm for these great old forests will meet the ire of an Ancient Grove Guardians. Those that do will meet with unmatched magical potential. But sometimes, they just get eaten.

Venusaur Monster Harvesting

When a Venusaur is defeated and it's body is intact, a character may attempt a DC 17 Survival Check to recover materials from the Monsters body parts, and recovers a random part. You may attempt to carve specific parts with a +2 difficulty DC These body parts may be used my master-craftspeople to upgrade or forge new equipment.

If a character captured the monster's soul, they may use it in enchanting equipment and choose which effect they wish.

dx Material Harvested
1 Guardian Pollen
2 Guardian Seed
3 Groveling Hide
4 Groveling Bark

Guardian Pollen Scavenged Guardian Pollen can be collected in 1d4 bags. These bags when thrown on the ground create a 5 foot radius space of sparkling pollen for 1 turn, creatures in that space must make a DC 16 Charisma Saving Throw or are under the effect of the Calm Emotions Spell.

Guardian Seed This seedling once planted and cared for for 6 months will bloom into a Groveling (Bulbasaur), that is loyal to whomever planted it.

Groveling Hide For 100gp a craftsperson can turn Groveling Hide into a magical cloak (uncommon, requires attunement), providing the wearer advantage in stealth checks made in dense forests and foliage.

Groveling Bark For 60gp a craftsperson can turn this bark into a mask. Whoever wears this mask gains advantage on intimidation checks against plants and nature-attuned beings.



Mega Venusaur

Large monstrosity, lawful good


  • Armor Class 16 (natural armour)
  • Hit Points 185 (16d12 + 81)
  • Speed 40 ft., swimming 10 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 10 (-0) 22 (+6) 14 (+2)

  • Saving Throws
  • Damage Immunities posion
  • Damage Resistances radiant, fire, cold
  • Condition Immunities poisoned, prone
  • Senses passive Perception 14
  • Languages Druidic, Sylvan
  • Challenge 13 (10,000 XP)

Photosynthesis. If the Venusaur is in natural or magical sunlight at the start of its turn it heals 20 HP.

Arch Overgrow. If Venusaur has more than half of its HP, it deals an additional 9 (2d8) damage on every attack. Additionally, if it has more than half of its HP and is in forest foliage it becomes invisible at the end of its turn.


Actions

Multiattack. Mega Venusaur makes a pair of Vine Whip attacks followed bya Swallow Attack.

Swallow. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 14 (3d6 + 5) piercing damage, if the target is a medium or smaller creature the target is swallowed. A swallowed creature is blinded and restrained, and has total cover against attacks and external effects. A swallowed creature takes (4d6) acid damage at the start of each of the Venusaur's turns.

The Mega Venusaur can have one person in its mouth at a time. If it takes 20 damage or more from a single attack it must succeed on a DC 20 Constitution Saving throw at the end of that creatures turn or vomit up the swallowed creature, that falls prone within 10 feet of the Mega Venusaur.

Vine Whip. Melee Weapon Attack: +8 to hit, reach 40ft., one target. Hit: 13 (2d8 + 5) slashing damage plus (4d4) piercing damage. If the target is a medium or smaller creature are pulled 10 feet towards the Venusaur.

Petal Dance. (Recharge 6) All creatures of the Venusaur's choice within 120 feet must make a DC 16 Charisma Save or take 14 (6d6) poison damage and are charmed to use their reaction to move up to their movement towards the Venusaur.

Solar Blast. (Recharge 6) The Venusaur targets a space it can see within 180 feet and summons a beam of intense sunlight at its location. All creatures within a 10 foot radius sphere at this location must make a Dexterity Saving Throw or take (8d8) radiant damage, taking half as much on a successful save. This ability fails if the target area is inside a building or has no sky access.

Charmander


Charmander

Small dragon, unalligned


  • Armor Class 12
  • Hit Points 6 (2d6-1)
  • Speed 30 ft.

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

  • Damage Resistances fire
  • Senses passive Perception 8
  • Languages None
  • Challenge 1/4 (50 XP)

Water Susceptibility: For every 5 ft. Charmander moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Illumination. A Charmander gives off Bright light in a 5 foot radius and dim light for an additional 5 foot radius.


Actions

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

Ember. Ranged Weapon Attack: +4 to hit, reach 60/120ft., one target. Hit: 6 (1d6+2) fire damage


Charmander live solitary lives attracted to hot places. The flame that burns at the tip of its tail is an indication of its emotions. Naturally inept at stealth even when a Charmander does find a place to hide, the sound of its burning tail gives it away. As a Charmander grows its soft scales grow harder and harder.

Magma Charmander

A variant of the common Charmander adapted to the elemental plane of fire these monsters are coated in a layer of molten rock. They're just as soft spirted as regular Charmander but can be seen forced into lives of servitude and battle by Fire Giants and Efreet.


Magma Charmander

Small elemental, unalligned


  • Armor Class 14 (natural Armour)
  • Hit Points 18 (5d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 8 (-1) 12 (+1) 8 (-1)

  • Damage Immunities fire, poison
  • Senses passive Perception 11
  • Languages Understands Ignan but cannot speak it.
  • Challenge 1 (200 XP)

Heated Body. A creature that touches the Magma Charmander or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.

Illumination. A Charmander gives off Bright light in a 5 foot radius and dim light for an additional 5 foot radius.


Actions

Multiattack. The Magma Charmander makes two Scratch attacks.

Scratch. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d4 + 2) slashing damage plus (1d6) fire damage.

Magma Breath. The Magma Charmander spits molten magma in a 15 foot cone incront of it. All creatures in the cone must make a DC 11 Dexterity Saving throw, taking 9 *2d8) fire damage on a failed save or half as much on a successful one.

Charmeleon


Charmeleon

Medium dragon, chaotic neutral


  • Armor Class 14 (natural armour)
  • Hit Points 45 (6d10+12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 10 (+0) 8 (-1) 8 (-1) 8 (-1)

  • Damage Resistances fire
  • Senses passive Perception 10
  • Languages Understands Common and Draconic but can't speak.
  • Challenge 2 (450 XP)

Water Susceptibility: For every 5 ft. Charmander moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Variable Illumination. A Charmeleon gives off Bright light in a 5 foot radius and dim light for an additional 5 foot radius. It can alter the radius of bright light to anywhere between 5 and 20 feet, the dim light increasing the same amount.


Actions

Multiattack. The Charmeleon makes an attack with its Tail followed by a Slash attack.

Tail Attack. Melee Weapon Attack: +5 to hit, reach 5 feet., one target. Hit: 7 (1d6+ 3 ) bludgeoning damage plus (1d4) fire damage. If the target is a creature it must succeed on a DC 14 Strength Saving throw or is knocked prone.

Slash. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d6 + 3) slashing damage.

Ember. Ranged Weapon Attack: +4 to hit, reach 60/120ft., one target. Hit: 6 (1d6+2) fire damage


Charmeleon have a very hot-headed nature and are extremely territorial. It is rare to find more than one in an area. In combat a Charmeleon lashes out with its tail and then devastates foes with its sharp claws. If it encounters a strong foe, it turns aggressive. In this excited state, the flame at the tip of its tail flares with a bluish white colour. When a Charmeleon claims a territory in rocky mountains it will scare away most other wildlife from the area. They’re extremely stubborn and will charge into battles against much stronger foes.

Rarely adventurers might encounter a mother Charmeleon protecting its young Charmander. The younger Charmander support their mother in battle by firing embers from their nest while the Charmeleon protects the family.

Charizard



Charizard

Large dragon, chaotic neutral


  • Armor Class 16 (natural armour)
  • Hit Points 149 (13d12 + 65)
  • Speed 30 ft. flying 60 ft.

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

  • Skills Perception +8
  • Damage Resistances fire
  • Senses passive Perception 18
  • Languages Understands Common and Draconic but can't speak.
  • Challenge 8 (3,900 XP)

Variable Illumination. A Charizard gives off Bright light in a 5 foot radius and dim light for an additional 5 foot radius. It can alter the radius of bright light to anywhere between 5 and 20 feet, the dim light increasing the same amount.


Actions

Multiattack. The Charizard makes either a Wing Attack and a Tail Attack or two Tail Attacks.

Wing Attack. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) slashing damage. The Charizard then immediately moves half its movement, without provoking opertunity attacks.

Tail Attack. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5 ) bludgeoning damage plus (2d6) fire damage. If the target is a creature it must succeed on a DC 15 Strength Saving throw or is knocked prone.

Flame Breath (Recharge 6). The Charizard exhales fire in a 30 foot cone. Each reacture in that area must make a DC 15 Dexterity saving throw, taking 12d6 fire damage on a failed save or half as much damage on a successful save.


Charr Dragons

Much like Wyverns and Drakes, Charr Dragons make up a whole separate family of related draconic monsters. Charr Dragons are defined by their bipedal stance, small but practical forelimbs, large wings and typically an affinity for flame. There is much debate about the legitimacy of Charr Dragons.

Like Wyverns some can communicate largely in Draconic and many even claim themselves to be true dragons. However, scholars and Dragons themselves largely consider Charr Dragons to be a weaker offshoot of the draconic race and not to be classified as true dragons.

Charizard represent the prime example of Charr Dragons and the blueprint which all others follow. They live within rocky highlands and swoop over their territory looking for other creatures to battle. Charizard are somewhat aggressive looking for stronger and stronger monsters to challenge seeking to gain its own strength via repeated battle. This attitude means Charizard never surrender. This mentality can border on a sense of honour.

The large scales on a Charizard resemble the rocky climates they live within, which allows them cover within their cavern lairs they build close to the ground. They can harness a powerful inner flame that rises from their tail as well as their breath attacks.

A Charizard only fights humans when they are starving or if they see them as worthy challengers.

Charizard Monster Harvesting

When a Charizard is defeated and it's body is intact, a character may attempt a DC 17 Survival Check to recover materials from the Monsters body parts, and recovers a random part. You may attempt to carve specific parts with a +2 difficulty DC These body parts may be used my master-craftspeople to upgrade or forge new equipment.

If a character captured the monster's soul, they may use it in enchanting equipment and choose which effect they wish.

d6 Material Harvested
1 Charr Pyro Gland
2 Charr Dragon Tail
3 Charr Dragon Crown
4 Charr Dragon Wings.
5 Charr Dragon Scales
6 Charr Dragon Offal

Charr Pyro Gland.

The fire-breathing organ of a Charizard can be converted into a weapon for 3 times its usual price. This weapon when a command word is uttered bursts into flame, causing all damage dealt by attacks with this weapon to be fire damage for 1 minute.

Charr Dragon Tail.

For 100 gp a craftsperson can turn a Charizard Tail into an Everburning Torch. This Torch burns continuously producing 20 feet of bright light and 20 feet of dim light. This torch can be covered or hidden but not smothered or quenced.

Charr Dragon Crown.

For 150 gp the crown can be refined. When the crown is attuned to an individual and worn they may cast the spell Compelled Duel a number of times a day equal to their Charisma Modifier, using thier Charisma or Wisdom score for the spellsave DC.

Charr Dragon Wings.

For 150 gp the wings of the Charr Dragon can be made into a cape. Whoever is attuned to this cape gains advantage on Intimidation checks and may once per day add (2d6) fire damage to any spell-attack they make.

Charr Dragon Scales.

For 400 gp, plus the price of the armour, a craftsperson can turn the scales into a set of Light or Medium Charr Dragon armour that grants resistance to fire damage.

Charr Dragon Offal.

For 60 gp and a week of brewing time the Offal of the Charr Dragon can be brewed into a Potion of Charr Dragon Strength, a warm opaque potion which functions identically to a Potion of Hill Giant Strength.

Mega Charizard X

The Black Flame Charr Dragon

Far stronger than others of their kind, this black scaled dragon boasts the power to unleash devestating blue fire. The tough armour scales on their belly have fused together to become even stronger, displaying bright blue colours to attract a mate.

Black Flame Charr Dragons make their lairs at the top of cold and frigid mountains, in contrast to their intense fire-based powers. Like most Charr Dragons their population is mostly male. The Male Charr Dragons spend most of their adult lives making their lairs, Black Flame variants in particular cut and shape stone using thier fire breath and make impressive cavern dens. When mating seasons come around, female Charr Dragons fly around and choose a mate, kicking the male Charr Dragon out of the nest as they use it to rear their young.

The male Black Flame Charr Dragons that are dispossessed of their nests grow particularly cranky and aggressive. They rarely make new lairs, instead taking their anger out on nearby creatures and communities.


While neither a Black Flame Charr Dragon or a regular Charr Dragon are considered True Dragons, this breed comes much closer when it comes to its sensibilities. They speak dragon tongue, bully lesser creatures for tithes and sacrifices and are even known to fight White Dragons for territory.



Mega Charizard X

Large dragon, chaotic evil


  • Armor Class 18 (natural armour)
  • Hit Points 174 (15d12 + 75)
  • Speed 30 ft., flying 80 ft., climb 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 18 (+4) 14 (+2) 12 (+1) 16 (+3)

  • Saving Throws Str +10, Dex +7, Con +8, Cha +7
  • Skills Perception +10
  • Damage Immunity fire
  • Damage Resistances lightning
  • Senses passive Perception 20
  • Languages Draconic
  • Challenge 13 (10,000 XP)

Variable Illumination. A Charizard gives off Bright light in a 5 foot radius and dim light for an additional 5 foot radius. It can alter the radius of bright light to anywhere between 5 and 20 feet, the dim light increasing the same amount.

Legendary Resistance (2/Day). If the Charizard fails a saving throw, it can choose to succeed instead.


Actions

Multiattack. The Charizard makes a Bite attack followed by a Tail Attack and then another Tail Attack against another target.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (3d8 + 6) piercing damage plus (3d6) fire damage.

Tail Attack. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (3d8 + 6 ) bludgeoning damage plus (3d6) fire damage. If the target is a creature it must succeed on a DC 18 Strength Saving throw or is knocked prone.

Flame Breath (Recharge 5,6). The Charizard exhales fire in a 60 foot cone. Each reacture in that area must make a DC 18 Dexterity saving throw, taking 12d8 fire damage on a failed save or half as much damage on a successful save.


Legendary Actions

This creature can take 2 legendary actions from the options below, only one action used at a time at the end of another creatures turn. It regains spent legendary actions at the start of its turn.

Lurch. The Charizard moves up to its speed on the ground, falling to the ground first if necessary and taking no falling damage.

Ground Slam. The Charizard flies up and then slams into the ground, each creature within 10 feet of it must succeed on a DC 18 Strength Saving Throw or take (2d8+6) bludgeoning damage.

Blue Flame Blast (Recharge 6) The Charizard fires a beam of crackling fire 90 foot long and 5 foot wide in front of it. Any creature caught in the beam must make a DC 18 Dexterity Saving throw or take (2d12) lighting damage followed by (4d8) fire damage.

Mega Charizard Y

Alt Name: Great-Wing Charr Dragon

Mega Charizard Y are the matron females of the Charr Dragon genus. As male dragons make dens all over the world, it's the highly mobile Great-Wing Dragon that takes to the skies searching for worthy mates.

Great-Wing Charr Dragons are extremely fast and nible when in the air. Their long tails and pronounced fore-wings are used like the control surfaces on an airship. They are graceful and fly through clouds with ease, a skill they need to search the mountaintops for other Charr Dragons. While they do not control the winds like some of the mightiest Sky Dragons do they can easily be mistaken for one.

When a Charr Dragon finds a worthy mate they will kick them out of their den and take the den for themselves to raise the young. After around 4 years of raising a clutch of 2-3 young Charr Dragons they are ready to fly off and start the process all over again. These Charr Dragons have a noble and caring disposition. They are known to take in and nurture lost children from other species be they dragon or humanoid. Their friendliness extends to most humanoids especially Dragonborn and Mountain Dwarves.


Mega Charizard Y

Large dragon, neutral good


  • Armor Class 16 (natural armour)
  • Hit Points 149 (13d12 + 65)
  • Speed 40 ft. flying 90 ft.

STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 16 (+3) 14 (+2) 16 (+3) 12 (+2)

  • Saving Throws Dex +9, Con +6, Wis +6, Cha +5
  • Skills Perception +12
  • Damage Immunities thunder
  • Damage Resistances fire
  • Senses passive Perception 22
  • Languages Draconic
  • Challenge 10 (5,900 XP)

Variable Illumination. A Charizard gives off Bright light in a 5 foot radius and dim light for an additional 5 foot radius. It can alter the radius of bright light to anywhere between 5 and 20 feet, the dim light increasing the same amount.

Born to Fly. The Charizard has advantage against spells and effects that would impede her flight.


Actions

Multiattack. The Charizard makes either a Wing Attack and a Tail Attack or two Tail Attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 6) piercing damage.

Tail Attack. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 6) bludgeoning damage plus (2d6) fire damage.

Flame Breath (Recharge 6). The Charizard exhales fire in a 60 foot cone. Each reacture in that area must make a DC 17 Dexterity saving throw, taking 10d8 fire damage on a failed save or half as much damage on a successful save.

Wings of Wind (Recharge 6). The Charizard beats her wings summoning her natural magic in the process. Each creature of her choice within 30 feet must make a DC 17 Saving Throw, being knocked prone and taking (4d8) bludgeoning damage on failure. She may also choose to heal creatures within this radius, including herself, for 2d8 points of healing.

Squirtle

Shortly after hatching a Squirtle's shell grows quite strong for its size. They have the ability to powerfully spray foam from their mouth. Unfortunately for the Squirtle, their luxurious meat is considered a delicacy in some parts of the world. While they can be bothersome to hunt there is good money in it for a morally grey coastal hunter.


Squirtle

Tiny beast, unalligned


  • Armor Class 12
  • Hit Points 6 (2d6-1)
  • Speed 15 ft., swimming 30 ft.

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

  • Senses passive Perception 8
  • Languages None
  • Challenge 1/4 (50 XP)

Actions

Water Spray. Ranged Weapon Attack: +4 to hit, reach 20/40ft., one target. Hit: 4 (1d4 + 1) cold damage and a target is knocked back 10 feet.


Reactions

Withdraw. When targeted by an attack the Squirtle can increase its AC by 2 against that single attack.

Squirtle Troublemaker

Squirtle's can be quite mischievous especially when in groups. These monsters use their size and speed to steal food, trinkets and anything they want from unaware shopkeepers in seaside towns. They seem to do this out of joy rather than any need for any stolen goods.



Squirtle Troublemaker

Tiny beast, chaotic neutral


  • Armor Class 12
  • Hit Points 15 (4d6+1)
  • Speed 30 ft., swimming 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (+0) 8 (-1) 8 (-1) 12 (+1)

  • Skills Stealth +4, Slight of Hand +4, Perception +1
  • Senses passive Perception 11
  • Languages Understands common but can't speak
  • Challenge 2 (450 XP)

Actions

Pickpocket. Melee Weapon Attack: +6 to hit, reach 20/40ft., one target. Hit: 5 (1d6 + 1) slashing damage. When a target is hit by this attack the Squirtle Troublemaker steals either 2d10 gold, a piece of jewelery or a trinket from the target.


Reactions

Withdraw. When targeted by an attack the Squirtle can increase its AC by 2 against that single attack.

Wartortle

It is rumoured that the soft fluffy tail of a Wartortle is a valued ingredient in a Potion of Immortality. That rumour alone has been enough to make Wartortle fear humanoids that try to hunt them and attack them on sight. A Wartortle attacks with highly pressured beams of water they can shoot from their snapping maw. These rumours are brought on by their ability to live incredibly long lives that puts elves to shame, with strong Wartortle capable of living thousands of years.

A Wartortle is drawn to ancient places on coastal waters. They can be found in sea-elf ruins, old sea caves and shipwrecks. Often they set up a home near a place of elemental water power, watching from afar as a protector. In any case the home of a Wartortle soon becomes populated by other water dwelling creatures such as merfolk, giant crabs and similar small sea-monsters. Raiding such lairs is often a task befalling to new adventurers who are tasked with taking a Wartortle's tail.



Wartortle

Small monstrosity, true neutral


  • Armor Class 14 (natural armour)
  • Hit Points 58 (5d12+25)
  • Speed 30 ft., Swimming 30 ft.

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

  • Damage Resistances cold
  • Senses passive Perception 12
  • Languages Understands Aquan and Sylvan but can't speak.
  • Challenge 3 (700 XP)


Actions

Multiattack. The Wartortle can make two Water Beam attacks, two Bodyslam attacks or one of each.

Water Beam. Ranged Weapon Attack: +6 to hit, reach 60/120ft., one target. Hit: 12 (3d6+2) cold damage.

Bodyslam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d8 + 2) bludgeoning damage.


Reactions

Withdraw. When targeted by an attack the Wartortle can increase its AC by 2 against that single attack.

Blastoise



Blastoise

Medium monstrosity, true neutral


  • Armor Class 20 (natural armour)
  • Hit Points 138 (14d12+44)
  • Speed 25 ft., Swimming 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 20 (+5) 10 (+0) 14 (+2) 10 (+0)

  • Damage Resistances cold, piercing and slashing damage.
  • Condition Immunities prone, knock-back
  • Senses darkvision 60 ft.,passive Perception 12
  • Languages Common, Aquan
  • Challenge 8 (3,900 XP)

Rain Dish. In the rain or when submerged in water the Blastoise heals 10 HP at the start of each of its turn. If the creature takes poison damage on the previous turn this effect does not take place.


Actions

Multiattack. A Blastoise makes 2 Hydro Crystal attacks or A Bodyslam attack followed by a Claw attack.

Hydro Crystal. Ranged Weapon Attack: +6 to hit, reach 60/300ft., one target. Hit: 12 (2d12) force damage and (2d6) cold damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit (2d10 + 5) slashing damage.

Bodyslam. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit (2d8 + 5) bludgeoning damage. Additionally the target must make a DC 16 Strength Save or is knocked prone.


Alt Name: Blast Kappas

Famed for the magical hydro crystals that form naturally on their massive shells, Blast Kappa are cantancerous descendants of water spirits who dwell where the rivers meet

the sea.

While the crystals grow naturally on the shell of these monsterous creatures, some Blast Kappa's are known to shape and hone the crystals to increase their blasting power. The water they fire from these magical turrets can easily puncture plate armour.

Naturally attracted to freshwater, Blast Kappa keep very close to sea caves to avoid bigger predators who are unphased by their thick shell and cannons, particularly dragons and giants who can crack them open like a peanut. When forced to fight most Blast Kappa’s will make a big show bracing themselves in soil or sand, slamming their feet into the ground. They’re known to even fire warning shots seemingly adverse to violence due to the strength of their cannons and how easily they can overload and break. Some claim this mysterious species descends from water spirits and some very lucky dragon turtles.

Blastoise Monster Harvesting

When a Blastoise is defeated and it's body is intact, a character may attempt a DC 17 Survival Check to recover materials from the Monsters body parts, and recovers a random part. You may attempt to carve specific parts with a +2 difficulty DC These body parts may be used my master-craftspeople to upgrade or forge new equipment.

If a character captured the monster's soul, they may use it in enchanting equipment and choose which effect they wish.

dX Material Harvested
1 Blast Kappa Shellplate

Blast Kappa Shellplate.

For 100gp a Craftsperson can hone a chunk of Shell into a Shield that grants the wielder Resistance to Piercing damage.


Mega Blastoise

While the majority of Blastoise are gentle, there are some who have realised the overwhelming power within their hydro-crystals. For these specalisits the power of the crystals that grow on their backs can be focused by deliberately carving and shaping the crystal. Some of these Kappas turn to Piracy, others still gaining a 'collection' of crystals to use as living artillery. The blasts from these massive water-crystals can blow appart a sailing ship with ease and allow the Kappa, and anyone who forms an alliance with them, to take all manner of loot inside.

Of course to handle the sheer power in their crystals these Blast Kappa have to build up serious muscle mass. Their bulk only grows with age and experience. A Blast Kappa pirate has a shell covered in trophies, carved symbols and powerful crystals. Pirate Kappas also build up a resistance to saltwater, but still prefer freshwater environments. Gold is of little use to Blast Kappas, they will often give it out to a gang of other sea-creatures that they bully into service. Their real reward is pearls, ivory and amber. Magical orbs and gemstones especially those tied to water are thought to attract these magical pirates from many seas away.



Mega Blastoise

Medium monstrosity, neutral evil


  • Armor Class 20 (natural armour)
  • Hit Points 162 (18d8 + 82)
  • Speed 30 ft., Swimming 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 20 (+5) 14 (+2) 14 (+2) 14 (+2)

  • Saving Throws Dex +5, Con +9, Int +6, Wis +7
  • Damage Resistances cold, piercing and slashing damage.
  • Condition Immunities prone, knock-back
  • Senses darkvision 60 ft.,passive Perception 12
  • Languages Common, Aquan
  • Challenge 12 (8,400 XP)

Rain Dish. In the rain or when submerged in water the Blastoise heals 15 HP at the start of each of its turn. If the creature takes poison damage on the previous turn this effect does not take place.

Shipbreaker. This creature deals double damage to vehicles.


Actions

Multiattack. The Mega Blastoise makes 2 Hydro Arm attacks followed by a Bodyslam.

Bodyslam. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit (2d10 + 5) bludgeoning damage. Additionally the target must make a DC 18 Strength Save or is knocked prone.

Hydro Arms. Ranged Weapon Attack: +10 to hit, reach 120/300, one target. Hit: (2d10) force damage plus (2d6) Cold Damage.

Mega Crystal. Recharge (5,6) The Mega Blastoise fires a line of pressurised water that is 150 feet long and 10 feet wide. Every creature in that line must make a DC 17 Strength Saving throw or takes 4d8 force damage and 4d10 cold damage, taking only half of the force damage on a successful save.

Caterpie

While nearly completely harmless the web and scent making abilities of Caterpie makes them of some use to herbalists and druids. They're sheepish creatures that shy away from attention, creating a foul smell from their feelers whenever they feel threatened (which is all the time). They're easy to find in just about any forest.


Caterpie

Tiny beast, unalligned


  • Armor Class 8
  • Hit Points 4 (1d6)
  • Speed 20 ft., climb 20 ft.

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

  • Senses passive Perception 8
  • Challenge 1/8 (25 XP)

Foul Scent. A creature must make a DC 10 Intelligence Save if they want to move within 5 feet of a Caterpie.


Actions

Tackle. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit: 3 (1d4)

String Shot. A Target the Caterpie can see within 30 feet must make a DC 10 Dexterity Save or has their speed halved.


Metapod

When a Caterpie is ready to transform it wraps itself up in a hard shell. Metapod barely move and have very little combat power, making them good targets for creatures who can crack them open and eat their gooey innards. Metapod usually hide together in a safe place such as hollow trees as there is safety in numbers. Metapod hatch all on the same day once a year.


Metapod

Tiny beast, unalligned


  • Armor Class 18
  • Hit Points 4 (1d6)
  • Speed 5 ft., climb 5 ft.

STR DEX CON INT WIS CHA
6 (-2) 10 (+0) 20 (+5) 2 (-4) 4 (-3) 4 (-3)

  • Damage Immunity poison
  • Senses passive Perception 8
  • Challenge 1/4 (50 XP)

Actions

Tackle. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit: 3 (1d4)

String Shot. A Target the Metapod can see within 30 feet must make a DC 10 Dexterity Save or has their speed halved.

Butterfree

Strange short magically intelligent butterflies that live in the underdark are known as Butterfree. Capable of speech these creatures carve out a living as travelling herbalists in the upsidown landscapes of the underdark. Natural magic allows them to shed magical powder from their wings with variable magical capabilities that Butterfree distil into magic potions that they sell to outsiders.

Butterfree know that their young, Caterpie and Metapod, are too weak for life in the Underdark and travel up to the surface to lay their eggs. Once a year in the Autumn they leave for the surface and mate and lay clutches of eggs in forests on the surface. When a Metapod hatches into a Butterfree within the first month of its life it finds itself drawn to the Underdark. Keen adventurers know to follow Butterfree in order to find ways in and out of the twisting tunnels of the Underdark. Butterfree don't go into the darkest depths of the Underdark instead living in the few fey caverns filled with flora where they are most comfortable.

Due to their polite nature races of the Underdark put up with Butterfree. They tend to live alone only grouping up in the Autumn to mate. Despite knowing ways out of the Underdark they never share the routes they take with other creatures. They're keen on conversation and particularly like talking to surface dwellers lost in the Underdark. They'll trade well for treasures such as honey and flowers.


Butterfree

Small fey, lawful neutral


  • Armor Class 13
  • Hit Points 55 (7d8+24)
  • Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 10 (+0) 12 (+1) 14 (+2) 14 (+2)

  • Skills Perception +5, Medicine +4, Stealth +6
  • Senses Darkvision 120 ft., passive Perception 15
  • Damage Immunities poison
  • Langauges Undercommon
  • Challenge 3 (700 XP)

Spellcasting. A Butterfree is a 2nd level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13). It can cast the following spells.

1st Level : (4 Slots) healing elixir, comprehend languages, charm person, faerie fire


Actions

Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d4+3)

Sleeping Powder. The Butterfree targets a creature within 15 feet and sprinkles Sleeping Powder from their wings. The creature must make a DC 14 Constitution Save or falls asleep for 8 hours or until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Butterfree cannot use the same Powder attack twice in a row.

Stunning Powder. The Butterfree targets a creature within 15 feet and sprinkles Stunning Powder from their wings. The creature must make a DC 14 Dexterity Save or becomes paralyzed for one minute. Butterfree cannot use the same Powder attack twice in a row.

Poisonous Powder. The Butterfree targets a creature within 15 feet and sprinkles Poisonous Powder from their wings. The creature must make a DC 14 Constitution Save or takes (6d6) poison damage or half as much on a failed save. Butterfree cannot use the same Powder attack twice in a row.

Weedle

Weedle spend their time snuffling around in the undergrowth looking for leaves to eat. The sharp spines and hairs are poisonous and are the bane of many barefoot halflings travelling through forests.


Weedle

Tiny beast, unalligned


  • Armor Class 8
  • Hit Points 4 (1d6)
  • Speed 20 ft., climb 20 ft.

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

  • Damage Immunities poison
  • Senses passive Perception 8
  • Challenge 1/8 (25 XP)

Actions

Poison Sting. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit: 1 piercing damage plus (1d6) poison damage.

String Shot. A Target the Weedle can see within 30 feet must make a DC 10 Dexterity Save or has their speed halved.


Kakuna

Kakuna hang motionless from trees as the Weedle inside starts the transformation into a Beedrill. The shell of the Kakuna grows hot to the touch as it grows closer into hatching. They move to hiding spots to keep away from many predators and in worse case scenarios it extends a poisonous barb.


Kakuna

Tiny beast, unalligned


  • Armor Class 16 (natural armour)
  • Hit Points 4 (1d6)
  • Speed 5 ft., climb 5 ft.

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

  • Damage Immunities poison
  • Senses passive Perception 8
  • Challenge 1/8 (25 XP)

Actions

Poison Sting. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit: 1 piercing damage plus (1d6) poison damage.

String Shot. A Target the Weedle can see within 30 feet must make a DC 10 Dexterity Save or has their speed halved.

Beedrill

These solitary predatory wasps hunt creatures using their paralyzing stingers and drag unconcious prey to their nests to feed. Beedrill are furiously territorial. If someone enters Beedrill territory the giant wasp will create a deep droning buzz and clicking to attempt to scare threats away. The sting of a Beedrill has been described as mindnumbingly painful. Beedrill are found in the densest darkest parts of forest where sun is blocked by canopy and rootcover. Theyre rarely found in groups unless there is a great source of food or large threat.


Beedrill

Small monstrosity, unalligned


  • Armor Class 16 (natural armour)
  • Hit Points 84 (11d10+24)
  • Speed 5 ft., climb 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 19 (+4) 14 (+2) 12 (+1) 10 (+0) 5 (-3)

  • Skills Perception +4, Stealth +8
  • Senses Darkvision 60 ft., passive Perception 14
  • Damage Immunities poison
  • Condition Immunities poisoned, frightened
  • Langauges none
  • Challenge 4 (1,100 XP)

Actions

Multiattack. The Beedrill makes two Stinging Claw attacks. It may replace one of those attacks with a Tail Stinger attack.

Stinging Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: (1d6+4) piercing damage plus (3d6) poison damage.

Tail Stinger. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: On hit the target must make a DC 14 Constitution Check or becomes Paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Pidgey

Pidgey are small simple forest birds that live away from all but the smallest civilsation. These small birds have a natural technique of flapping and kicking the ground that throws dirt at foes so they can fly away to safety. The black mask like feather pattern on their face is mimicked by wood elf thieves.


Pidgey

Tiny beast, unalligned


  • Armor Class 12
  • Hit Points 4 (1d6)
  • Speed 10 ft., fly 60 ft.,

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (+0) 2 (-4) 10 (+0) 5 (-3)

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

Actions

Sand Throw. Ranged Weapon Attack: +5 to hit, reach 15/30ft., one target. Hit: 1 piercing damage. A target hit by this attack is Blinded for one round and is knocked back 5 feet.

Pidgeotto

Pidgeotto are fast and aggressive, fiercely protective of their territorial area. These birds of prey are great hunters with sharp talons and serious vitality. They can be tamed from birth, but the task of stealing a Pidgeotto egg from the centre of their protective nests is quite dangerous.



Pidgeotto

Small beast, unalligned


  • Armor Class 12
  • Hit Points 39 (6d8+12)
  • Speed 20 ft., fly 60 ft.,

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 16 (+3) 6 (-2) 14 (+2) 6 (-2)

  • Skills Perception +4
  • Senses passive Perception 14
  • Challenge 2 (450 XP)

Dive Attack. If a Pidgeotto is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.

Flyby. The Pidgeotto doesn't provoke an opportunity attack it flies out of an enemy's reach.

Keen Sight. The Pidgeotto has advantage on Perception checks that rely on sight.


Actions

Multiattack. The Pidgeotto makes two Talon attacks.

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

Pidgeot

These large birds are known for their glorious red and gold plumage and their strong wings and cheek muscles that it uses to summon powerful winds. The blasts of wind a Pidgeot can muster can crack and bend small trees and thats a good sign of a Pidgeot's passing. Unlike Pidgeotto Pidgeot are travelling creatures who might consider a whole mountain range their territory.


Pidgeot

Medium beast, unalligned


  • Armor Class 16
  • Hit Points 86 (13d8+28)
  • Speed 20 ft., fly 80 ft.,

STR DEX CON INT WIS CHA
17 (+3) 22 (+6) 16 (+3) 12 (-1) 16 (+3) 14 (+2)

  • Skills Perception +7
  • Senses passive Perception 17
  • Challenge 5 (1,500 XP)

Dive Attack. If a Pidgeotto is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.

Flyby. The Pidgeotto doesn't provoke an opportunity attack it flies out of an enemy's reach.

Keen Sight. The Pidgeotto has advantage on Perception checks that rely on sight.


Actions

Multiattack. The Pidgeotto makes two Talon attacks.

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

Take Off. All creatures within 10 feet of the Pidgeot must make a DC 16 Strength Check or take 6d8 force damage and is knocked prone, taking half damage on a successful save.

Gust of Wind. (recharge 5,6) The Pidgeot creates a strong wind 60 feet long and 10 feet wide from a direction it chooses from its body. Each creature within that wind must pass a Strength Saving DC 16 or is pushed 15 feet away in the lines direction. A creature wanting to travel closer to the Pidgeot against the wind must spend 2 feet of movement for every 1 foot they move. The gust disperses gases and vapor and extinquishes unprotected flames. This wind lasts until the Pidgeots next turn.

Rattata

Despite their colourful fur Rattata are simple vermin. They're less filthy than common rats carrying less disease. When you can see one there is no doubt many more are nearby. Due to their colour and curly tail they're popular pets among children.


Rattata

Tiny beast, unalligned


  • Armor Class 12
  • Hit Points 8 (2d6+1)
  • Speed 30 ft., burrow 30 ft.,

STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 12 (+1) 5 (-3) 10 (+0) 4 (-3)

  • Skills Perception +2,
  • Senses Darkvision 60 ft., passive Perception 12
  • Challenge 1/8 (25 XP)

Keen Smell. The Rattata has advantage on Perception checks that rely on smell.


Actions

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

Raticate

These tough fanged rats can be found all over the wilds, swimming in rivers and making nests in caverns. These small creatures can be the cause of great destruction as they bite and gnaw caverns and buildings. Ingenius Kobolds actually train these large subterrainian rats to use as burrowing mounts. This usually involves in a few Kobolds getting eaten, but as long as a Raticate is well fed they'll be more or less obedient.



Raticate

Small beast, unalligned


  • Armor Class 12
  • Hit Points 92 (8d12+40)
  • Speed 30 ft., burrow 30 ft.,

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 5 (-3) 10 (+0) 5 (-3)

  • Skills Perception +4,
  • Senses Darkvision 60 ft., passive Perception 14
  • Challenge 3 (700 XP)

Seige Monster. The Raticate deals double damage to objects and structures.

Burrowing Mount. A Small or smaller creature using a Raticate as a mount can travel with the Raticate as it burrows.


Actions

Multiattack. The Raticate makes two Fang attacks.

Fang. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: (2d12+2) piercing damage. A target hit by this attack must make a DC 12 Constitution Save or is Stunned for one round.

Spearow

A suspected evolutionary link between bird and lizard, this tiny creature flies exceptionally fast to protect its rocky territory. These creatures are scrappy and agressive and will fight targets much bigger than them. Some plucky goblins are keen enough to train these birds as scouts and weapons.


Spearow

Tiny beast, unalligned


  • Armor Class 12
  • Hit Points 9 (3d6)
  • Speed 10 ft., fly 120 ft.,

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (+0) 2 (-4) 10 (+0) 5 (-3)

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

Flyby. The Spearow doesn't provoke an opportunity attack when it flies out of an enemy's reach.


Actions

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


Fearow

Fearow are found in places time has forgotten, living in forests alongside dinosaurs and ancient creatures. Large and dangerous Fearow are dangerously territorial and have no fear in attacking humanoids. This is dangerous as they roost in the same rocky badlands areas Dwarves prefer to build halls onto. Despite how scary they seem a Fearow's instincts is to fly away from danger, but they return under the cover of night to attack threats while they sleep.


Fearow

Medium monstrosity, unalligned


  • Armor Class 16 (natural armour)
  • Hit Points 65 (8d10+20)
  • Speed 10 ft., fly 80 ft.,

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

  • Damage Resistances poison
  • Senses passive Perception 12
  • Challenge 4 (1,100 XP)

Sniper. Fearow's attacks critical on an 19 and 20 if the Fearow flew atleast 30 feet before attacking, and Fearow may reroll critical damage.

Flyby. The Fearow doesn't provoke an opportunity attack when it flies out of an enemy's reach.


Actions

Multiattack. Fearow makes two attacks, a Peck attack followed by a Talon attack.

Peck. Ranged Weapon Attack: +5 to hit, reach 10ft., one target. Hit: (2d8+2) piercing damage.

Talon. Ranged Weapon Attack: +5 to hit, reach 5ft., one target. Hit: (1d10+2) slashing damage.

Ekans

These giant purple snakes are silent stalkers, horrors of heavy forests. An Ekans hunts for the eggs of small birds but are not above eating humanoids. If they come across a wounded traveller an Ekans will slowly constrict them, unhinge their jaw and swallow them whole. The insides of an Ekans are filled with magical poison that slow down live prey, eventually disolving the dead body.

Some Drow keep Ekans as pets due to their poison producing capabilities and brilliant gold bands. This is especially popular around those worshippers of the Drow Serpent Goddess.


Ekans

Large monstrosity, unalligned


  • Armor Class 13 (natural armour)
  • Hit Points 44 (8d10+4)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 11 (+1) 6 (-3) 14 (+2) 6 (-3)

  • Skills Stealth +6 Perception +5
  • Damage Resistances poison
  • Senses passive Perception 15
  • Challenge 3 (700 XP)

Forest Snake. Ekans does not suffer from difficult terrain and has advantage on stealth rolls to be heard.


Actions

Constrict. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: (2d10+3) damage. If the target is Medium or smaller it is Grappled, escape DC 14.

Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: (1d12+1) piercing damage followed by (2d6) poison damage. A medium or smaller target must then make a DC 16 Dexterity Save or is Swallowed. After swallowing a target they immediately take (3d6) poison damage and do so at the start of each of their turns.

Arbok

Deep in the caverns of the underdark lies a snake-shaped monster that drives all who see it mad with fear. It is said that the menacing face on the hood of Arbok shows the faces of lost loved ones, that terrifies and staggers foes attacking an Arbok. The eyes on the hood glow bright reds and yellows, scaring away the few predators that would do Arbok halm and paralising Arbok's prey with fear.

Arbok rule over dark underworlds of serpents and monsters often having a harem of Ekans and occasionally lamia and snakefolk. Arbok are cunning and ocasionally pretend to be subservient to snake-cults for food and favour. Arbok often keep small hoards of gold, jewellery and interesting trinkets, although they never make anything of their own. An Arbok might allow travellers to pass through their cavern or ruinous homes if given gifts.



Arbok

Huge monstrosity, lawful evil


  • Armor Class 16 (natural armour)
  • Hit Points 149 (14d10 + 72 )
  • Speed 40 ft., climb 30 ft., swim 30 feet.,

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 12 (+1) 18 (+4) 16 (+3)

  • Skills Stealth +7 Perception +8
  • Damage Resistances poison, psychic
  • Condition Immunities poisoned, charmed, frightened
  • Senses passive Perception 15
  • Languages Undercommon, Beastongue
  • Challenge 7 (2,900 XP)

Actions

Multiattack. The Arbok can use its Terrifying Visage followed by a Constrict attack and its Bite attack.

Terrifying Visage. Each creature of the Arbok's choice within 120 feet and can see it must suceed a DC 17 Charisma Saving throw or become frightened for 1 minute. If a target fails by 5 or more they are stunned. 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 makes a save or the effect ends on it the creature is immune to the Arbok's Terrifying Visage for 24 hours.

Constrict. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: (2d10+3) damage. If the target is Medium or smaller it is Grappled, escape DC 14.

Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: (1d12+3) piercing damage followed by (3d6) poison damage.

Acid Spray (recharge 5,6). The Arbok fires Acid in a 15 foot cone, all targets in the area must succeed a DC 17 Dexterity save or take 9d8 acid damage.

Pikachu

These bright coloured mouse like creatures are gentle fey creatures. Pikachu are friendly and inquisitive and rarely cause much trouble. They might come up to lost travellers and help them find their way and offer up food and fresh water. Their natural magical ability to conjur electricity in their fur is mostly used for self defense rather than harm. Pikachu only fight to defend their small families, otherwise running away from combat.


Pikachu

Tiny fey, neutral good


  • Armor Class 12
  • Hit Points 11 (2d6+4)
  • Speed 40 ft.,

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 10 (+0) 5 (-3) 12 (+1) 10 (+0)

  • Skills Perception +3,
  • Damage Immunities Lightning
  • Senses passive Perception 13
  • Languages Sylvan
  • Challenge 1 (100 XP)

Static Fur. Any creature that hits Pikachu with a melee attack takes 1d4 lightning damage.


Actions

Thunder Tackle. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: (1d8+2) bludgeoning damage plus (1d6) lightning damage.


Pikachu Gallant

Despite their size and cute looks Pikachu make determined heroes. When a Pikachu travels to adventure they find ways to harness their electrial powers in brand new ways. These heroic Pikachu are steadfast and seek to save the world.


Pikachu Gallant

Tiny fey, neutral good


  • Armor Class 16 (makeshift armour)
  • Hit Points 56 (10d8+12)
  • Speed 40 ft.,

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

  • Skills Perception +4,
  • Damage Immunities Lightning
  • Senses passive Perception 14
  • Languages Sylvan, Common
  • Challenge 5 (1,800 XP)

Static Fur. Any creature that hits Pikachu with a melee attack takes 1d4 lightning damage.

Innate Spellcaster. A Pikachu Gallant is an innate spellcaster with the following spells prepared,

Cantrips (at will) : shocking grasp, mending, message, lightning lure

1st Level (4 slots) : absorb elements, detect evil and good, faerie fire, zephyr strike

2nd Level (2 slots) : enlarge/reduce, warding wind, mirror image

3rd Level (1 slot) : lightning bolt


Actions

Thunder Tackle. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: (1d8+2) bludgeoning damage plus (1d6) lightning damage.


Raichu

Small fey, true neutral


  • Armor Class 12
  • Hit Points 44 (10d8)
  • Speed 40 ft.,

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

  • Skills Perception +6, Herbalist Kit +6
  • Damage Immunities Lightning, Poison
  • Senses passive Perception 16
  • Languages Sylvan
  • Challenge 4 (1,100 XP)

Static Fur. Any creature that hits Pikachu with a melee attack takes 1d8 lightning damage.

Swaying Stagger. A Raichu is constantly moving, Ranged attacks against Raichu have disadvantage.


Actions

Thunder Punch. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: (1d10+2) bludgeoning damage plus (2d8) lightning damage.

Healing Brew. Raichu downs a healing brew that heals it for 4d6 health. It can alternatively apply this brew to a ally within 5 feet.


Raichu

A larger relative of Pikachu, Raichu are extremely relaxed and calm creatures. They have a passion for brewing potions and liquors out of berries which takes up all their time. A Raichu's burrow is filled with psychodelic brews and elixir. A Raichu is usually too lazy and disinteresed to trade their wares at market, but some cunning folk travel to Raichu to sell their brews as their own.

Sandshrew

Sandshrew are small creatures that inhabit any dry and earthen area. Be it desert sands or loose soil Sandshrew can live quite comfortably. Their small bodies support tough armour made of sandstone that grows over almost all of their skin.

These creatures are Elemental Beasts, creatures of flesh and blood with such high elemental power in their blood they behave almost like elementals do. On top of happily inhabiting the Earth Elemental Plane, Sandshrew have a weakness to water as many earth elementals do. However they still eat, hunt and breed as if regular mammals.

Sandshrew are docile creatures, only seen when avoiding sudden influxes of water. The only time they are a danger to adventures is when they are protecting a nest of young, where multiple parents will come together to protect the sandshrew cubs.

Some cultures revere the Sandshrew as mildly divine creatures. They say the strange symbols that grow on a Sandshrews armour plates are omens from the gods.



Sandshrew

Small Elemental Beast, unalligned


  • Armor Class 14 (natural armour)
  • Hit Points 9 (2d6+2)
  • Speed 25 ft., burrow 10 ft.,

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 13 (+2) 5 (-3) 12 (+1) 10 (+0)

  • Skills Athletics +3,
  • Damage Resistance Piercing
  • Senses Darkvision 60 feet., passive Perception 11
  • Languages ___
  • Challenge 1/2 (50 XP)

Sandstone Armour. This creatures AC counts as 2 Higher against melee and ranged weapon attacks.

Water Susceptibility. For every 5 feet the creature moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.


Actions

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

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

Sandslash

Alt Name: Iron Dervish


Sandslash

Small Elemental Beast, chaotic neutral


  • Armor Class 14 (natural armour)
  • Hit Points 49 (9d8 + 10)
  • Speed 30 ft., burrow 30 ft.,

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+2) 7 (-2) 12 (+1) 10 (+0)

  • Skills Athletics +3,
  • Damage Vulnerability fire
  • Senses Darkvision 60 ft., passive Perception 11
  • Languages ___
  • Challenge 2 (450 XP)

Raw Iron Spines. When a creature hits this creature with a melee attack with a range of 5 ft or less, that creature takes (2d4) piercing damage.


Actions

Multiattack. The Sandslash makes two Claw Attacks.

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

Whirling Dervish. The Sandslash rolls up and charges at a foe becoming an angry ball of claws and spines. As an action it immediately moves twice its movement, if it reaches base contact with another creature it may attack that creature, rolling double damage dice on Hit. Until the end of its next turn the Sandslash takes half damage from all sources.


While at face value a Sandslash is similar to the more common Sandshrew, these creatures have convergant but unrelated evolutions as Elemental Beasts. Sandslash are heartily larger around the size of Gnomes and feed on larger prey. The spines on thei body offer less protection but more offensive capabilities.

Sandslash like to chew on veins of metal which they find while digging their maze-like burrows. By chewing on metal they take a little bit into their system, bolstering the strength of their claws, bones and sometimes even spines.

Sandslash are more agressive when it comes to protecting their territory, where they get their other name as Iron Dervish. These creatures have no fear about fighting foes much larger than themselves. The only way to make these creatures back down is to exploit their fear of fire, or more accurately heat. These creatures can easily overheat due to their thick fur and heavy stone spines.

Nidoran

This species of hairless rodent's live in just about every grasslands in the world. The sexual dimorphism between Nidoran is curious, the most obvious being the colouration. Both colours discourage them coming out of their dens in grassland areas other than in nightime, or when they live happily in the underdarks fungal forests.

The male Nidoran have keen and sensitive ears and guard dens of Nidoran, starting to yip loudly when they see a threat. Both types of Nidoran have poisonous barbs, the horn of a female Nidoran having a potent poison that sickens those who suffer even a scratch. Nidoran tend to live in areas with loose sandy or gritty soil, and adore rolling around in these grit pits.


Nidoran

Small beast, unalligned


  • Armor Class 11
  • Hit Points 8 (2d6+1)
  • Speed 30 ft., burrow 10 ft.,

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 5 (-3) 10 (+0) 8 (-1)

  • Skills Perception +2,
  • Damage Resistances poison
  • Senses passive Perception 12
  • Challenge 1/8 (25 XP)

Keen Hearing. A male Nidoran has advantage on perception checks based on hearing.

Barbed Skin. A creature that grapples a Nidoran immediately takes damage from its Poison Barb attack.


Actions

Poison Barb. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: (1d8+1) poison damage damage.


The Nidoran species undergoes metamorphosis differing by gender. The females start to dig and maintain burrows while males leave to wander the grasslands, the changes into their new form taking usually taking some time. Scholars believe this metamorphosis is linked to their habitat, those struggling for resources undergoing significant changes to adapt.

Optional Rule : Sudden Metamorphosis

When a member of the Nidoran species reaches half health or is damaged by a critical hit they have a 20% chance to suddenly transform into their next form. A Nidoran male turns into a Nidorino. A Nidorino turns into a Nidoking. A Nidoran female turns into a Nidorina, and a Nidorina turns into a Nidoqueen. If they do transform in this way the new form has half of its usual HP. After transforming the creature cannot transform again.

Nidorina

Nidorina like many of its family can retract its poisonous barbs and does so when its comfortable to love and care for its young. These creatures are quite gentle compared to the male Nidorino, living in underground burrows. Nidorina care for young Nidoran in their burrows, but also have been known to take in kobolds and similar simple creatures. These creatures can travel on their hind feet to gather food high up on trees, and frequently steal food from settlements at night.


Nidorina

Medium monstrosity, neutral good


  • Armor Class 14 (natural armour)
  • Hit Points 67 (6d8+40)
  • Speed 30 ft., burrow 20 ft.,

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 12 (+1)

  • Skills Perception +4, Medicine +3
  • Damage Resistances poison
  • Senses darkvision 60ft,. passive Perception 14
  • Languages Understands Druidic but cannot speak.
  • Challenge 4 (1,100 XP)

Barbed Skin. A creature that grapples a Nidorina immediately takes damage from its Bodyslam attack.


Actions

Multiattack. A Nidorina attacks with a claw attack and a Bodyslam attack.

Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: (2d6+3) slashing damage.

Bodyslam. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: (1d10+3) bludgeoning damage plus (4d6) poison damage.


Nidorino

A Nidorino is a grumpy, territorial beast. These creatures can be found in dry scrublands and are obtuse to threats. Its poisonous barbs can keep most creatures away, and its tough hide and bite makes it dangerous when enraged. A Nidorino's frontal horn is extremely tough and packs a powerful toxin. It only uses this for defence chosing not to eat prey hunted via its poison. During the rare process when a Nidorino prepares to metamorphose into a Nidoking they grow increasingly violent and even attack family.


Nidorino

Medium monstrosity, unalligned


  • Armor Class 14 (natural armour)
  • Hit Points 67 (6d8+40)
  • Speed 40 ft.,

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)

  • Skills Perception +4,
  • Damage Resistances poison
  • Senses passive Perception 14
  • Challenge 4 (1,100 XP)

Charging Attack. If a Nidorino travels 40 feet before making an attack it gains advantage on that attack.

Barbed Skin. A creature that grapples a Nidorino immediately takes damage from its Horn attack.


Actions

Horn. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: (1d8+3) piercing damage plus (6d6) poison damage.

Nidoqueen

As it transforms a Nidoqueen's previous tough skin hardens into smooth glossy armour plating that can deflect blade, arrow and magic. These creatures keep dens in grasslands and savannah, where they often protect other lesser creatures using their wisdom to protect and feed them.

A Nidoqueens den is a complex shallow cave with sources of water, food and hunters can seek them out due to the blooming wildlife in the area. This is a far cry from the dirt dens of its youth. There are old tales among beastfolk that Nidoqueen will take in injured humanoids and cure them, and their lairs are often home to springs of curative druidic magic. It is said previous civilisations worshipped Nidoqueen as idols of fertility. The creatures are keen enough to understand some natural languages, and even communicate and trade with friendly folks.

In combat a Nidoqueen's first priority will be jumping in front of the young and defending them. Even when it senses it is unlikely to win a battle it will stand true and give other creatures chances to escape. While rare, it is possible to find a mated couple of a Nidoking and a Nidoqueen, although they rarely spend much time together after mating. Such a pair is very dangerous.



Nidoqueen

Medium monstrosity, neutral good


  • Armor Class 18 (natural armour)
  • Hit Points 168 (10d12+90)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 20 (+5) 13 (+1) 20 (+5) 18 (+4)

  • Saving Throws Strength +7, Dex +6, Con +8, Wis +8
  • Skills Perception +7, Stealth +7
  • Damage Immunities Poison
  • Senses darkvision 60ft,. passive Perception 19
  • Languages Understands Draconic and Druidic but cannot speak.
  • Challenge 8 (3,900 XP)

Protective Presence. When a creature within 10 feet of the Nidoqueen is hit by the attack the Nidoqueen can use their reaction to force that attack to hit them instead.

Barbed Skin. A creature that grapples a Nidoqueen immediately takes damage from its Bodyslam attack.


Actions

Multiattack. The Nidoqueen makes three attacks. Two with its bodyslam, one with its horn and one with its claws.

Bodyslam. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: (2d8+4) bludgeoning damage plus (3d6) poison damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: (2d6+4) slashing damage.

Nidoking

The male Nidoking is a dominant and destructive force. These violent creatures break things to prove their strength to prospective mates, splintered trees and shattered rocks always a sign of a Nidokings terratory. Nidoking can adapt to most climates and quickly become the apex predator for an area, even able to fight off young dragons.

When two Nidoking fight anyone in the area is at risk of danger as a single strike from their tail can be enough to bring down buildings. Their horns are incredibly tough, often made into lances or the figurehead of ships. If the sheer strength they wield isn't enough to bring down a foe their horn and quills also pack a powerful poison. Like Nidoqueen, a Nidoking is actually rather intelligent and can grasp language. The issue is they don't care what any other creature thinks.



Nidoking

Medium monstrosity, neutral evil


  • Armor Class 18 (natural armour)
  • Hit Points 168 (10d12+100)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 22 (+6) 13 (+1) 14 (+2) 14 (+2)

  • Saving Throws Strength +9, Dex +6, Con +9
  • Skills Perception +7, Stealth +7
  • Damage Immunities Poison
  • Senses passive Perception 19
  • Languages Understands Draconic and Druidic but cannot speak.
  • Challenge 10 (5,900 XP)

Barbed Skin. A creature that grapples a Nidoking immediately takes damage from its Horn attack.


Actions

Multiattack. The Nidoking makes three attacks. One with its tail slam, one with its horn and one with its claws.

Horn. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: (2d6+6) piercing damage plus (6d6) poison damage.

Tail slam. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: (2d10+6) force damage. The target must make a DC 17 Strength save or be stunned until the Nidokings next turn.

Claw. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: (2d6+6) slashing damage.

Earthquake (Recharge 5,6) : The ground shakes and blisters in the Nidokings terrain. The Nidoking chooses a 20 feet square area starting within 120 feet of the Nidoking, all creatures in that area must make a DC 17 Strength check or take 5d10 bludgeoning damage or half as much on a successful save.

Clefairy

Created of moon stuff, these lunar fairies are curious and unknowable sprites. They are distant creatures that appear during full moons dancing at the tips of mountains. It is thought that these creatures manifest from moonlight as fire manifests from heat. This makes Clefairy slightly translucent and hard to see. Clefairy fear other creatures as they are prey to those who despise the moon, shadow dragons even going so far as to enslave them enmasse. If one can befriend the strange pink furred creature they will be gifted with a selfless and friendly companion.

Moon Fairy Familar

A Clefairy can be taken as a familiar for someone using the Find Familar spell.


Clefairy

Small celestial, neutral good


  • Armor Class 12
  • Hit Points 14 (3d8+1)
  • Speed 20 ft., fly (hover) 20 ft.,

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 10 (+0)

  • Skills Perception +2,
  • Damage Resistances radiant
  • Senses passive Perception 12
  • Challenge 1/2 (50 XP)

Waterproof. A Clefairy is boyant on water and cannot be submerged underwater or drowned. It can also walk on water.


Actions

Star push. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: (1d4) bludgeoning damage, plus that target must make a DC 10 Strength save or is pushed back 10 feet.

Clefable

A Clefairy that is injured and can revitalize itself at a moon stone becomes a greater creature still. The moon stone shard that caused its creation remains lodged within the Clefable, visible through their semi transparent body. A Clefable guards groups of Clefairy that gather atop moonlit mountains and shrines to the moon goddess. They rarely allow themselves to be seen my mortals prefering to hide from them.


Clefable

Medium celestial, neutral good


  • Armor Class 12
  • Hit Points 44 (4d12+18)
  • Speed 20 ft., fly (hover) 20 ft.,

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 8 (-1)

  • Skills Perception +5,
  • Damage Resistances radiant
  • Senses passive Perception 12
  • Languages Celestial
  • Challenge 2 (450 XP)

Natural Spellcasting. A Clefable is a natural spellcaster that can cast the following spells. Its spellcasting modifier is Wisdom, Spell Save DC 12.

One a day each: invisibility, faerie fire

Waterproof. A Clefable is boyant on water and cannot be submerged underwater or drowned. It can also walk on water.

Keen Hearing. A Clefable has advantage on perception checks based on hearing.


Actions

Star Pulse. Ranged Weapon Attack: +6 to hit, reach 5ft., one target. Hit: (2d6) force damage, plus that target must make a DC 12 Strength save or is pushed back 20 feet.

Vulpix

Esteemed for not just their beauty but also their natural pyromancy is the Vulpix. Their red fur glows with a natural warmth that grows over time from a low red to an eventual gold. It's common belief that Vulpix are linked with the spirits of the dead, many saying their flame draws power from the plane ethereal. Whether that is true or not Vulpix are known to lurk around graveyards and are a favourite familiar for wannabe necromancers. They're extremely affectionate creatures that can only reach their peak magical strength when shown love from a trainer.


Vulpix

Small elemental, neutral good


  • Armor Class 11
  • Hit Points 8 (2d6+1)
  • Speed 20 ft., fly (hover) 20 ft.,

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 5 (-3) 10 (+0) 8 (-1)

  • Skills Perception +2,
  • Damage Resistances fire
  • Senses passive Perception 12
  • Challenge 1/2 (50 XP)

Actions

Embers. Vulpix summons 1d4 embers and can then choose to hold them or fire any number of embers they have. They can hold 6 embers at a time. A target of the Vulpix's choice within 10 feet takes 2 fire damage for each ember. Undead have vulnerability to this damage.

Familar

A Vulpix can be taken as a familiar for someone using the Find Familar spell.

Ninetails

Legends tell that in an age long forgotten nine wizards sacrificed themselves to become a guardian of their people. That guardian is Ninetails, a rare celestial creature of great power. . They are found at places of great extradimensional threat, unstable portals to the outer planes, unkept rifts to the plane of elementals and the places of fiendish plots. They defeat powerful outworld creatures to protect the material plane.

Ninetails are creatures of great ego. While they are telepaths they only communicate with creatures they deem both worthy and good. It's rumoured that those that anger a Ninetails are cursed by them, cursed to live a long and terrible life while the Ninetails watches. It's because of this they are mysterious loners and will attack those who dare to try and seek favour from them.



Ninetails

Large celestial, chaotic good


  • Armor Class 16 (natural armour)
  • Hit Points 122 (16d10+34)
  • Speed 50 ft.,

STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 14 (+2) 18 (+4) 18 (+4) 15 (+2)

  • Saving Throws Dex +8, Int +8, Wisdom +8
  • Skills Religion +12, Perception +12, Insight +12
  • Damage Immunities radiant, fire
  • Senses truesight 60ft, passive Perception 22
  • Languages celestial, ignan, Telepathy 120 ft,
  • Challenge 12 (8,400 XP)

Body of Light. If a Ninetails is hit by an attack that deals radiant damage they heal for that amount of damage.

Spellcasting. The Ninetails is a 16th-level spellcaster. Its spellcasting ability is Wisdom, (Spellsave DC 16, +8 to spell attacks). The Nintetails has the following spells prepared:

Cantrips (at will) : fire bolt, create bonfire, mage hand, prestigitation, thaumaturgy

1st Level (4 slots) : cause fear, chaos bolt, hellish rebuke

2nd Level (3 slots) : mirror image, phantasmal force

3rd Level (3 slots) : clairvoyance, remove curse, counterspell, freedom of movement, fireball

4th Level (3 slots) : dimension dore, locate creature

5th Level (2 slots) : dawn, hold monster

6th Level (1 slot): Investiture of Flame

7th Level (1 slot): Fire Storm

8th Level (1 slot): Holy Aura


Actions

Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: (1d8 + 3) slashing damage plus a target must make a DC 14 Charisma save or take an additional(3d6) radiant damage or half as much on a successful one.

Ninetail Curse. After a character within 5 feet deals damage to the Ninetails it may use its reaction to curse that creature. That creature must make a DC 16 Charisma Save or become cursed with Vamparism. Once it successfully uses this ability it cannot use it again for one week.

JigglyPuff

These small full furred fey creatures are curious and cunning despite their strange feline ball like appearance. Their trickery is in the form of beautiful songs it sings as it grins deviously with its wide eyed face. A Jigglypuff uses its mimicry ability to repeat siren, nymph and sprite singing. They use this alluring song to attract in travellers while they hide in trees or holes and then lure them to sleep.

Once their prey are asleep Jigglypuff steal everything from the target, gold, trinkets and mostly food. They can't carry much in their stubby hands and so usually keep hidden hoards of stolen trinkets inside trees and under rocks. If they are disappointed by what they find on a person they mark their prey with mocking and insulting markings. Jigglypuff have such a strange appearance as they're attempting to mimic the soft and gentle wigglytuff creature. They are capable of inflating their extremely light body to scare those that they can't overpower with their magic or tricks.

Despite usually being strange loners JigglyPuff can be found in the halls of powerful and rich fey, find great joy in their ability to repeat songs. JigglyPuff are simple creatures that can be entertained by gold, trinkets and food which makes them easily stumble into working for others.


JigglyPuff

Small fey, chaotic neutral


  • Armor Class 12
  • Hit Points 26 (2d12+13)
  • Speed 20 ft.,

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 14 (+2)

  • Skills Perception +2, Deception +4, Persuasion +4
  • Senses darkvision 60ft., passive Perception 12
  • Languages Understands Slyvan but cannot speak.
  • Challenge 2 (450 XP)

Light Body. A JigglyPuff does not take Fall Damage and they can additionally squease into spaces as small as 1 inch wide.

Mimicry. A JigglyPuff can mimic any sound it has heard flawlessly.

Natural Spellcasting. A JigglyPuff can cast the following spells,

(3 a day each) : Enlarge/Reduce (self only), Sleep, Featherfall, Charm Person

Superior Slumber. A Jigglypuff can bring creatures to sleep that are usually immune to sleep.


Actions

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

Mark Annoyance. The JigglyPuff targets one unconcious target and draws mocking symbols on their skin and armour. These marks remain for 1 year or a casting of the Remove Curse or Lesser Restoration spell.

WigglyTuff

A wigglytuff is a surreal fey rabbit that can be found in snowy environments, protected by their rich pink fur. The fur of a WigglyTuff is extremely luxurious and filled with feymagic and its brilliant feel is addicting and worth a lot on markets. Hunting WigglyTuff requires charisma rather than precision. WigglyTuff are intelligent and polite to those who they believe to be genuine, leaving their tundral burrows under the snow. A WigglyTuff's long bodies and strange proportions are due to its stretching power, they can stretch and manipulate themselves as if they were elastic, which cause their common nickname of Rubber Rabbits. This gives their hide even more wealth as its skin remains stretchable even after being processed.

Hunters lure them in with conversation and deception before snatching them away to skin their fur. WigglyTuff cannot live in captivity, their fey nature making their fur turn grey and gritty. The wide saucer eyes of a WigglyTuff cannot close and are constantly on watch for any kind of threat, which makes them water up with tears which can also be sold at the grey market. Despite being intelligent enough, they rarely can be found near or in civlisation.


WigglyTuff

Small fey, unalligned


  • Armor Class 12
  • Hit Points 26 (4d10+4)
  • Speed 30 ft., burrow 40ft.,

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 18 (+4)

  • Skills Perception +4, persuasion +6, deception +6
  • Senses darkvision 60ft., passive Perception 14
  • Languages Understands sylvan, common and elvish but cannot speak.
  • Challenge 1 (200 XP)

Soft Fur A creature that targets Wigglytuff with a melee attack must first succeed on a DC 14 Charisma Save. On a failed Save they are charmed by the Wigglytuff. A charmed creature will not attack the WigglyTuff and will try to prevent others from attacking it. Taking damage or a Long Rest ends this effect.

Actions

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

Zubat

Zubat are fairly large bat like monsters that inhabit caves, ruins and occasionally attics. With a four foot wingspan they are scary creaturess that suck the blood of anything they bite. Their prey of choice are kobolds that they can lift right off the ground.


Zubat

Small beast, unalligned


  • Armor Class 12
  • Hit Points 24 (4d10+2)
  • Speed 10 ft., fly 40ft.,

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 10 (+0) 2 (-4) 8 (-1) 2 (-4)

  • Skills Perception +2
  • Senses blindsight 60ft., passive Perception 12
  • Challenge 1 (100 XP)

Echolocation: Zubat can't use its Blindsight while Deafened.

Keen Hearing: Zubat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: A target hit by this attack takes 2 piercing damage followed by (2d4)necrotic damage. The Zubat heals for half of the necrotic damage taken.

Golbat

Golbat are terrifying creatures that lurk in dark places. They swallow creatures whole using the extradimensional space inside of their mouth. A creature swallowed by a Golbat is drained of their blood and eventually their dried out husk is spat out by the creature. Despite being able to fly a Golbat does most of its hunting remaining completely still and luring creatures to stumble into its gaping mouth.



Golbat

Medium abberation, neutral evil


  • Armor Class 14 (natural armour)
  • Hit Points 94 (11d10+34)
  • Speed 30 ft., fly 30ft.,

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 9 (-1) 10 (+0) 6 (-2)

  • Skills Perception +4, Stealth +5
  • Senses blindsight 60ft., passive Perception 14
  • Challenge 5 (1,800 XP)

Echolocation: Golbat can't use its Blindsight while Deafened.

Keen Hearing: Golbat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Multiattack. The Golbat makes a Bite attack followed by a Claw attack.

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: (1d12 + 3) piercing damage. A target bitten by Golbat must make a DC 14 Strength Save or is swallowed by the creature. A swallowed creature is taken to an extradimensional space and is blinded and deafened. At the start of Golbats turn a creature swallowed by Golbat takes (4d6) necrotic damage. A target that is reduced to 0 HP by the Golbat is killed and spat out as a dried out husk. Golbat can only have one creature swallowed at a time and if it takes 1/4 of its max health (23) as damage on a turn it will eject any creature inside. If the Golbat dies the contents of its extradimensional space are ejected within 5 feet.

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: (1d6 + 3)slashing damage

Oddish

Alt Name: Walkingroot

Oddish are living bulb creatures that uproot themselves at night and walk great distances to find nutrient rich soil. Oddishes are friends of both farmers and druids for their abilities and luckily they're very friendly creatures. They can be found playing quite innocently and make good friends with children. Druids often use them as messengers due to their ability to walk extremely long distances without tiring.

An Oddish's leaves are poisonous to deter predators from eating them. The poisonous leaves can be trimmed and turned into a mild poison. When absolutely necessary an Oddish can spit a mildly acidic residue, which also gives it a bitter taste.


Oddish

Small plant, neutral good


  • Armor Class 10
  • Hit Points 11 (2d8+2)
  • Speed 20 ft.,

STR DEX CON INT WIS CHA
6 (-2) 10 (+0) 12 (+1) 8 (-1) 12 (+1) 12 (+1)

  • Skills Perception +3, Survival +3
  • Senses darkvision 60ft., passive Perception 13
  • Languages Understands Druidic but cannot speak.
  • Challenge 1/2 (50 XP)

Photosynthesis. If an Oddish starts its turn in natural or magical sunlight it heals 10 HP.

Endurance Walker. An Oddish never suffers Exhaustion, and is immune to difficult terrain.

Poisonous Leaves. If a creature makes a bite attack against this target it takes 1d8 poison damage.


Actions

Acid Spit. (recharge 5,6) All targets in a 15 feet cone of Oddish must make a DC 10 Constitution Save or take 1d4 acid damage.

Familiar

An Oddish can be taken as a Familiar when casting the Find Familar spell.


Gloom

Alt Name: Sagroot

A Gloom is an Oddish that has grown bloated and rotten due to a forced symbiosis with a poisonous fungus. While it still walks great distances it now does so to spread the fungal spores of its infection. The fungal growths on its head create a terrible stench that sickens almost everyone who experiences it. The sickening sensation churns the stomach and is extremely painful and can make children very sick. This smell and the spores it tracks ruins other plants and crops which leads to adventurers being hired to destroy Gloom when they pass towns and villages. One in one thousand people actually find the smell quite pleasant.

It uses this horrible smell to defend itself as well as using the poisonous nectar that now fills its body. The infection doesn't spread to most creatures and seems specialised to Oddish and some other monsters. It is impossible to heal a Gloom of the infection but in time some do manage to embrace it and control the fungus.


Gloom

Small plant, true neutral


  • Armor Class 9
  • Hit Points 86 (10d10 + 30)
  • Speed 20 ft.,

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 16 (+3) 8 (-1) 12 (+1) 8 (-1)

  • Skills Perception +3, Survival +3
  • Damage Resistances poison, necrotic
  • Senses darkvision 60ft., passive Perception 13
  • Languages Understands Druidic but cannot speak.
  • Challenge 4 (1,100 XP)

Endurance Walker. An Gloom never suffers Exhaustion, and is immune to difficult terrain.

Repulsive Aura. Any creature that ends its turn within 10 feet of a Gloom must make a DC 13 Constitution Save. On failure they take 3d6 poison damage. If a target fails by 5 or more they are also paralyzied for 1 turn.


Actions

Poison Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: (1d4 + 2) bludgeoning damage plus (1d6) poison damage.

Poison Spray. (recharge 5,6) All targets in a 15 feet cone of Gloom must make a DC 13 Constitution Save or take 3d4 poison damage.

Vileplume

Mighty Tabularoot

A Vileplume is a relative of the Oddish family of monsters that terraforms wild spaces around it into uninhabitable swamplands. During the day Vileplume plant themselves deep in the ground where they draw water up from deep underground using their long roots. Before long the environment becomes waterclogged. These creatures do not care for humanoids and often destroy farmlands and areas set aside for forestry. That being said they rarely outright attack humanoids or other creatures unless they are threat to it. When threatened a Vileplume can manipulate powerful poisonous spores from the corpse lily attop its head as well as shoot man-eating acid.

Some people think these creatures are a type of Oddish transformed by foul magics. Whether or not this is the case it is known that Vileplume are often lured to places by Hags and Black Dragons to grow swampland in advantageous areas. Vileplume spores grow into more Oddish who are protected by the Vileplume. They are not bothered by Gloom living amongst them.


Vileplume

Medium plant, chaotic neutral


  • Armor Class 14 (natural armour)
  • Hit Points 152 (15d12 + 55)
  • Speed 30 ft., burrow 20ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 20 (+5) 12 (+1) 20 (+5) 8 (-1)

  • Skills Perception +9, Survival +9
  • Damage Immunities poison, necrotic
  • Senses darkvision 120ft., passive Perception 13
  • Languages Understands Druidic but cannot speak.
  • Challenge 8 (3,900 XP)

Innate Spellcasting. The Vileplume is a spellcaster its spellcasting ability is Wisdom (spell save DC 16, +8 to spell attacks). The Vileplume has the following spells prepared,

(3/day each) : vampiric touch, inflict wounds, earthbind, entangle

(1/day each) : cloudkill, move earth


Actions

Multiattack. A Vileplume makes either two Poison Slam attacks or a Poison Slam attack followed by an Acid Bomb attack.

Poison Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: (1d12 + 2) bludgeoning damage plus (2d8) poison damage.

Acid Bomb. Ranged Weapon Attack: +6 to hit, reach 60ft., one target. Hit: (2d6+2) acid damage. Creatures targeted by this attack do not gain the benefit of cover.

Poison Spores. (recharge 5,6) All targets in a 30 feet cone of Vileplume must make a DC 16 Constitution Save or take 4d10 poison damage or half as much on a successful saving throw. If a target fails by 5 or more they are Paralyzed until the Vileplumes next turn.

Paras

A Paras is a symbioitic union between a insectoid creature and the mushrooms that grow on its back. They seek warm damp environments and the mushrooms on their back can be turned into medicine. Jungle Goblins often farm Paras, even though its a deadly endevour. They are a delicacy in the underdark and among creatures that can consume them. Some people believe the fungal growths are the same ones that aflict Gloom.

A successful Herbalism Kit check of 12 can harvest the Tochukaso mushrooms from a Paras's back without killing it and can be turned into a potion of healing. This does not kill the Paras.


Paras

Tiny plant, unalligned


  • Armor Class 12 (natural armor)
  • Hit Points 19 (2d12+6)
  • Speed 25 ft., burrow 25ft.,

STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 2 (-4)

  • Damage Resistances poison
  • Skills Survival +3
  • Senses tremorsesnse 30ft., passive Perception 13
  • Challenge 1 (200 XP)

Actions

Multiattack. A Paras makes an attack with its claws followed by a bite attack.

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

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

Parasect

Paras that exist in the Underdark can grow to obtuse sizes. At this point the mushroom on its back completely controls the creature causing it to travel great distances for the perfect damp places to grow. A whole Parasect makes a great meal and are hunted by underdark creatures for that reason.



Parasect

Medium plant, unalligned


  • Armor Class 12 (natural armor)
  • Hit Points 72 (8d10 + 28)
  • Speed 25 ft., burrow 25ft.,

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 18 (+4) 4 (-3) 12 (+1) 2 (-4)

  • Damage Immunity poison
  • Skills Survival +3
  • Senses tremorsesnse 30ft., passive Perception 13
  • Challenge 4 (1,100 XP)

Fungal Body. When a Parasect takes damage from a melee attack roll a d6 and the following effect takes place.

  1. Poison Spores, All creatures within 10 feet must make a DC 12 Constitution Save or take 2d8 poison damage.

  2. Sleep Spores, All creatures within 10 feet must make a DC 12 Charisma Save or fall Asleep until they next take damage or are awakened.

  3. Stun Spores, All creatures within 5 feet must make a DC 12 Strength Save or are paralyzed for one round.

  4. Rejuvination Powder, The Parasect cures any status effects effecting it and heals 2d6 HP.

  5. Rage Powder, The Parasect targets one creature within 5 feet of it, that target must succeed a DC 12 Intelligence Save or that target immediately makes an attack against an ally within their range.

  6. Fungal Growth, The next attack the Parasect makes has advantage and deals (1d8) additional damage.


Actions

Multiattack. A Parasect makes two attacks with its claws followed by a bite attack.

Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: (1d8 + 3) bludgeoning damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: (1d10) poison damage.

Venonat

Venonat are small and cowardly creatures of the underdark. Believed to be a distant relative of the Umber Hulk they have minor confusion abilities they use to get out of trouble. In the wild they live alone hunting for insects in the caves of the underrealm but more commonly they are found as subservient servants for larger creatures. Due to their cowardly nature they offer their services to bigger creatures that protect them. They are quite timid and attack only when they cannot run away.


Venonat

Small monstrosity, unalligned


  • Armor Class 10
  • Hit Points 16 (2d12+3)
  • Speed 25 ft.,

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 8 (-1) 10 (+0) 14 (+2)

  • Skills Perception +2
  • Senses darkvision 60ft., passive Perception 12
  • Languages Umber Hulk
  • Challenge 1/2 (100 XP)

Sunlight Sensitivity. While in sunlight, this creature has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


Actions

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

Confusing Eyes. The Venonat targets a creature within 30 feet of them that is able to see the Venonat's eyes. They force the target to make a DC 12 Charisma saving throw. On a failed saving throw roll 1d4. On a 1 the creature drops all items they are holding. On a 2 their movement is reduced to 0 until the Venonat's next turn. On a 3 they suffer disadvantage on their next attack roll. On a 4 the Venonat chooses two effects to take place.

Venomoth

Known as the Moth Drake, Venomoth are a horrifying blend of insectoid and draconic features. They stalk cave systems in the underdark and dark evil places in the world above. Their cavernous lairs are filled with a dreaded and constant hum. These lairs are lined with the corpses of poisoned foes who have had their brains eaten by the horrifying creature.

There are no records of these creatures in ancient legend leading to rumours they were created by illithid or other psychic creatures. Thee large eye patterns on their face are false eyes to distract foes and seemingly a source of their psychic powers. These monsters cannot be reasoned with. They know no love, nor mercy. Those who face a Venomoth and live to tell the tail are driven mad by the constant buzzing noise that emanates from within them.



Venomoth

Medium dragon, chaotic evil


  • Armor Class 17 (natural armour)
  • Hit Points 82 (15d6 + 30)
  • Speed 10 ft., fly 60 ft.,

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 15 (+2) 8 (-1) 16 (+3) 14 (+2)

  • Skills Perception +6
  • Damage Resistances pychic
  • Condition Immunities charmed, blinded
  • Senses darkvision 60ft., passive Perception 16
  • Languages Draconic
  • Challenge 6 (2,300 XP)

Sunlight Sensitivity. While in sunlight, this creature has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Droning Hum. All creatures within 20 feet of the Venomoth suffer -2 Armour Class unless the Venomoth is incapacitated.


Actions

Multiattack. The Venomoth makes a Bite attack followed by a Poison Wing attack.

Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: (2d4 + 4) piercing damage.

Poison Wing. The Venomoth targets a creature within 10 feet of it. That target must succeed on a DC 16 Strength Save or is knocked back 10 feet and takes 2d8 poison damage.

Mindshattering Blast. The Venomoth fires a wave of mental energy in a 30 foot line in front of it. Each creature in that area must succeed ona DC 16 Intelligence saving throw taking 8d6 psychic damage on a failed save, or half as much on a failed one.

Diglett

Diglett are tiny 8 inch tall earth elementals that feed on roots and berries. This means they're often found just below the surface. Because of their hunger they can be bargained with to help miners find rare ores. They're made up of quickly moving earth and gravel and while they carry with them distrupted earth and stone they leave very little mark when they move. Diglett are flighty and rather run from combat spraying mud at anyone that attacks them. Their 'noses' are rather sensitive and considered valuable collectables.


Diglett

Tiny elemental, true neutral


  • Armor Class 15 (natural armor)
  • Hit Points 12 (2d8+4)
  • Speed 5ft., burrow 40ft.,

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 16 (+3) 6 (-2) 8 (-1) 8 (-1)

  • Senses tremorsesnse 60ft., passive Perception 9
  • Languages Diglett
  • Challenge 1 (200 XP)

Keen Smell. The Diglett has Advantage on Wisdom (perception) checks relying on their smell. Furthermore a Diglett can smell ore and gemstones through stone and earth.


Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 1 bludgeoning damage.

Mud Spray. The Diglett targets a creature within 15 feet of it. That target must make a DC 13 Dexterity save or is Blinded for 1 round.

Dugtrio

Diglett slam into eachother when they meet to harden the top layer of their earthen skin. When this is done too hard or too fast the Diglett fuse together into a Dugtrio. When fused like this they become greater than the sum of their parts. Dugtrio are fast and dangerous and can cause earthquakes around them. Dugtrio like most elementals don't care about the affairs of humanoids they're more preoccupied finding the vast amount of food all three heads need and finding high pressure areas to harden their skin.


Dugtrio

Small elemental, true neutral


  • Armor Class 16 (natural armor)
  • Hit Points 64 (6d12 + 24)
  • Speed 5ft., burrow 120ft.,

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 20 (+5) 6 (-2) 12 (+1) 12 (+1)

  • Senses tremorsesnse 120ft., passive Perception 11
  • Languages Diglett
  • Challenge 5 (1,800 XP)

Keen Smell. The Dugtrio has Advantage on Wisdom (perception) checks relying on their smell. Furthermore a Diglett can smell ore and gemstones through stone and earth.

Three heads are better than one. When the creature is reduced to 2/3s of its HP its STR DEX and CON ability scores are reduced by 2. This effect happens again when they are dropped to 1/3 of their HP. They only heal their Ability Scores after 1 week of rest.


Actions

Slam. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: (1d10 + 4) bludgeoning damage. If the Dugtrio moved 120 feet or more in this turn it deals an additional 1d10 damage also.

Magnitude. The Dugtrio quickly moves its body to cause an earthquake around it. All creatures within 30 feet of the Dugtrio must make a DC 16 Strength Save. Then roll 2d6, the result is how many d8's of bludgeoning damage the attack does to those who fail the save. A passed save results in half damage. Creatures who fail this save are also knocked prone. Once it has used this ability a Dugtrio cannot use it again until after a long rest.

Meowth

Meowth are charming cat spirits that offer to guide the lost. They don't do this for free however, they are fans of shiney objects and especially gold. One should be careful if they take the assistance of a Meowth as they are as tretcherous as they are talkative. They are extremely cunning and with that comes vanity, greed and gluttony. Their whiskers and the medalion on their head are seemingly made of gold, and its believed to be linked to their supernatural luck.


Meowth

Small fey, chaotic neutral


  • Armor Class 12
  • Hit Points 12 (2d8+4)
  • Speed 25ft., climb 20ft.,

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 14 (+2) 8 (-1) 12 (+1)

  • Senses darkvision 60ft., passive Perception 9
  • Languages Common, Sylvan
  • Challenge 1 (200 XP)

Lucky Cat. A Meowth can bless a creature within touch range with supernatural luck. That target can add 1d8 to a single attack roll, save or check of their choice within 5 minutes. Once Meowth uses this ability they cannot do so again until they finish a long rest.


Actions

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

Persian

Alt Name: Mountain Carbuncle

Prowling in the mountains are the magical lion creatures known as Persians. They watch over their territory with the eye of a perfectionist, every detail must be in its proper place. They are occasionally hunted for the magical ruby in their forehead.

In rare occasions they can form bonds with humanoids. This takes hundreds of years for a persian to deem a humanoid worthy of companionship. Once the bond is formed a Persian is a loyal if haughty companion and the rival to every elvish court.


Persian

Medium monstrosity, lawful neutral


  • Armor Class 15 (natural armor)
  • Hit Points 12 (2d8+4)
  • Speed 40ft., climb 30ft.,

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 10 (+0) 12 (+1) 14 (+2)

  • Skills Perception +5
  • Senses darkvision 60ft., passive Perception 15
  • Challenge 4 (1,100 XP)

Spellcasting. A Persian is a spellcaster and uses charisma for their spells (spell save DC 15)

(at will) detect thoughts


Actions

Multiattack. A Persian makes a bite attack followed by a claw attack.

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

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

Psyduck

This bipedal race of waterfowl is cursed with uncontrollable arcane powers. A psyduck has no ability to regulate their powers, strong untempered spells exploding out of them when they are in intense emotional states. When Psyduck set up their home in a village pond they get startled when people pass causing chaotic magic explosions. A smart Psyduck will steal from folk who run away from the chaos they cause.


Psyduck

Small abberation, chaotic neutral


  • Armor Class 12
  • Hit Points 54 (8d8 + 18)
  • Speed 25ft., swimming 25ft.,

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 6 (-2) 8 (-1) 8 (-1)

  • Senses passive Perception 9
  • Challenge 2 (450 XP)

Unpredictable Magic. A Psyduck cannot control its magic. Whenever it casts a spell it rolls on the table below and casts it at 1st level. Additionally, whenever Psyduck takes damage from a weapon attack they use their reaction to cast a random spell at a random target. If the Psyduck is at 20 or lower HP it casts at 2nd level instead.


Actions

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

Chaos Spellcasting. Psyduck casts a random spell at a target of its choice.

Unpedictable Magic
1d6 Spell Cast
1 Nothing Happens
2 Magic Missile
3 Burning Hands
4 Sleep
5 Thunderwave
6 Fog Cloud

Golduck

Majestically swimming in hidden lakes, Golduck are guardians of ancient draconic ruins. Created by long dead aquatic dragons to be servants and bodyguards, Golduck are keen and intelligent. Now that they have no masters they continue their programmed service. They clean and maintain ruins of draconic lairs and fight away the archaeologists and adventurers who try to plunder its riches.

Golduck hold mysterious psionic powers. They use these not to harm but to judge and witness others. They do not kill invaders, using their mental powers to subdue those they find in their lairs and drag them out into the middle of the forests.


Golduck

Medium dragon, lawful neutral


  • Armor Class 16 (natural armour)
  • Hit Points 74 (8d12 + 22)
  • Speed 30ft., swimming 30ft.,

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 12 (+1)

  • Skills perception +5, arcana +6
  • Senses darkvision 60ft, passive Perception 15
  • Languages Draconic
  • Challenge 4 (1,100 XP)

Psionics. Golduck is a psionic spellcaster. Its ability for this is Intelligence, Spellsave DC 16.

(3 a day/each) sleep, detect thoughts, tongues, suggestion

Magic Weapons. A Golduck's weapon attacks are magical.

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


Actions

Multiattack. Golduck makes two claw attacks.

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

Mankey

Rage spreads through a colony of Mankey like wildfire. When one of these stumpy ape like creatures grows furious so too does the entire colony. They can live in most climites as long as they can thrive among the tree tops. A colony requires a lot of food as Mankey have tiny stomaches and are constantly eating.


Mankey

Small Monstrosity, chaotic evil


  • Armor Class 12
  • Hit Points 26 (4d8 + 8)
  • Speed 30ft., climb 30ft.,

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

  • Skills Perception +2, Survival +2
  • Senses passive Perception 12
  • Languages Mankey
  • Challenge 2 (450 XP)

Spread Fury. A Mankey gets a bonus modifiers to their attack roll and damage roll equal to the number of Mankey and Primeape they can see within 20 feet.


Actions

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

Rock Throw. Ranged Weapon Attack: +4 to hit, reach 20/40ft., one target. Hit: (1d4 + 2) bludgeoning damage


Primeape

When a Mankey is captured and put in captivity it only grows stronger in its isolation. They grow larger and their fur sheds on parts of their body. Its only inevitable that they break out and when they get back to their colony they take the place of leaders and protectors who fight away threats with a blind rage.


Primeape

Small Monstrosity, chaotic evil


  • Armor Class 12
  • Hit Points 58 (8d8 + 22)
  • Speed 30ft., climb 30ft.,

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 6 (-2) 14 (+2) 12 (+1)

  • Skills Perception +4, Survival +4
  • Senses passive Perception 14
  • Languages Mankey
  • Challenge 4 (1,100 XP)

Spread Fury. A Primeape gets a bonus modifiers to their attack roll and damage roll equal to the number of Mankey and Primeape they can see within 20 feet.


Actions

Multiattack. A Primeape makes a Punch attack followed by a Kick attack.

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

Kick. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: (1d6 + 2) bludgeoning damage. A target hit by this attack must make a DC 13 Strength save or is knocked prone.

Growlithe

These fire elemental dogs are highly territorial. They control areas of heat blasted volcanic mountainsides and can be found thriving in the plane of fire. Due to their elemental nature they are most comfortable in high heat environments that increase the firey power that is stored in their jaws. Despite a temper and how much they might growl, Growlithe can be very friendly creatures. It's entirely possible to befriend a Growlithe and tame them if they are treated with respect.

They form strong bonds with pyromancers and evocation mages and seemingly have a link with such offensive magic. It is rumoured that these creatures are a somewhat devolved form of the ancient Arcanine race that once ruled the world.



Growlithe

Small elemental, neutral good


  • Armor Class 12
  • Hit Points 57 (10d8 + 12)
  • Speed 35ft.,

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 10 (+0) 8 (-1) 12 (+1)

  • Skills Perception +3
  • Damage Immunities fire
  • Senses passive Perception 13
  • Languages Ignan
  • Challenge 3 (700 XP)

Flash Fire. If the Growlith is subject to an attack or ability that would normally cause it to take fire damage, Growlith suffers no damage and the damage dealt by its Bite and Ember Bark attack increases by 1d4.

Keen Smell. A Growlith has advantage on Wisdom Perception checks based on smell.


Actions

Multiattack. A Growlith makes an attack with its claws and then its bite.

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

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: (1d6 + 2) piercing damage plus (2d4) fire damage

Ember Bark. Ranged Weapon Attack: +4 to hit, reach 20/40ft., one target. Hit: (2d4 + 2) fire damage.

Arcanine

Alt Name: Volkiln

Rare and majestic, Arcanine are the last of an unbelievably ancient and powerful race. Each one of these giant canines holds within it a powerful burning fire magic. It is believed they once ruled large kingdoms that stretched the plane of fire with outposts in the mortal plane but now they have fallen into legend. Their outposts in the material plane could be found around volcanos and in harsh hot deserts. These luxurious kingdoms warred with the fire elemental genies of the elemental plane and all other manner of evil creatures, but were said to ally with Sun Elves and celestials of the land.

The primary diet for Arcanine is coal. Their kingdoms are built around intensive coal mines powered by lesser races. They control minor fire elementals, and more mundane creatures that allowed Arcanine to live in rich luxury. Now as they seem to be returning their priority is taking over coal mines. A particularly cunning Arcanine might do this from the shadows, domineering a mines overseer and taking a cut of the coal to feast upon. More commonly, Arcanine take over coal mines by force and turn them into their personal lairs.

While they might seem goodly, they will happily sit by and enslave humanoids to keep their bellies fed. Their beautiful flame licked fur can easily dazzle the minds of the week willed into subservience. They are not unreasonable creatures and if treated with the correct etiquette adventurers hired to remove them might be able to convince them to move on without bloodshed.


Arcanine

Large elemental, lawful neutral


  • Armor Class 16 (natural armour)
  • Hit Points 181 (17d10 + 88)
  • Speed 50ft.,

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 18 (+4) 16 (+3) 12 (+1) 16 (+3)

  • Saving Throws Dex+5, Con+8, Wis +9, Cha +7
  • Skills Perception +9
  • Damage Immunities fire
  • Damage Resistances bludgeoning, piercing and slashing from non magical weapons
  • Senses passive Perception 19
  • Languages Ignan, Draconic, Celestial
  • Challenge 10 (5,900 XP)

Keen Smell. A Arcanine has advantage on Wisdom Perception checks based on smell.

Graceful Presence. Arcanine never provokes opportunity attacks when moving away from a target.


Actions

Multiattack. An Arcanine makes three attacks, one Bite attack followed by two Claw attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: (2d8 + 6) piercing damage plus (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the creature takes 2d6 fire damage at the start of each of its turns.

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

Inferno Roar (recharge 5,6). The Arcanine exhales fire in a 30 foot line in front of them. Each creature in that line must make a DC 17 Dexterity saving throw, taking (16d6) fire damage on a failed save or half as much on a successful one.

Poliwag

Poliwag are the ugly tadpole form of the larger Polywrath and Polywhirl monsters. Born of water Poliwag have simple legs to travel on land but prefer to stay in water. They can absorb that water into their permiable bodies and spray it at aggressors. Often they spray so much water out of their bodies that they dry up and rush to water. They do not seem to have the powers of their adult forms, and waddle away from fights on sticky legs. Compared to other monsters and their adult forms Poliwag are fairly defenseless and so are made into quick prey by other creatures in the wastelands and swamps they inhabit. They are born is such huge clutches that 90% of the spawn can be eaten without much problem for the Poliwhirl community.


Poliwag

Small Abberation, unalligned


  • Armor Class 11
  • Hit Points 30 (4d8 + 12)
  • Speed 20ft., swimming 40ft.,

STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 12 (+1) 6 (-2) 8 (-1) 4 (-3)

  • Senses darkvision 30ft., passive Perception 9
  • Languages Understands Deep Speech and Aquan but cannot speak.
  • Challenge 2 (450 XP)

Water Absorbsion. If a Poliwag starts its turn in water it heals 4 HP.

Slimey. This creature has advantage on checks to grapple or move it.


Actions

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

Spray Water (recharge 4,5,6). The Poliwag targets a creature it can see within 30 feet of it. That target must make a DC 12 Dexterity Saving Throw or take 3d6 cold damage or half as much on a successful save.

Poliwhirl

The adult form of a Poliwag is even more alien than the tadpole form. These squat walking amphibians feed off of the mental energy of other creatures. Because of this they seek out humanoids to feed off of and when they find apt prey they hypnotise them with the swirling symbol on their stomach and slowly drain their mental energy. Despite how life changing that is, Poliwhirl would rather run from a fight, often putting enemies to sleep with its hypnosis before swimming away. These creatures are so terrifying that fairytails warn to stay from swirling symbols in ponds.


Poliwhirl

Medium Abberation, Neutral Evil


  • Armor Class 15 (natural armour)
  • Hit Points 76 (13d8 + 18)
  • Speed 30ft., swimming 40ft.,

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 12 (+1) 10 (+0) 8 (-1)

  • Skills Perception +4, Stealth +5
  • Damage Resistance psychic, cold
  • Senses darkvision 60ft., passive Perception 14
  • Languages Deep Speech, Aquan
  • Challenge 5 (1,800 XP)

Water Absorbsion. If a Poliwhirl starts its turn in water it heals 8 HP.

Psionics. A Poliwhirl is a psionic spellcaster, Spell Save DC 11. It can cast the following spells,

(1 a day/each) sleep

Slimey. This creature has advantage on checks to grapple or move it.


Actions

Multiattack. The Poliwhirl makes a Swirling Stare attack followed by a Slam attack. It cannot target the same creature for both attacks.

Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: (1d8 + 3) bludgeoning damage plus (1d6) cold damage.

Swirling Stare. The Poliwhirl targets a creature it can see and can see it within 30 feet. That creature must succeed on a DC 15 Intelligence saving throw or take 4d10 psychic damage. Once Poliwhirl uses this on a creature it must use this ability on that creature until they are unconcious or out of sight.

Poliwrath

The favoured food of Poliwhirl is the mental energy of sentient creatures because it absorbs the most power from them. A Poliwhirl that feasts on many minds can turn that mental power into pyshical power. Poliwrath are huge destructive creatures that dominate battlefields absorbing the minds of others. They use their massive hands to grip tightly onto their prey and hold them to the swirling symbol on their stomach that eats up their mind.

Poliwrath roam large distances. If they find a good damp place they will often leave their eggs there to grow up into more Poliwag. Poliwrath will occasionally go on great hunts to find very intelligent individuals such as mages and wizards and may even set up complicated traps to lure those individuals into an untimely demise.


Poliwrath

Large Abberation, Neutral Evil


  • Armor Class 18 (natural armour)
  • Hit Points 168 (16d10 + 80)
  • Speed 40ft., swimming 60ft.,

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 22 (+6) 18 (+4) 10 (+0) 12 (+1)

  • Saving Throws Dex +5, Int + 8, Wis +3, Cha +4
  • Skills Perception +4, Stealth +6
  • Damage Resistance psychic, cold
  • Senses darkvision 60ft., passive Perception 14
  • Languages Deep Speech, Aquan, telepathy 120 ft.
  • Challenge 9 (5,000 XP)

Water Absorbsion. If a Poliwrath starts its turn in water it heals 8 HP.

Slimey. This creature has advantage on checks to grapple or move it.


Actions

Multiattack. The Poliwrath makes two Hulking Fists attacks.

Hulking Fists. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: (2d8 + 6) bludgeoning damage plus if the target is large or smaller the target is grappled (escape DC 16). The Poliwrath can only have one target grappled in this way. A target grappled by Poliwrath takes 4d10 psychic damage at the start of their turn.

Mental Torrent (recharge 6). The Poliwhirl unleashes a wave of psionic water around it. All creatures within 30 feet of the Poliwrath must make a DC 16 Constitution Save or take 2d10 psychic damage and 4d8 cold damage or half as much on a successful save. Additionally a target that fails this save is pushed 10 feet away from the Poliwrath.

Abra

The curiously dragon like Abra is the first of a line of creatures that inhabit the Realm of Logic. These creatures only travel to other planes in service of some unknowably great task. Abra being the smallest of the race of creatures serve as scouts. They live their lives in a sleep like trance which allows them to see via a psionic aura.

Their powers allow them to teleport short distances when in danger and Abra will always flee at any sign of danger. Catching a sighting of an Abra is a sure sign that a Kadabra or Alakazam are nearby investigating something.


Abra

Small Dragon, Lawful Neutral


  • Armor Class 12 (natural armour)
  • Hit Points 25 (4d12)
  • Speed 10ft., fly (hover) 20ft.,

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

  • Skills Perception +5
  • Condition Immunity prone, sleep, grappled
  • Senses truesight 60ft, passive Perception 15
  • Languages Draconic, telepathy 120 ft.,
  • Challenge 2 (450 XP)

Emergancy Teleport. As a reaction to being hit with a weapon attack an Abra can immediately teleport 60 feet to an unoccupied space it can see, along with any equipment it is wearing or carrying.

Magic Resistance. This creature has advantage on saving throws for spells and magical effects.


Actions

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

Kadabra

Kadabra travel throughout the planes to investigate magical disturbances. Being from the Realm of Logic they are incrediably intelligent creatures and see the world in a completely different way to mortals. They are adapted to complete their tasks in realms that may be the antithesis of their own.

Their overly large tail is filled with fat and water reserves that allow them to exist in inhopsitable areas for mortal lifetimes. Their tasks in other worlds not only take this long but these creatures can get compolsively focused on a task and ignore the world around them to complete it. Despite being draconic they have no real interest in worldly possessions only the completion of their task and the aquisition of knowledge. The small painted symbols on their body represent successful missions in their past.

Not only are they psychic creatures, Kadabra each wield a Rod of Great Purpose. These rods give them access to strong magicks at little cost. When a Kadabra is killed their Rod vapourises instantly although there have been known cases of Kadabra willingly gifting their Rod to other creatures. Other than the power held within the Rod, Kadabra are such powerful creatures that they manipulate reality around them in strange ways, breaking clocks and causing headaches. Occasionally Kadabra can be found using other Rods of great power.

Rod of Great Purpose

Rod, rare (requires attunement)

This Rod can harness the logical arcane energies of the Realm of Logic. It has 8 charges and regains 1d6 at the end of a Long Rest.

Attentiveness. When attuned and holding the Rod, you have advantage on Investigation checks.

Spells. The following spells can be cast using the Rod :

confusion (4 slots), command (1 slot), protection from evil and good (1 slot), knock (2 slots), remove curse (2 slots)

True Vision. When holding the Rod you can use an action to spend 2 slot to gain Truesight 60 ft., for 1 minute.


Kadabra

Medium Dragon, Lawful Neutral


  • Armor Class 16 (natural armour)
  • Hit Points 143 (13d10 + 72)
  • Speed 30ft., fly (hover) 60ft.,

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 18 (+4) 20 (+5) 16 (+3) 8 (-1)

  • Skills Perception +7, Stealth +4, Investigation +9
  • Damage Resistances necrotic, radiant, bludgeoning, piercing and slashing from nonmagical weapons
  • Damage Immunities psychic, poison
  • Condition Immunity prone, sleep, grappled
  • Senses darkvision 60ft, passive Perception 17
  • Languages Draconic, telepathy 120 ft.,
  • Challenge 10 (5,900 XP)

Psionics. The Kadabra is a Psionic spellcaster that can cast the following spells. Its Spellcasting ability is Intelligence, Spell Save DC 18, +8 to spell attacks.

At Will: disguise self, detect magic, detect thoughts, mind spike

3/day each: fear, dimension door, dispel magic, lightning bolt (psychic damage)

Magic Resistance. This creature has advantage on saving throws for spells and magical effects.

Magical Weapons. This creature's weapon attacks are magical.


Actions

Multiattack. The Kadabra can cast a spell using its Psionics or its Rod of Great Purpose followed by a claw attack.

Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: (1d8 + 3) slashing damage plus (2d12) force damage.

Discombobulating Presence (recharge 6) The Kadabra extends its otherworldly powers around it changing reality itself. The Kadabra creatures an aura of psionic power 60 feet in diametre centred on itself. A creature starting its turn in this aura must make a DC 18 Intelligence Save or is Stunned until the Kadabra's next turn. The aura is considered Difficult Terrain and it is impossible to fly in the Aura unless you are Kadabra. The aura remains up for 1 minute or until Kadabra fails a Concentration check or drops it by choice.

Alakazam

Lording silently over grand machinations in the Plane of Logic, Alakazam are the commanders of this celestial planes logic based creatures. They answer to the gods themselves and set apon tasks on such a scale no humanoid could ever understand them. A plot made by an Alakazam could take part over thousands of years. The rules they follow are set by the gods and because of that they often butt with the rules of men.

Alakazam really leave the Plane of Logic and command Kadabra and Abra from celestial command centres. These grand halls are suspiciously empty but intruders will find themselves fighting many servents if they wish to clash with an Alakazam. From these places they can see into multiple worlds and are rumoured to even be able to see forward and backward in time.

Alakazam has no time for the affairs of mortals. Their time is fully consumed constantly by learning and bolstering their magic or completing their plans. They do not act themselves but send servents, modrons, abra and kadabra, to complete tasks. These often are very small deeds which have a ripple effect through time changing reality. Sometimes it sends its servents to kill greatly evil creatures in times of weakness or lead them down another path. Every Alakazam is different in that respect some being more ruthless than others.

Alakazam wield two rods sometimes two Rods of Great Purpose or sometimes a Rod of Rulership and a Rod of Security.

Spellcasting. The Alakazam is a 15th level Wizard with the following spells. Its spellcasting ability is Intelligence, Spellsave DC 21, +11 to spell attacks.

Cantrips (at will) : Light, Mage Hand, Mending, Message, Prestidigitation

1st Level (4 slots) : chromatic orb, identify, magic missile

2nd Level (3 slots) : mirror image, phantasmal force, detect thoughts

3rd Level (3 slots) : clairvoyance, remove curse, counterspell, magic circle, slow

4th Level (3 slots) : banishment, confusion

5th Level (2 slots) : animate objects, legend lore, modify memory, telekinesis

6th Level (1 slot): Arcane Gate, Globe of Invulnerability

7th Level (1 slot): Mirage Arcane, Reverse Gravity

8th Level (1 slot): Power Word Stun


Alakazam

Medium Dragon, Lawful Neutral


  • Armor Class 19 (natural armour)
  • Hit Points 226 (19d12 + 103)
  • Speed 40ft., fly (hover) 90ft.,

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 24 (+7) 27 (+8) 20 (+5) 17 (+3)

  • Saving Throws Dex +9, Con +13, Int 14, Wis +9
  • Skills Perception +11, Stealth +9, Investigation +14
  • Damage Resistances necrotic, radiant, bludgeoning, piercing and slashing from nonmagical weapons
  • Damage Immunities psychic, poison
  • Condition Immunity prone, sleep, grappled, charm
  • Senses blindsight 120ft, passive Perception 17
  • Languages Common, Draconic, telepathy 120 ft.,
  • Challenge 17 (18,000 XP)

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

Magical Mastery. When Alakazam hits a target with a spell the next spell that hits that creature if it deals damage deals an additional (2d10) damage. Additionally this creature can concentrate on two spells at once.

Psionics. The Alakazam is a Psionic spellcaster that can cast the following spells. Its Spellcasting ability is Intelligence, Spell Save DC 21, +11 to spell attacks.

At Will: disguise self, detect magic, detect thoughts, mind spike

3/day each: fear, dimension door, dispel magic, lightning bolt (psychic damage)

1/day each: synaptic static, mental prison

Magic Resistance. This creature has advantage on saving throws for spells and magical effects.

Magical Weapons. This creature's weapon attacks are magical.


Actions

Multiattack. The Alakazam can cast a spell using one of the Rods its wielding followed by a spell, followed by a claw attack.

Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: (1d12 + 5) slashing damage plus (2d12) force damage.


Legendary Actions

The Alakazam can take 3 legendary actions, only one at a time and at the end of another creatures turn. It regains spent actions at the start of its turn.

Detect. The Alakazam makes a Wisdom (Perception) check.

Blink. The Alakazam teleports to an unoccupied space within 90 feet.

Cast Minor Spell. The Alakazam casts a spell from its Psionics or Wizard spells at 2nd level or lower.

Machop

Machop are a simple kind of demon that is often one of the first summoners learn to bring to this world. They are small, simpleminded and only really serve a purpose as grunt level foot soldiers for the evil mages that summon them. Occasionally they can be seen following greater demons into battle. Their skin has the texture of chalk, but their small size makes them easy to disguise as gnomes or halflings.


Machop

Small Fiend(demon), Chaotic Evil


  • Armor Class 12
  • Hit Points 28 (4d12 + 3)
  • Speed 30ft.,

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 8 (-1) 8 (-1) 8 (-1)

  • Senses darkvision 60ft, passive Perception 9
  • Damage Immunties poison
  • Languages Abyssal
  • Challenge 1 (200 XP)

Cheap Attack. When the Machop is within 5 feet of another fiend it deals a bonus 2 damage for each fiend within 5 feet.


Actions

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

Machoke

This form of human-like demon has incrediable strength. It could almost pass for a humanoid if it had any skill in decieving others, but they are incrediably stupid creatures. They do excell at following orders due to the Limiting Belt that is fused to each Machoke. It lowers their strength but keeps them obedient to the summoner or demon they follow. Because of this Machoke make good bodyguards, their belt being thrown away when it comes to life and death brawls. Their stiff skin splits and breaks and weeps blood when the creature grows more injured. Theyearned the name Machoke due to their tendancy to choke out and leave their prey alive when ordered to do so.


Machoke

Medium Fiend(demon), Chaotic Evil


  • Armor Class 12
  • Hit Points 76 (12d8 + 22)
  • Speed 30ft.,

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 6 (-2) 8 (-1) 8 (-1)

  • Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered
  • Damage Immunties poison
  • Condition Immunties poisoned, petrified
  • Senses darkvision 60ft, passive Perception 9
  • Languages Abyssal
  • Challenge 4 (1,100 XP)

Magic Resistance. This creature has advantage on saving throws against spells and other magical effects.

Limiting Belt. A Machoke wears a limiting belt that forces to obey its summoner/superior. It can remove this belt when ordered, gaining +2 to Strength and increasing the damage dealt by its bunch by 1d8. With the belt removed every time it hits an attack against a target it deals a quarter of the damage dealt to itself.


Actions

Multiattack. The Machoke makes two punch attacks.

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

Machamp

This four armed demon is the strongest of its type. Despite being shorter than many of its opponents it throws knights and soldiers around demonic battlefields like children throwing toys. They are not leaders or scholars they only know one thing, how to fight. They need no armour or equipment like some other demons, and their skin rapidly hardens to protect from most blows. A Machamp is an imposing force to be reckoned with that any adventuring party should fear. Their weakness is their overconfidence. Combined with their lack of wit, they can be easily tricked and fooled. Like similar demons Machamp owes no allegance to any Demon King or similar power. This independance means they can be summoned by all kinds of demonic cults and churches.


Machamp

Medium Fiend(demon), Chaotic Evil


  • Armor Class 15 (natural armour)
  • Hit Points 138 (15d10 + 56)
  • Speed 30ft.,

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 20 (+5) 8 (-1) 8 (-1) 8 (-1)

  • Saving Throws Dex, +5, Con +8, Wisdom +3
  • Skills Perception +4, Stealth +6, Athletics +10
  • Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered
  • Damage Immunties poison
  • Condition Immunties poisoned, petrified
  • Senses darkvision 120ft, passive Perception 14
  • Languages Abyssal, Common
  • Challenge 7 (2,900 XP)

Magic Resistance. This creature has advantage on saving throws against spells and other magical effects.

Brawler. Machamp can grapple up to two targets and still make regular attacks.


Actions

Multiattack. The Machoke makes four punch attacks. It may replace one of those each turn with a Hurl attack.

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

Hurl. Machamp targets a Large or smaller creature within 5 feet and forces it to make a DC 16 Strength Save. On a failure Machamp picks up that creature and throws it at a target within 40 feet. That target must make a DC 16 Dexterity Save or take 6d8 bludgeoning damage, with half as much on a successful save. The target that was hurled also takes the damage and both targets are knocked prone regardless.

Bellsprout

In dark and musty rainforests several species of mutated pitcher plants can be found. Rumoured to all be connected to a mad wizard's magical experiments on carnivious plants, Bellsprout is the smallest of the three plant experiments. This does not mean they aren't dangerous. Bellsprout travel in groups looking for places with good meals. Unlike a real pitcher plant, Bellsprout chase their prey, mostly large insects and frogs. Once they see something they can consume their root like limbs extend and grab at their target and push them into their pitcher plant mouth.

Individually a Bellsprout is not the largest threat. The danger comes from them travelling in groups of 6 or more through the rainforest undergrowth. The group communicates silently using scent trails. Bellsprout are ravenously hungry creatures and will even fight eachother to get a good meal. A smart adventurer will throw food at a group of Bellsprout to get them to fight eachother instead of them.


Bellsprout

Small plant, Chaotic Evil


  • Armor Class 12
  • Hit Points 36 (8d8)
  • Speed 30ft.,

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 8 (-1) 12 (+1) 10 (+0)

  • Skills Athletics +2, Stealth +4
  • Damage Vulnerability fire
  • Damage Resistance poison, acid
  • Senses darkvision 60ft, passive Perception 11
  • Challenge 1 (200 XP)

False Appearance. When the Bellsprout remains motionless, it is indistinguishable from ordinary jungle plantlife.


Actions

Multiattack. The Bellsprout makes a Vine Grip attack followed by an Acid Pitcher attack.

Vine Grip. Melee Weapon Attack: +4 to hit, reach 15ft., one target. Hit: (1d4 + 2) bludgeoning damage. On hit if the target is a creature they must succeed a DC 12 Strength Saving throw or be pulled 10 feet towards the Bellsprout. If the target is already 5 feet away from the Bellsprout it knocks them prone instead.

Acid Pitcher. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: (1d8 + 2) acid damage.

Weepinbell

Born from the same experiments that created Bellsprout, the terrifying Weepinbell hunts the same prey and regularly fight Bellsprout for territory. Weepinbell are somewhat a more passive creature. When they find good hunting grounds they remain completely still allowing bugs and small critters to stumble into their sweet smelling mouth. They then tip backwards so there is no escape allowing the potent acidic honey in their mouth to dissolve their prey.

When Weepinbell face challenging prey they launch their acidic stomach honey at them, slowing them down so that they can swallow them up whole. When not hunting Weepinbell can often be found sleeping upsidown from trees using the hook like branch on their backs.



Weepinbell

Medium plant, Chaotic Evil


  • Armor Class 14 (natural armour)
  • Hit Points 60 (8d10 + 16)
  • Speed 10ft.,

STR DEX CON INT WIS CHA
14 (+2) 7 (-2) 15 (+2) 8 (-1) 12 (+1) 10 (+0)

  • Damage Vulnerability fire
  • Damage Resistance poison, acid
  • Senses darkvision 60ft, passive Perception 11
  • Challenge 2 (450 XP)

Leaf on the Wind. Weepinbell are so light they move with the wind. Each initiative of 20 roll a d4 to determine the wind direction: 1, north; 2, south; 3, east; 4 west. Weepinbell can then travel 60 feet in that direction if they choose to.

False Appearance. When the Weepinbell remains motionless, it is indistinguishable from ordinary jungle plantlife.


Actions

Multiattack. The Weepinbell makes either two bite attacks or a bite attack and acid bomb attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: (1d6 + 2) bludgeoning damage plus (3d4) acid damage.

Acid Bomb. Ranged Weapon Attack: +3 to hit, reach 30ft., one target. Hit: (2d8) acid damage.

Fear Pheromones (recharge 5,6). The Weepinbell ejects pheromones at creatures it can see within a 15 foot cone of itself. Targets must succeed a DC 12 Constitution saving throw or become Frightened of the Weepinbell. They can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. A creature that passes the save is immune to the effect of Weepinbell Fear Pheromones for 24 hours.

Victreebell

Once upon a time a mad magician with a fascination for jungle flowers experimented on creating the perfect guardian plant. The successful creation, Victreebell, then swallowed the magician whole. A scourge of swampy jungles, Victreebell is a terrifying creature you never see coming.

They hunt using the sweet and alluring smell of the acidic honey inside their pitcher plant mouths. If that does not work they use the long tail like vine as a lure to attract hungry predators. When a creature grows close they snap them up whole letting the acid inside their mouths dissolve them while its toxic properties rid them of their strength. If a creature puts up a fight it will find razor sharp leaves launched at it from the whip like tail of the plant monster. As if that is not bad enough, Victreebell usually hunt in groups of 3 or more.

Victreebell rely on these luring practices because they are nearly completely blind, having to feel their surroundings using their other senses. Bellsprout, Weepinbell and Victreebel all hunt in the same hot misty jungle environments, Victreebel being the apex predator that fights away and even eats the smaller plant creatures. They are fiendishly gluttonous and even fight their own if they think they can win and eat them whole.


Victreebell

Medium plant, Chaotic Evil


  • Armor Class 15 (natural armour)
  • Hit Points 96 (11d10 + 36)
  • Speed 30ft.,

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 17 (+3) 12 (+1) 14 (+2) 10 (+0)

  • Skills Athletics +7, Stealth +4
  • Damage Vulnerability fire
  • Damage Immunties poison, acid
  • Senses blindsight 60ft (blind beyond this radius), passive Perception 11
  • Challenge 5 (1,800 XP)

False Appearance. When the Victreebell remains motionless, it is indistinguishable from ordinary jungle plantlife.


Actions

Multiattack. The Victreebell makes a Leaf Cutter attack followed by a Wrap or Swallow attack.

Leaf Cutter. Ranged Weapon Attack: +4 to hit, reach 60ft., one target. Hit: (4d4 + 1) slashing damage.

Wrap. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: (2d8 + 4) bludgeoning damage plus (2d6) poison damage. If the target is a creature it is grappled (escape DC 15). Until this grapple ends the target is restrained and the Victreebel cannot Wrap another target.

Swallow. The Victreebell makes a Wrap attack against a Medium or smaller creature it is grappling. If the attack hits the creature takes the Wraps damage and is swallowed. While swallowed the creature is blinded and restrained, it has total cover against attack and other effects outside the Victreebell and it takes (4d8) acid damage at the start of each of the Victreebel's turns.

If the swallowed target is wearing armour, each time it takes the acid damage its armour takes a permanent and cumulative -1 penalty to the AC it offers. Armour reduced to an AC of 10 is destroyed.

If the Victreebel takes 30 damage or more on a single turn from a creature inside it, it must succeed on a DC 15 Constitution save at the end of that turn or reguritate all swallowed creatures, which fall prone in a space within 10 feet of the Victreebel.

Tentacool

This large type of Jellyfish is mostly water. Tentacool are supposedly rather smart creatures that are friendly with creatures of the sea that mean it no harm. While they can be dangerous if found in groups, especially when fished up in fishing nets, they're largely harmless. Their tentacles pack a nasty sting which can be harmful when unexpected and occasionally let out ultrasonic sounds from the jelly like orbs on their head.

Mostly Tentacool are found washed up on beaches where they dehydrate into a filmy paper like substance. The red orbs on their body are due to a symbiotic relationship with unseeably small organisms that in part feed the creature and so they are very nutritious and a useful snack for any sailor.

A Tentacool can be harvested with a DC 11 survival check to remove the red orbs on its body, which count as a single a Bead of Nourishment or Refreshment.


Tentacool

Small monstrosity, unaligned


  • Armor Class 12
  • Hit Points 13 (2d10+2)
  • Speed 5ft., swim 30 ft.,

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 8 (-1) 10 (+0) 3 (-4)

  • Damage Resistance poison
  • Condition Immunities poisoned, charm, paralysis, charmed, frightened
  • Senses darkvision 60ft, passive Perception 10
  • Challenge 1/4 (50 XP)

Actions

Ultrasonic Screech. All targets within 5 feet of the Tentacool must make a DC 9 Constitution Save or take (1d8) thunder damage.

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

Tentacruel

Tentacruel are much larger, smarter and more cruel than their smaller Tentacool relatives. Living deep below the waves in rocky sea caves, Tentacruel leave their nests to fight their prey. Tentacruel can fight and eat just about anything, including sharks, making them the apex predators of the rocky reefs they live within.

These giant armoured jellyfish attack targets with flurries from their multiple stinging tentacles. They bring targets in close before crushing them under the weight of their armoured caripace.

It is rumoured that the glowing red jelly that grows within their heads is linked to their intelligence. The creatures are surprisingly mindful and seem to create strong bonds with one another.


Tentacruel

Medium monstrosity, chaotic neutral


  • Armor Class 15 (natural armour)
  • Hit Points 82 (10d8 + 37
  • Speed 5ft., swim 30 ft.,

STR DEX CON INT WIS CHA
16(+3) 14 (+2) 14 (+2) 12 (+1) 14 (+2) 8 (-1)

  • Damage Resistance poison
  • Condition Immunities poisoned, charm, paralysis, charmed, frightened
  • Senses darkvision 60ft, passive Perception 12
  • Challenge 4 (1,100 XP)

Supersonic Attacks. If Tentacruel hits the first attack it makes on its turn it deals an additional (2d4) thunder damage.


Actions

Multiattack. The Tentacruel makes three Stinger attacks, it can change one Stinger attacks for a Headbutt.

Stinger. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: (1d6 + 2) acid damage. On hit the target must succeed a DC 10 Constitution Save or become Paralyzed until the Tentacruel's next turn.

Headbutt. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: (1d10 + 2) bludgeoning damage.

A Tentacruel can be harvested with a DC 15 Survival check to remove the red glowing jelly. This jelly has strange properties that increase the intelligence of those who consume it by +2 for 1 hour.

Geodude

These small rock elementals are easily mistaken for boulders. When kicked, tripped over or sat upon they get quite uppity yelling in Terran. When someone is unfortionate enough to know Terran a Geodude will talk at them for hours about absolutely nothing at all.

Geodude are very resiliant creatures and can be a slight danger when they follow in the footsteps of more powerful elementals, working as goons and loyal followers. More powerful elementals and Hill Giants sometimes throw Geodude at enemies.


Geodude

Small elemental, chaotic neutral


  • Armor Class 16 (natural armour)
  • Hit Points 21 (4d8 + 3)
  • Speed 20 ft, climb 20 ft.,

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

  • Damage Resistance bludgeoning, piercing and slashing damage from non magical weapons that aren't adamantine
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60ft, passive Perception 9
  • Languages Terran
  • Challenge 1/2 (100 XP)

Sturdy. If the Geodude would take damage that reduces it to 0 HP it instead remains at 1 HP. Once this ability triggers it cannot activate again until after a long rest.


Actions

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

Elemental Familiar

A Spellcaster with the Find Familiar Spell can take a Geodude as their Familiar.

Graveller

Graveller exist to roll down hills. It's their greatest passion in life. They climb a mountain or hillside just to roll down it and gain the thrill it causes. While rolling they pick up so much speed that they crush everything in its wake, trees, rocks and houses. While they climb they eat mossy rocks as they go.

Graveller aren't evil, they're just oblivious. Occasionally a community will learn to speak their language and often befriend them using them to plough fields and disturb quarries. Adventurers are often hired to deal with Graveller who pester mountainside villages but they can often be convinced to just find another hillside. Earth Genies have been known to use Graveller like marbles.


Graveller

Small elemental, chaotic neutral


  • Armor Class 16 (natural armour)
  • Hit Points 48 (6d10 + 16)
  • Speed 40 ft, climb 30 ft.,

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

  • Damage Vulnerability thunder
  • Damage Resistance bludgeoning, piercing and slashing damage from non magical weapons that aren't adamantine
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60ft, passive Perception 9
  • Languages Terran
  • Challenge 3 (700 XP)

Sturdy. If the Graveller would take damage that reduces it to 0 HP it instead remains at 1 HP. Once this ability triggers it cannot activate again until after a long rest.

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


Actions

Punch. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: (1d10 + 3) bludgeoning damage.

Gleeful Roll. If the Graveller moves at least 30 feet as part of its movement, it can use this action to roll and slam into a target. The creature must succeed on a DC 14 Strength or Dexterity (targets choice) Saving Throw or be knocked prone and take (1d12 + 3) bludgeoning damage plus (2d6) force damage. On a successful save the creature takes half damage and is pushed 5 feet away from the Graveller.

Golem

Volcanic lands are home to Golem, strange lizardlike elemental creatures that coat their bodies in volcanic rock. The body of a Golem is small but exceptionally hot with internal elemental flame. To keep their warmth inside they coat their bodies with volcanic rocks. Once a year they shed this rock and it creates a surpisingly fertile patch of land, as if the spell plant growth was cast in the area for 1 year.

When they shed their elemental armour the skin beneath is soft and tender, although burning hot. Golem are very weak in this state and usually run and hide to cover themselves with rock.

While Golem do usually keep to themselves in volcanic reaches settlers seek out Golem Lairs to turn into fertile but dangerous farmland. This is risky but lucrative business for adventurers without a fear of fire. Golem protect their lands from these invaders, rolling into them at high speeds when they see them aproaching.


Golem

Medium elemental, true neutral


  • Armor Class 18 (natural armour)
  • Hit Points 136 (12d10 + 70)
  • Speed 30 ft, climb 20 ft., burrow 20ft.,

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 22 (+6) 8 (-1) 16 (+3) 10 (+0)

  • Skills Athletics +8, Perception +6
  • Damage Vulnerability thunder
  • Damage Resistance bludgeoning, piercing and slashing damage from non magical weapons that aren't adamantine
  • Damage Immunities fire, poison
  • Condition Immunities poisoned, prone
  • Senses darkvision 60ft, tremorsense 60ft, passive Perception 16
  • Languages Terran, Ignan
  • Challenge 6 (2,100 XP)

Magma Monster. Golem has a Swim speed of 30 in liquid magma. If it ends its turn within magma it heals 10 HP.

Volcanic Armour. Golem is coated in a suit of Volcanic Armour. If Golem is reduced to 36 HP its Armour explodes. Every creature within 10 feet excluding the Golem must make a DC 16 Dexterity save or take (2d10) fire damage, taking half as much on a successful one. After this happen Golem does not gain its natural armour, its AC reduces to 12, and it does not have damage resistance. It regains its armour if it has a Long Rest within its lair.


Actions

Multiattack. A Golem uses its Fire Claw attack twice.

Fire Claw. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: (1d8 + 5) slashing damage plus (2d6 fire damage).

Meteor Roll. (recharge 6) Golem rolls in a 30 foot straight line. Every creature in that line must succeed a DC 16 Dexterity save. On failure the target is knocked prone and takes (8d6) fire damage. On a successful save the creature is knocked back 5 foot away from the line. The line Golem travels errupts in a path of fire for 1d4 turns. A creature attempting to pass the fire path must make a DC 16 Strength Save or take (4d6) fire damage, but passes through the wall on a successful or failed save.

A Golems Lair

Golems make their home atop mountainous peaks. They frequently roll down them carving deep troughs in the stone. They avoid ruins or any kind of constructed lair prefering caves and mountain peaks. They make sure their lair is as magma rich as possible, frequently breaking ground to create pools of magma. Golems sometimes lord over communities of smaller fire elementals that will fight to protect their master.

Lair Actions

On Initiative count 20 (losing initiative ties), the Golem takes a lair action to cause one of the following effects; the golem cant use the same effect two rounds in a row.

• Rocks roll through the lair in a 20 foot cube area of the Golems choice. All creatures in that area must make a DC 16 Constitution Save or take (2d12) bludgeoning damage and are knocked prone, taking half as much on a successful save.

• Magma vents from the ground in a place the Golem can see within 60 feet of it creating a pillar of liquid hot lava. The Pillar has a 5 foot radius and creatures within this radius must make a DC 16 Dexterity Saving Throw or take (4d6) fire damage, taking half as much on a successful save.

• The ground starts to quake and shake around the Golem. Everys space within 120 feet of the Golem counts as difficult terrain until this ability is over.

Ponyta

Ponyta and Rapidash are holy celestial steeds created by Gods of the Forge and being a steadfast part of their armies. Despite their bodies burning with divine flame, this fire will not harm someone Ponyta and Rapidash truly trust and love.

Ponyta are too small to be a mount for most creatures. While gnomes and similar creatures can ride a Ponyta usually Ponyta take on a scouting role for their team in battle. More often than that Ponyta frolic in the lands of their masters, awaiting to absorb enough holy forge magicks to become a Rapidash.


Ponyta

Medium Celestial, neutral good


  • Armor Class 13 (natural armour)
  • Hit Points 58 (8d10 + 13)
  • Speed 40 ft,

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 10 (+0) 10 (+0) 12 (+1)

  • Damage Immunities fire
  • Condition Immunities poisoned
  • Senses passive Perception 10
  • Languages Understands Celestial but cannot speak
  • Challenge 3 (700 XP)

Illumination. The Ponyta sheds bright light in a 10 foot radius and dim light for an additional 10 feet.


Actions

Flame Charge. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: (2d10 + 3) bludgeoning damage plus (2d6) fire damage.

Rapidash

These grand and mighty steeds are the celestial counterpart to the Nightmares of the fiendish realms. Capable of sprinting at great speeds and bringing the fires of great forges with them, Rapidash are a dangerous foe on their own for any evil doer. A Rapidash is even more dangerous when a forge paladin rides upon its back using them as a truly awesome mount. Rapidash are proud and intelligent creatures who will only allow those they trust and believe in to ride them.

When Rapidash are not being used for war they adore racing. They will race eachother, other creatures and even dragons mostly for bragging rights, lording a successful win over others for ages.



Rapidash

Large Celestial, lawful good


  • Armor Class 16 (natural armour)
  • Hit Points 111 (13d10 + 40)
  • Speed 80 ft,

STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 18 (+4) 14 (+2) 16 (+3) 18 (+4)

  • Skills Athletics +7, Perception +6
  • Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered
  • Damage Immunities fire
  • Condition Immunities poisoned
  • Senses passive Perception 16
  • Languages Celestial, Ignan, Dwarven
  • Challenge 6 (2,100 XP)

Illumination. The Rapidash sheds bright light in a 20 foot radius and dim light for an additional 20 feet.

Forge Mount. A creature using a Rapidash as a mount deals (2d6) extra fire damage with weapon attacks. When used as a mount Rapidash's speed is reduced to 60 ft.


Actions

Multiattack. The Rapidash makes two Flaming Hooves attacks.

Flaming Hooves. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: (2d12 + 4) bludgeoning damage plus (2d6) fire damage.

Fire Blast. (4,5,6) The Rapidash shoots a blast of fire in a line 15 feet from them. Any target in that line must make a DC 15 Dexterity Saving Throw. On failure they take (4d10) fire damage and take half as much on a successful save. Additionally targets that fail this save are set on fire and take 1d8 fire damage at the start of their turn unless they spend an action to put the fire out.

Brass Rapidash

A rare sight indeed, Brass Rapidash are walking living miracles to the forging gods. Rumoured to only manifest due to the direct will of the forge gods, Brass Rapidash are terrifying sights. Near immune to any type of harm, only legends tell of Brass Rapidash falling in battle after being tricked into galloping into the sea or succumbing to a storm of lightning magic.



Brass Rapidash

Large Celestial, lawful good


  • Armor Class 20 (natural armour)
  • Hit Points 135 (13d10 + 64)
  • Speed 40 ft,

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 22 (+6) 14 (+2) 16 (+3) 18 (+4)

  • Skills Athletics +7, Perception +6
  • Damage Immunities fire, cold, radiant, necrotic, bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered
  • Damage Vulnerability lightning
  • Condition Immunities poisoned, charmed, prone, restrained
  • Senses truesight 60 ft, passive Perception 16
  • Languages Celestial, Ignan, Dwarven
  • Challenge 8 (3,900 XP)

Illumination. The Rapidash sheds bright light in a 20 foot radius and dim light for an additional 20 feet.

Forge Mount. A creature using a Rapidash as a mount deals (2d6) extra fire damage with weapon attacks.

Water Suspectibility. For every 5 feet the Rapidash moves in water, or for every gallon of water splashed on it it takes 4 damage.


Actions

Multiattack. The Rapidash makes two Flaming Hooves attacks.

Flaming Hooves. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: (2d12 + 5) bludgeoning damage plus (2d6) fire damage.

Fire Blast. (4,5,6) The Rapidash shoots a blast of fire in a line 15 feet from them. Any target in that line must make a DC 15 Dexterity Saving Throw. On failure they take (4d10) fire damage and take half as much on a successful save. Additionally targets that fail this save are set on fire and take 1d8 fire damage at the start of their turn unless they spend an action to put the fire out.

Slowpoke

Alternate Name: Lulu'Pokey

These big pink furred mammals sleep all day beside sources of water. They dip their long tails in the water to attract fish with a pheromone trail that seeps from the tails tip. They're slow and mindless creatures that often don't even run away from threats. It takes a lot of chaos to get a group of Slowpoke to slowly waddle away from their beach. When they're really scared of something it unlocks an ancient power within them, old magic sending their attackers to sleep.

Slowpoke have been hunted to near extinction by greedy poachers. They're meant to be incrediably delicious, with great stores of fat in their tails and their fur makes great waterproof clothing.


Slowpoke

Medium Abberation, unalligned


  • Armor Class 13 (natural armour)
  • Hit Points 31 (7d8)
  • Speed 10 ft., swim 25 ft,

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

  • Senses passive Perception 6
  • Languages none
  • Challenge 1 (200 XP)

Innate Spellcasting. The Slowpoke can cast the following spell once per day,

(1/day) sleep


Actions

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


Recent discoveries have linked this species to the cave dwelling monsters, Lulu'Tider. They share similar body-types and their fat-stores in their tails. Now these restful creatures are widely called Lulu'Pokey. Who knows how many more related monster species there may be?

Slowbro

There are very few creatures stranger than a Slowbro. When a Slowpoke fishes with its tail occasionally it will attract a rare form of shellfish that bites onto its tail. Assumingly due to a mixture of the creatures poison, adrenalin and something peculiar about Slowpoke anatomy causes a gradual change in the creature as the biting shellfish remains clamped tight. It learns to walk on two legs, its skin grows into a tougher armour and it grows more fingers. Most peculiar is as it grows smarter it gains more control of the innate magic powers within it. This transformation gives hints that Slowpoke are more than the docile creatures they seem, and perhaps yet more evolution will be seen.

Slowbro might be more intelligent but they don't make much of it. The most cunning action they make is deliberately causing other biters to chomp onto other slowpoke to cause them to also grow smarter. Most of hte time Slowbro are in little communities near regular Slowpoke, relaxing their days away. There are rumours of a Slowbro King but lets be honest that's ridiculous. The biting shellfish are a strange phenomon on their own right. They do not seem to need to eat when attached to a slowbro and are very rarely seen alone. When the shellfish removed from a Slowbro it looses its new intelligence.


Slowbro

Medium Abberation, true neutral


  • Armor Class 15 (natural armour)
  • Hit Points 64 (8d10 + 20)
  • Speed 25 ft., swim 30 ft,

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 8 (-1) 10 (+0) 8 (-1)

  • Senses passive Perception 6
  • Languages Slowbro
  • Challenge 3 (700 XP)

Innate Spellcasting. The Slowbro is a spellcaster that uses Wisdom as its spellcasting modifier, Spellsave DC 12.

(3/day each) absorb elements, create or destroy water , faerie fire

(1/day each) sleep, chaos bolt


Actions

Multiattack. A Slowbro attacks once with its bite and once with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: (1d8 + 2) piercing damage.

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

Magnemite (Electric Elemental)

Magnemite are electric spark elementals that are attracted to places of lightning, magic and technology. Little more than floating lightning magic, Magnemite have abilities of attraction which are constantly in effect giving the creatures a bubble of dust, stone, pieces of metal and almost always large magical crystals.

These minor elementals coalesce at abandoned magnetic mines, old wizard towers and other places of magical or magnetic power. Very quickly when one Magnemite finds a place like this a large swarm forms. These large Magnemite swarms cause strange magical occurances, drying out ponds and sending static music into the air. Magnemite are mostly harmless because they do not intend harm on other creatures. If pushed to defend themselves they form electrical webs to deter enemies and send out static sparks.

If something truly means them harm Magnemite can fuse together into a powerful creature called a Magneton. This fusion is so intense it creates a shockwave that can level trees and causes magical disturbance in a large area.


Magnemite

Tiny elemental, chaotic neutral


  • Armor Class 14 (natural armour)
  • Hit Points 22 (5d6 + 5)
  • Speed 0 ft., fly 30 ft, (hover)

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 12 (+1) 10 (+0) 6 (-2) 8 (-1)

  • Damage Reduction lightning, thunder and bludgeoning, piercing slashing from nonmagical weapons
  • Senses passive Perception 8
  • Languages Magnemite
  • Challenge 2 (450 XP)

Electric Sense. A Magnemite can sense creatures within 60 feet of them by feeling the electical impulses within them. They are blind beyond this range. This sight can be blocked by a thin sheet of lead, 1 inch of common metal or 1 foot of stone.


Actions

Zap. Ranged Weapon Attack: +4 to hit, reach 15ft., one target. Hit: (1d6 + 2) lightning damage.

Electric Web (recharge 4,5,6). Magnemite forms an electric link between it and another Magnemite or Magneton within 30 feet. Any creatures in that link must make a DC 14 Strength Save or take 1d10 lightning damage. This link remains until its next turn, and any creature attempting to pass through it must make the same check.

Form Magneton. When 3 Magnemite are within 5 feet of eachother one can use an action to fuse together and form Magneton. Magneton has the HP of the individual Magnemite added together. When this happens all non Magnemite or Magneton creatures within 20 feet must make a DC 14 Strength Save or take 2d10 thunder damage and are pushed back 10 feet.

Magnemite Swarms

Magnemite are most likely to swarm during periods of draught or other times when the sun burns most strongly. Magnemite swarms stick to one area, usually an abandoned structure, mine or cave. Discarded metal and armour can be found around the entrance to this place slowly dragged by their magnetic properites.

Regional Effects

When Magnemite swarm and/or a Magneton forms the area around it is warped by their magic which creates one or more of the following effects :

• Static pools of water dry up in an area 1 mile from the Magnemite Swarm.

• Within 1 mile of a Magnemite swarm garbled voices can be heard floating on the air.

• The temperature gradually increases within 1 mile of a Magnemite swarm.

• Metalic objects occasionally spark a small amount of harmless electricity


Magneton

Small elemental, chaotic neutral


  • Armor Class 15 (natural armour)
  • Hit Points 66 (5d6 + 5)
  • Speed 0 ft., fly 40 ft, (hover)

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

  • Skills Arcana +5, Perception +4
  • Damage Reduction lightning, thunder and bludgeoning, piercing slashing from nonmagical weapons
  • Senses passive Perception 14
  • Languages Magnemite
  • Challenge 5 (1,800 XP)

Electric Sense. A Magneton can sense creatures within 120 feet of them by feeling the electical impulses within them. They are blind beyond this range. This sight can be blocked by a thin sheet of lead, 1 inch of common metal or 1 foot of stone.


Actions

Thunder Shock. Ranged Weapon Attack: +6 to hit, reach 30ft., one target. Hit: (1d10 + 2) lightning damage.

Lightning Storm. (recharge 5,6) Magneton targets a place it can see within 120 feet. A 5 foot radius sphere appears at that point. Any creature in that sphere must make a DC 14 Dexterity Save or take 6d8 lightning damage.

Unfuse. Magneton breaks apart into three seperate Magnemite. Each Magnemite has a third of Magneton's current HP. A Magnemite that has gone through this process cannot Form Magneton for 1 hour.

Magnemite (Steel Construct)

Similar in some ways to the minor elemental of the same name, these Magnemite are palm-sized constructs utilized by the Plane of Law.

Their shell is made of copper and steel with a single eye in the center, similar to Modron units and other Law Servants. These magnemite are able to float at a slow speed and have two 'limbs', magic rods from either side of their body that can sense magic.

Magnemite are designed to sense magic, particularly disturbances in the natural magic flow. They are naturally attracted to rifts and manifestation zones, aswell as magic items. These tiny constructs are usually seen bein used by the forces of the Plane of Law, occasionally summoned in great number to spy out a disturbance. However some canny wizards have been able to capture or summon their own. Outside of the influence of the Law Servants Magnemite can become sweet and affectionate. They make extremely useful familiars, however they grow very tired using their abilities and must spend most of their time resting.

The electric elemental Magnemite are theorized to originate from 'unchained' forms of the construct, perhaps those struck by lightning.

Familiar

A Magnemite (Construct) may be summoned by Wizards who use the Find Familiar spell, as long as they are Neutral or have a connection to the plane of law.


Magnemite (Construct)

Tiny construct, true neutral


  • Armor Class 12
  • Hit Points 6 (1d6 + 2)
  • Speed 0 ft., fly 15 ft, (hover)

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 12 (+1) 10 (+0) 6 (-2) 8 (-1)

  • Damage Resistances lightning, thunder and bludgeoning, piercing slashing from nonmagical weapons
  • Senses passive Perception 8
  • Languages Understands Celestial but cannot speak.
  • Challenge 1/2 (50 XP)


Actions

Static. Ranged Weapon Attack: +4 to hit, reach 5ft., one target. Hit: (3) thunder damage.

Magic Probe. The Magnemite feels out and sense magic within 90 feet of it, conveying the direction of the magic to their master. If they are within a magical effect they may locate its source location. After using this ability the Magnemite takes a point of Exhaustion.

Farfetch'd

As rare as they are mysterious, the tiny duck fey known as Farfetch'd all dream of one day becoming a great knight. Each one grows a sword out of grass and reeds which they hope will one day be the bane of many monsters. They seek adventure and travel far to find it and gain skills. If they find other adventurers along the way they become fast friends, acting like squires to fighters as they try and glean as much knowledge as possible. While they dream of becoming adventuers Farfetch'd start their lives cowardly and scared of dangerous monsters and must overcome this to become a hero.

They travel so far they rarely see any of their own kind. They usually only know their mother and leave the nest once they have grown their first weapon The leaves they wear and weapon they wield tell tales of where they are from. Their link to their grass weapon is very strong and while they can grow others they enter extreme bouts of depression and lose their magic powers when their sword is destroyed.


Farfetch'd

Small fey, neutral good


  • Armor Class 12
  • Hit Points 18 (5d6)
  • Speed 25 ft., swim 25 ft,

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 14 (+2) 12 (+1)

  • Senses passive Perception 12
  • Languages none
  • Challenge 1 (200 XP)

Spellcasting. Farfetch'd are a spellcaster with Wisdom as their spellcasting ability, spellsave DC 12, +2 to spell attacks.

Cantrips (at will): druidcraft, shillelagh

1st Level (2 slots): entangle, zephyr strike, ensnaring strike

Glide. If Farfetch'd falls from any height it glides and is considered always under the effect of the featherfall spell.


Actions

Grass Sword. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: (1d4 + 2) piercing damage or (1d8 +2) if under the effect of shillelagh.

Doduo

Doduo despite their strange appearance are quite common beasts in parched badlands and hot savannah. These flightless two headed birds run for great distances each day, in groups of around half a dozen. The two heads have different personalities and sometimes clash. Nobody knows why Doduo have two heads. It does appear to help them in the wild however as one sleeps while the other stays awake keeping watch for danger at night.

They're flighty creatures that fight what they can't run from. This makes them perfect scouting mounts for small creatures like goblins that are skilled enough to capture them, although its very hard to train them as war mounts. Their large feet leave extremely distinctive tracks.


Doduo

Medium beast, unalligned


  • Armor Class 12
  • Hit Points 40 (9d8)
  • Speed 60 ft.,

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

  • Skills Perception +3,
  • Senses passive Perception 13
  • Languages none
  • Challenge 3 (700 XP)

Keen Sight. A Doduo has advantage on Perception checks that rely on sight.

Run Away. When a Doduo is reduced to 25% of their max HP they immediately use their reaction to dash in the opposite direction of the attack without provoking opportunity attacks.


Actions

Multiattack. The Doduo makes two peck attacks.

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

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

Alternative Names: Ettin Bird

Dodrio

It is clear that Dodrio are related in some way to the smaller more passive Doduo. Many schools of thought believing they are linked together by ancient magical experiments. Dodrio do seem to be able to lead Doduo around but they do this via bullying and dominating the areas they hunt in. Dodrio have very keen eyes and keep atleast one head watching every creature around them. If you lose a staring contest with a Dodrio they will immediately attack. They're very old creatures that can be seen engraved on old desert ruins.

These creatures are very powerful and even can muster strange power from within them. These beasts are even harder to train than Doduo but due to their increased intelligence occasionally they can be bargined with and small allegances can be made. Their increased intelligence is seemingly linked to their extra heads, a trait not shared by the two headed Ettin.


Dodrio

Medium monstrosity, unalligned


  • Armor Class 12
  • Hit Points 78 (13d8 + 20)
  • Speed 60 ft.,

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 12 (+1) 12 (+1) 8 (-1)

  • Skills Perception +5,
  • Senses passive Perception 15
  • Languages none
  • Challenge 5 (1,800 XP)

Keen Sight. A Dodrio has advantage on Perception checks that rely on sight.

Push Foward. When a Dodrio is reduced to 25% of their max HP they immediately use their reaction to make a Double Kick attack, and their damage with all attacks increases by (1d8).


Actions

Multiattack. The Doduo makes three peck attacks.

Peck. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: (2d4 + 4) piercing damage.

Triple Attack. (recharge 6) When Dodrio hits a target with a peck attack it may immediately make a Triple attack. Roll 1d6 and consult the result while the target must attempt to make a DC 15 Constitution Save.

On a result of a 1 or 2 on the d6, the attack deals (2d6) extra lightning damage and the target is paralyzed for one turn if they fail the save.

On a 1d6 result of 3 or 4 the attack deals an additional (4d6) fire damage.

On a result of 5 or 6 the attack deals an additional (2d6) cold damage and the target is restrained for one turn.

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

Alternative Names: Triple Plains Walker

Clarence

Clarence isn't doing okay. But he tries his best.


Clarence

Medium undead, unalligned


  • Armor Class 8
  • Hit Points 34 (7d8 + 3)
  • Speed 20 ft.,

STR DEX CON INT WIS CHA
6 (-2) 6 (-2) 8 (-1) 2 (-4) 2 (-4) 2 (-4)

  • Senses passive Perception 6
  • Languages none
  • Challenge 1 (200 XP)

Be Strong for Mother. Clarence takes 1/4 damage from all sources.

Actions

Cough Cough Hack. Ranged Weapon Attack: +2 to hit, reach 20/60ft., one target. Hit: (2d4) poison damage

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

Seel

In arctic waters you can find the simple Seel beast. They are good eating and a godsend to starving crews pushing through the ice. Their horn can be quite dangerous as they use it to break ice and will headbutt predators that approach it. Kill it from afar and roast it up on the fire. Alternative Names: Northsea Pup


Seel

Small beast, unalligned


  • Armor Class 11
  • Hit Points 7 (1d8 + 33
  • Speed 10 ft., swimming 40 ft,

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 10 (+0) 2 (-4) 2 (-4) 7 (-2)

  • Damage Resistances cold
  • Senses passive Perception 6
  • Languages none
  • Challenge 1/8 (25 XP)

Actions

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

Dewgong

Spirits of the frozen seas, Dewgong are either a blessing or a curse to sailors. Those who sail where man was never meant to be might find the ire of these mysterious ice queens. These etherial creatures look like a cross between a ghost, a mermaid and a sea creature. It has traits of arctic jellyfish, sea lions and narwhal. Nobody knows why they guard frozen places, but they are seemingly drawn to live amongst the cold. If you are lucky these sea protectors might try to lure you away before freezing you alive. Dewgong have a significant connection to merfolk leading some people to believe they are a arctic cousin of the merfolk race. Alternative Names: Arctic Wraith


Dewgong

Large elemental, chaotic good


  • Armor Class 11
  • Hit Points 7 (1d8 + 33
  • Speed 0 ft., fly 40 ft, swimming 40 ft,

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 10 (+0) 2 (-4) 17 (+3) 12 (+1)

  • Damage Resistances fire, bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered
  • Damage Immunities cold
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common, Aquan
  • Challenge 4 (1,100 XP)

Innate Spellcasting. Dewgong is a spellcaster using Wisdom as its spellcasting modifier, DC 15, +5 to spell attacks.

(at will :) create or destroy water, chill touch

(3/day each :) hex, charm person, gaseous form

Incorporeal Movement. The Dewgong 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

Horn. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: (1d6 +2) bludgeoning damage plus (2d8) cold damage.

Etherealness. The Dewgong 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.

Grimer & Muk

Drawn to polluted waters, Grimer and Muk form supercolonies of highly evolved poisonous slimes. Unlike most oozes Grimer have evolved rudimentory eyes, mouths and even limbs. These creatures travel on the waves and while a common rumour is that they are created by pollution and dumping in the sea but that is untrue. What is true is that a bloom of Grimer forms quite quickly when Muk and Grimer find a good source of pollution to feed upon. They eat old fishing lines, bottles, wood and just about anything that could get left in the waters.

At first sight a supercolony of Grimer and Muk seems like one large pool of sludge. When disturbed they start to move, showing the larger Muk creatures and the smaller Grimer that search and find food. Muk emit an odor so foul it seems to bolster the Grimer around it. It is obvious that Muk led the Grimer around them, but big colonies can have multiple Muks within them sometimes even half a dozen. These slimes don't seek out trouble and do not attack living creatures, but their poisonous bodies do harm to both water and land beings that come near them.


Grimer

Small ooze, unalligned


  • Armor Class 12
  • Hit Points 46 (9d8 + 6)
  • Speed 15 ft., swimming 30 ft,

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 6 (-2) 12 (+1) 6 (-2)

  • Damage Immunities poison
  • Damage Resistances bludgeoning, piercing and slashing
  • Senses blindsight 30 ft., passive Perception 11
  • Languages none
  • Challenge 4 (1,100 XP)

Sea Scum. Grimer always floats on top of water and cannot swim below it.

Poisonous Body. A creature that touches a Grimer or hits it with a melee attack while within 5 feet of it takes (1d6) poison damage.


Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: (1d8 +2) poison damage.



Muk

Medium ooze, unalligned


  • Armor Class 12
  • Hit Points 100 (11d10 + 40)
  • Speed 15 ft., swimming 30 ft,

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 18 (+4) 14 (+2)

  • Damage Immunities poison
  • Damage Resistances fire, cold, bludgeoning, piercing and slashing
  • Senses blindsight 60 ft., passive Perception 14
  • Languages none
  • Challenge 5 (1,800 XP)

Sea Scum. Muk always floats on top of water and cannot swim below it.

Poisonous Body. A creature that touches a Muk or hits it with a melee attack while within 5 feet of it takes (1d10) poison damage.

Disgusting Smell. Muk creates an aura 30 feet around it of a disgusting smell. At the end of Muks turn all Grimer within this aura heal 10 HP.


Actions

Multiattack. Muk makes two Slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: (1d10 +3) bludgeoning damage plus (2d6) poison.

Consume. The Muk consumes a Grimer within range and heals for half of the Grimers remaining HP.

Sludge Vomit. (recharge 5,6) The Muk targets a point within 30 feet, shooting a ball of sludge that explodes in a 5 foot radius. Creatures within that radius must make a DC 14 Consitution Save or take 2d10 poison damage. A target that fails by 5 or more is Poisoned and can repeat the saving throw at the end of its turns.

Queen Muk

Disturbingly, Muk are intelligent. While they cannot speak they show strategy in battle and care for their community. No one knows how, but very rarely in the best conditions a Queen Muk will grow. This Muk is larger, more foul and far smarter than others. They lead super-communities of Grimer and Muk in the most polluted spaces of the world.

Not only can Queen Muk talk, their presence seems to make all other Grimer and Muk able to speak also. While they prefer secrecy occasionally they will form true kingdoms of their own and send out delegates to other realms. Queen Muk can even be allies of some Kingdoms. They will willingly accept pollution from mining and smelting to feed upon. Sometimes they will even accept other monsters into their communities, sewer-dwelling kobolds making great serfs for their lair.

Queen Muk themselves are curious and egotistical creatures. They seem to have a fascination with jewellery and riches. Wise adventurers will appeal to a Queen Muk's ego and often escape with some riches of their own.

A Queen Muks Lair

While Muk and Grimer are content to float on the seas and lurk around docks, Queen Muk have larger aspirations. They make their lair in dank sea caves, waterlogged underground ruins and abandoned dock buildings. Some even dare to build in city sewers, if they are large enough to fit their greed.

Regional Effects

• All Grimer and Muk within a 5 mile radius can speak the languages their Queen Muk knows.

• Pools of water grow acrid with unpleasant smells within 5 miles of the lair.

• The Queen Muk can see through the eyes of skeletons strategically placed within 5 miles of the lair.

If the Queen Muk dies some of the effects return to normal in 1d10 days, although pollution may remain.

Lair Actions

On Initiative count 20 (losing initiative ties), the Queen Muk takes a lair action to cause one of the following effects; the Queen Muk cant use the same effect two rounds in a row.

• Queen Muk creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.

• Queen Muk causes ooze to seep from the ground from a space it can see within 60 feet of it. The ooze puddle is 20 foot radius, and all targets other than Muk, Grimer and Queen Muk treat it as difficult terrain.

• Queen Muk shoots black ink at targets, making a 30 foot cone attack. All targets in that cone must make a DC 15 Dexterity Saving Throw or are blinded for 1 round.



Queen Muk

Large ooze, true neutral


  • Armor Class 15 (natural armour)
  • Hit Points 164 (14d10 + 90)
  • Speed 25 ft., swimming 30 ft, climb 25 ft.,

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 22 (+6) 18 (+4) 18 (+4) 18 (+4)

  • Saving Throws Dex +6, Con +10, Int +8, Wisdom +8
  • Skills Deception +10, Intimidation +10, Survival +10
  • Damage Immunities poison
  • Damage Resistances fire, cold, bludgeoning, piercing and slashing
  • Senses blindsight 60 ft., passive Perception 11
  • Languages Common, Undercommon, Fiendish
  • Challenge 10 (5,600 XP)

Sea Scum. Muk always floats on top of water and cannot swim below it.

Magic Resistance. Queen Muk has advantage on saving throws against spells and other magical effects.

Poisonous Body. A creature that touches a Queen Muk or hits it with a melee attack while within 5 feet of it takes (1d12) poison damage.

Spider Climb. This creature can climb difficult surfaces and on ceilings without needing to make a check.

Disgusting Smell. Muk creates an aura 30 feet around it of a disgusting smell. At the end of Muks turn all Grimer and Muk within this aura heal 20 HP. Additionally, any other creature that ends their turn within this radius must make a DC 16 Constitution Save or become Poisoned. They can repeat this save at the end of their turns.


Actions

Multiattack. Muk makes two Slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: (1d12 +5) bludgeoning damage plus (6d6) poison.

Consume. Queen Muk consumes a Grimer or Muk within range and heals for half of the targets remaining HP. She cannot eat the blobs summmoned by Birth until they become Grimer.

Birth. (recharge 5,6) The Queen Muk splits blobs off of its body that become Grimer. 1d4+1 Blobs appear within 5 feet of the Queen Muk, if there is an object in that space they are pushed back 5 feet and take (2d6) bludgeoning damage. Roll initiative for these as Grimer or use Grimers initiative if they are already in battle. After one turn of inactivity, these blobs become full health Grimer.

Shellder

Horrible creatures that lurk in the sands and stones at the bottom of dark waters. Shellder often are found in waters polluted or overcrowded. Inside their shell is a mass of writhing and moving pink tentacles and two watery eyes that can see more colours than humans could ever imagine.

When Shellder target large prey like a human or a mermaid they will try to hold them tight long enough for them to lose breath or the energy to fight. As Shellder do not have a conventional mouth they crunch their prey with their hard shell body until they are deceased and then drag them into the tentacley mass of their body to be digested by the stomach enzymes on their tentacles.

Travellers and Sailors are most likely to encounter Shellder when looking for treasures in the deep sea as they often nest in groups inside shipwrecks. Some alchemists also find many parts of their abberant bodies excellent for various potions and may hire adventurers to collect them from a Shellder body. Some mermaids and tritons eat Shellder meat as a delicacy.


Shellder

Medium Abberation, unalligned


  • Armor Class 15 (natural armour)
  • Hit Points 52 (7d10 + 14)
  • Speed 10 ft., climb 10ft., swimming 30 ft.,

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 4 (-3) 4 (-3) 4 (-3)

  • Skills Perception +1
  • Senses darkivision 60 ft., passive Perception 11
  • Languages none
  • Challenge 3 (700 XP)

Actions

Grab. Ranged Weapon Attack: +5 to hit, reach 30ft., one target. Hit: A target hit by this attack is Grappled by the Shellder, (Escape DC 12), and is instantly pulled 30 feet towards the Shellder. The Shellder can only have one target Grappled at a time.

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

Cloyster

Frozen in ice lies an ancient threat. Cloyster are extremely old creatures from a stranger time of the world, devious and mad after lying in wait for so long. Cloyster appear to be an old enemy of Beholders and while they have similarities they despise one another. Cloyster go out of their way to fight Beholders despite being weaker in every way.

In the centre of a Cloyster's body is their eye, a large eldrich pearl that eminates the magic of a Cloyster and the sticky strands of black ooze that make up the rest of its body. This black ooze is very strong and elastic the Cloyster moves it like muscles or pistons to move its internal parts and jet water around its body. These are of course very valuable and dangerous. Cloyster defend themselves by launching their regenerating horns and spines at enemies.

When free of their icy hibernation Cloyster scheme and plot. As their bodies can create and control ice their first step is to create a lair, hollowing out the inside of a iceburg that only they can enter from below. The eldrich energy that radiates from their bodies enslaves lesser sea and ice creatures to their will. Cloyster do not work together in pairs, if one even finds out about the existance of another they will feverishly fight and plot until the death of the other.


Cloyster

Medium Abberation, neutral evil


  • Armor Class 15 (natural armour)
  • Hit Points 52 (7d10 + 14)
  • Speed 10 ft., climb 10ft., swimming 30 ft.,

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 22 (+6) 14 (+2) 12 (+1) 16 (+3)

  • Saving Throws Int +7, Wis +6, Cha +8
  • Skills Perception +8, Stealth +8
  • Senses darkivision 120 ft., passive Perception 18
  • Languages Deep Speech, Aquan
  • Challenge 9 (5,000 XP)

Inpenetrable Shell. The outershell of a Cloyster is impervious to most damage. A Cloyster can choose to either open or close their shell at the start of their turn. If their Shell is closed they gain Damage Immunity to Piercing, Slashing, Bludgeoning, Cold, Fire and Lightning Damage. When it's Shell is closed it cannot see, take actions other than Dash and it's speed is reduced by 10.

Ice Aura. A creature that ends its turn within 10 feet of the Cloyster takes (2d6) cold damage.

Actions

Multiattack. The Cloyster makes a Horn Launch attack if able or a Ice Spear attack followed by 1d4 Spines attacks.

Horn Launch. (Recharge 5,6) The Cloyster's front horn detaches from its body and flies at an target within 60 feet. That enemy must make a DC 15 Dex Save or takes (3d6) piercing damage and is knocked back 20 feet. If they are knocked back against a wall or hard surface they are Restrained until they pass a DC 15 Strength Saving throw on their turn.

Spines. Range Weapon Attack: +5 to hit, reach 30ft., one target. Hit: (2d4 + 1) piercing damage.

Ice Spear Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: (2d8 + 1) cold damage the target must make a DC 15 Constitution Save or becomes Stunned (frozen)and can repeat this save at the end of each of their turns.

Gastly

Often mistaken for Will'o'Wisps, Gastly are strange trickster spirits that cause more trouble than harm. Gastly are drawn to those who harbour negative emotions. Particularly hateful and cruel people can find themselves begetted with flocks of these giggling mischivious spirits. Gastly by themselves are fairly harmless. What can be a danger is when they lurk in dungeons with other creatures that can take advantage of their paralyzing drool. Their gaseous bodies make them seek out shelter usually hiding within ruined buildings and barns. Adventurers are often hired to clear out these creatures from their ectoplasm coated nests, as common folk are understandbly terrified of them, only to find they were only here because they were lured by a evil individuals negative energy. When Gastly gather in great numbers it can cause their powers to grow wildly out of control and wrack the minds of mortals in their presence.


Gastly

Small Undead, chaotic neutral


  • Armor Class 13
  • Hit Points 12 (2d8 + 2)
  • Speed 0 ft., fly 30 ft.(hover)

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

  • Damage Immunities poison
  • Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, piercing and slashing from nonmagical weapons
  • Senses darkivision 60 ft., passive Perception 10
  • Languages none
  • Challenge 1/2 (50 XP)

Mimicry. The Gastly can mimic any sound or voice it has heard almost perfectly.


Actions

Lick. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 1 lightning damage and the target must make a DC 12 Charisma save or is Paralyzed. They may repeat this save at the end of each of their turns.


Swarm of Gastly

Huge Swarm of Small Undead, chaotic neutral


  • Armor Class 13
  • Hit Points 38 (5d8 + 16)
  • Speed 0 ft., fly 30 ft.(hover)

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

  • Damage Immunities poison
  • Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, piercing and slashing from nonmagical weapons
  • Senses darkivision 60 ft., passive Perception 10
  • Languages none
  • Challenge 3 (700 XP)

Mimicry. The Gastly can mimic any sound or voice it has heard almost perfectly.

Swarm: The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain Hit Points or gain Temporary Hit Points.


Actions

Haunt. All targets within the Gastly Swarm must make a DC 14 Charisma saving throw. Targets that fail are Frightened and take (2d4) psychic damage. Targets that fail by 5 or more are Paralyzed as well as taking damage. Afflicted targets can repeat their savign throws at the end of each of their turns.

Haunter

A Haunter is a skulking killer and life force drainer from the Realm of Shadow. Like many Shadow creatures they rely on consuming the life force of others. Haunters are most duplicitious in this, as every lick from their ghostly tongue afflicts their target with a curse that slowly drains the targets life while increasing the Haunter's strength. Once they have Cursed another creature the Haunter will flee and go into hiding letting time do its bidding. Some Haunters are devilishly intelligent and craft great plots, while others are little more than feral spirits that hunt hungrily for the living. Haunter often lurk in Dungeons and other ghostly places waiting for travellers to stumble into them.

Haunters Curse

Haunter's tongue afflicts its targets with a baleful curse. It takes 24 Hours for the curse to manifest. Once the curse takes effect the target suffers 2 Points of Exhuastion becoming pale and feverish. Each night an afflicted target must make a DC 14 Constitution Save or gains an extra point of Exhaustion as Nightmares plauge their sleep. The Curse can only be removed by a Remove Curse spell or by slaying the Haunter.



Haunter

Medium Undead, chaotic neutral


  • Armor Class 13
  • Hit Points 127 (15d10 + 45)
  • Speed 20 ft., fly 30 ft.(hover)

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 16 (+3) 10 (+0) 12 (+1)

  • Damage Immunities poison, necrotic
  • Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons
  • Skills Perception +4
  • Senses darkivision 60 ft., passive Perception 14
  • Languages Umbral, Fiendish
  • Challenge 8 (3,900 XP)

Ethereal Sight: The Haunter can see 60 ft. into the Ethereal Plane when it is on The Material Plane, and vice versa.

Incorporeal Movement: The Haunter 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.

Magic Resistance: The devil has advantage on Saving Throws against Spells and other magical Effects.


Actions

Multiattack. The Haunter attacks once with its Claws and then with its Lick.

Claw. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: (2d6) + 4 slashing damage.

Lick. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: (1d12) + 4 Necrotic damage and the target must make a DC 18 Constitution Save or is afflicted by Haunters Curse.

Etherealness: The Haunter 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.

Gengar

The Gluttenous and repugnant Gengar is a demon for hire like many other Yugoloths. They lend their particularly skills to other fiends and summoners, especially as magical spies and thieves. Gengar hold the ability to slip into another creatures shadow and will remain their for some time gaining information for a client. A Gengar could in theory last a long time in a creatures Shadow but their hunger and curiousity always lead them to jumping out and feasting on the pleasures of the mortal world. While it's very hard to know if a Gengar is in your shadow, it is said that their presence carries with them a chill. The only way to keep a Gengar from entering your shadow is to make sure you cast no shadow at all. While they take great joy in combat it is Gengar's weakness compared to other fiends. It will jump from shadow to shadow constantly but is unlikely to challenge very prepared adventurers.

Gengar love their job. They love to learn the secrets of mortal creatures and even more so love to curse troublesome people that get in their way. They take particular delight in eating children whole. Alternative Names: Shadow Jaunts


Gengar

Medium Fiend, neutral evil


  • Armor Class 16 (nautral armour)
  • Hit Points 123 (13d10 + 52)
  • Speed 30 ft., fly 40 ft.(hover)

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 20 (+5) 14 (+2) 10 (+0) 16 (+3)

  • Skills Perception +4, Stealth +7
  • Damage Immunities fire, poison
  • Damage Resistances acid, cold, necrotic, thunder; bludgeoning, piercing and slashing from nonmagical weapons
  • Senses truesight 60 ft., darkivision 60 ft., passive Perception 14
  • Languages Fiendish, Common, Undercommon
  • Challenge 9 (5,000 XP)

Innate Spellcasting. The Gengar's innate spellcasting ability is Charisma. It can innately cast the following spells requiring no material components:

At will: darkness, dispel magic, invisbility (self only), mirror image, chromatic orb, hold person, suggestion, detect thoughts

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

Magic Weapons. The Gengar's weapon attacks are magical.


Actions

Multiattack. The Gengar makes two Claw attacks or one claw attack and casts a spell. It may Shadow Jaunt before or after it makes those attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: (2d6+ 4) slashing damage.

Shadow Jaunt. Gengar targets a creature or objective of small size or larger that casts a shadow within 60 feet. The Gengar immediately teleport to that point and hides within the Shadow. It can choose to leave the shadow at any time. It can only be brought out by bright light sources being placed atop the shadow.

Onix

Writhing far under the earth, leaving massive tunnels in their wake, are Onix. Onix are a vital part of the underground ecosystem. These massive serpents made of rock burrow through the underground, creating great caverns that are soon populated by other underground creature. Onix are like wild animals that act in impulse and instinct unlike more intelligent Elemental beings.

Onix, like many elemental creatures, are a force of nature. They burrow and tunnel compulsively, exploring great territories that would dwarf mountains. They easily dig through tough rock as they move and they can naturally sense the structural integrity of the rock around them, burrowing into the weakest points. The constant movement grinds down the outer scales of an Onix's body. If allowed to grow the scales of an Onix form into large slates of hard rock. Most of these scales break off against hard stone as Onix tunnel but some grow polished and strong like diamond. The skin under these scales is much softer than the rest.

All you feel is a tremor and by then its too late, a Onix will charge through the ground destroying structures as it goes. Onix don't actually seek out people to attack, and usually avoid villages and towns. Every once in a while however the disturbance from mining settlements or similar activity can send vibrations through the earth that will attract an angry Onix. Inside their stone skull their brain is very magnetic and such distubrances can cause them extreme pain. Strong magnetic rocks can temporarily put Onix into a paralysis for this reason.

Very powerful heroes often come across Onix in the Under-realsm below the world. If they fall into a slumber they sleep for years, completely blocking cave systems up with their huge stone body. Adventurer's would best come equiped with acid vial arrows that can easily break through the outer layers of an Onix's tough scales.


Onix

Huge Elemental, unalligned


  • Armor Class 22 (natural armour)
  • Hit Points 168 (16d12 + 64)
  • Speed 50 ft., burrow 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 23 (+6) 9 (-1) 12 (+1) 10 (+0)

  • Skills Perception +6, Stealth +7
  • Damage Vulnerabilities acid
  • Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons
  • Senses tremorsense 120 ft., darkvision 60 ft., passive Perception 16
  • Languages ---
  • Challenge 11 (7,200 XP)

Weak Armour. After taking damage the Onix's Armour Class is temporarily reduced to 18. The Armour Class returns to normal at the start of the Onix's turn.


Actions

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

Bite. Melee Weapon Attack: +9 to hit, reach 10 feet., one target. Hit: (3d10 + 5) bludgeon damage.

Tail. Melee Weapon Attack: +9 to hit, reach 10 feet., one target. Hit: (3d10 + 5) piercing damage. The target is grappled (escape DC 16) if the Onix is not already constricting a creature, and the target is restrained until this grapple ends. At the start of each of their turns the grappled creature takes (2d12) force damage.

Rock Slide. (recharge 4-6) The first time on its turn Onix starts burrowing into earth or stone it can use a bonus action to trigger a Rock Slide. All creatures 20 feet from Onyx as it starts burrowing must make a DC 16 Strength Saving Throw, taking (8d8) bludgeoning damage on a failed save and falling prone, taking half as much damage and not falling prone on a successful save.

Drowzee

Dream Eater

Dream Eaters, also known as Drowzee, are fey travellers who take advantage of newcomers that don’t know their nature. Drowzee live off of the Dreams of other creatures. Despite this nature they may be some of the most trustworthy fey you would ever meet. Drowzee resemble gold furred humanoid Tapirs with a squat build similar to a short dwarf.

Most of them make gracious hosts operating taverns and inns throughout the feywild. They aren’t as flighty as most other fey and stand to gain a lot by operating such businesses very cheaper or often for free. Tavern guests may wake up feeling groggy and unwell but they usually attribute this to the many mugs of ale from the night before. Drowzee also don’t sleep themselves so can operate a busy tavern in a Fey Court all day long.

Drowzee favour eating the Dreams of the innocent. Bad Dreams that come from trauma, stress and anxiety have a foul taste to them. This means Drowzee are actually very polite and kind. They want to keep people happy so they can eat good dreams, and often befriend children for this very reason. Their large noses can smell the dream energy that lingers on people and attracts them to folk with good dreams and active imaginations. When forced to fight they would rather send foes to sleep using magical incense and trickery.


Drowzee

Small fey, lawful neutral


  • Armor Class 9
  • Hit Points 48 (7d10 + 10)
  • Speed 25 ft.,

STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 14 (+2) 12 (+1) 10 (+0) 14 (+2)

  • Skills persuasion +4, deception +4, Cooking Tools +2
  • Senses darkivision 60 ft., passive Perception 10
  • Languages Sylvan
  • Challenge 2 (450 XP)

Insomnia. A Drowzee is immune to being put to sleep magical or otherwise.

Innate Spellcasting. Drowzee's innate spellcasting ability is Charisma (Spell Save DC 12). It can cast the following spells, requiring no material components

(3 a day/each) sleep, faerie fire


Actions

Pound. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 1d4 bludegoning damage.

Waft Incense. Ranged Weapon Attack: +4 to hit, reach 30ft., one target. Drowzee wafts incense towards a target. For each target Drowzee has hit with this attack in the last minute, it rolls an additional 1d8 when casting the Sleep Spell.

Devour Dreams. The Drowzee eats the dreams of a Sleeping Creature within 10 feet of it. The Drowzee heals 2d12 HP. When a creature who has their Dreams Eaten wakes up they have the Poisoned condition for 1d4 hours.

Dream Eaters often live together in communities on the outskirts of fey settlements. They love to talk about dreams they’ve eaten and share stories. Many also take up crafts and hobbies like any other person. It’s rare for a Dream Eater to turn cruel but that can happen if they consume too many bad dreams. These are the ones that get a bad reputation within the mortal realm, snatching up dreams greedily and causing great pain to the sleeper. Villagers who have been plagued with restless nights and painful mornings might hire an adventurer to find the cause only to find a Drowzee in a nearby cave chronicling all the dreams they’ve devoured.

Hypno


Hypno

Medium fey, lawful evil


  • Armor Class 13 (16 with mage armour)
  • Hit Points 84 (13d8 + 26)
  • Speed 30 ft.,

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 18 (+4) 10 (+0) 18 (+4)

  • Skills persuasion +7, deception +7, arcana +7
  • Senses darkivision 60 ft., passive Perception 10
  • Languages Sylvan
  • Challenge 6 (2,300 XP)

Insomnia. A Hypno is immune to being put to sleep magical or otherwise.

Spellcasting. Hypno's spellcasting ability is Charisma (Spell Save DC 15 +7 to hit with Spell attacks). It can cast the following spells

Cantrips (at will): mage hand (the hand is invisible)

1st Level (4 slots): command, charm person, dissonant whispers

2nd Level (3 slots): crown of madness, enthrall, suggestion

3nd Level (3 slots): bestow curse, nondetection

4th Level (2 slots) : phantasmal killer, locate creature


Actions

Strike. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: (1d8 + 1) bludegoning damage plus (3d8) psychic damage

Pendulum The Hypno waves its pendulum at a target within 10 feet. That target must succeed a DC 15 Charisma Save or immediately falls asleep. Even targets usually immune to magical sleep such as Elves can be affected by this ability.

Devour Dreams. The Hypno eats the dreams of a Sleeping Creature within 10 feet of it. The Hypno heals 2d12 HP. When a creature who has their Dreams Eaten immediately suffers a point of exhaustion.

Known as Hypno, these Dream Eaters have only grown crueller as they gained in power. By consuming the dreams

of egomaniacs Hypno too have grown self-interested and devious. They have a mastery of sleep magic as well as all manner of enchantments that can hypnotise and trick.

Hypno grow larger than regular Drowzee. Their fur becomes frayed and wild growing long in some places and they lose their formally squat physique. They use a shining pendulum to send people to sleep. Unlike regular Drowzee they have little interest in holding back. When a Hypno eats dreams they devour greedily even eating up the psychic energy inside a targets mind. This can leave their prey to lose memory or even motor function. They also only target humanoids, preferring the dreams of humans and halflings.

A Hypno would go to extreme lengths, such as kidnapping people and luring them to their lair with enchantments to drink their dreams night after night. Many Hypno are magicians for hire in the fey realm. While trickery is common in the fey realms the Hypno has a mastery like no other and can make a valuable ally if paid in magical relics, gems and other objects of interest to them. Hence Hypnos can be found in the service of powerful creatures, not just fey. Their spells and abilities support other creatures in battle, but the Hypno will usually save some spellcasting ability to escape if a battle turns sideways.

Krabby & Kingler


Krabby

Small monstrosity, unaligned


  • Armor Class 14 (natural armou)
  • Hit Points 24 (4d10 + 2)
  • Speed 35 ft., swim 35, burrow 30

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 10 (+0) 6 (-2) 8 (-1) 6 (-2)

  • Senses darkivision 30 ft., passive Perception 10
  • Languages -
  • Challenge 1 (200 XP)

Amphibious. The Krabby can breathe air and water

Bubble Shroud. When submerged in water enemies have disadvantage on Wisdom (Perception) checks to percieve Krabby.

Flimsy Claws. When the Krabby scores a crit or is hit by a crit its Claws break and fall off. The Krabby will immediately try to escape combat when this happens.


Actions

Crab Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: (1d10 + 1) peircing damage.

Among coastal rock-pools are Krabby. These large crabs swarm at the sites of shipwrecks and beached bodies. Krabby fight so fiercely that they can break their claws when fighting. Their claws grow back after not too long, which can be a good food source for smart creatures. When they aren't swarming Krabby hide in burrows made in the sands just under the waters surface. They can produce a film of bubbles and mucus to protect and clean themselves and also use the bubbles to hide in sea foams and rock pools. A much larger varient of the Krabby species of crab, Kingler are 4 times large and armed with a claw that can cut off a man’s limbs. The weight of the claw slows them down but they are tough creatures that don’t need to hide like their smaller cousins. It can also froth up acidic digestive juices from its mouth and spit it at attackers.


Kingler

Medium monstrosity, unaligned


  • Armor Class 15 (natural armou)
  • Hit Points 106 (17d8 + 30)
  • Speed 30 ft., swim 30

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 6 (-2) 8 (-1) 6 (-2)

  • Senses darkivision 30 ft., passive Perception 10
  • Languages -
  • Challenge 5 (1,800 XP)

Amphibious. The Kingler can breathe air and water


Actions

Multiattack. The Kingler can use the Kings Claw followed by an Acid Bubble attack.

King Claw. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit: (1d12 + 3) peircing damage. This attack crits on an 18-20. If this attack hits a target they cannot use it again on their next turn.

Acid Bubble. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: (2d6) acid damage.

Kingler rule the beaches and are often followed by a small swarm of scavanging Krabby that feed off of the bodies Kingler leaves after its hunt. An encouter with its claw is almost always a death sentance.

Voltorb

Beat up and rusting from decades of neglect, these ancient sphere-shaped constructions still lurk within the factories that made them. Cruel rituals bind thunder elementals to metal shells so that they can be forever used as batteries and weapons. With their makers long gone Voltorb only live to take their anger out on anything they can, exploding in unstable thunder magic when they clash with a foe.

Electrode

Voltorb are stuffed full of unstable magic. Over time they grow bloated and swollen with the stuff. Their metal shell cracks and creaks forming a terrible biting maw. These Electrodes are far stronger and grow even larger by magnetising metal chunks to themselves to strengthen their hull. The bound elemental within the shell can harness far more of the magic locked within the binding sphere allowing them to create many erruptions of magical power in a short time frame.


Voltorb

Small construct elemental, neutral evil


  • Armor Class 11
  • Hit Points 22 (4d10 )
  • Speed 30 ft.,

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 12 (+1) 8 (-1) 6 (-2) 6 (-2)

  • Damage Resistances thunder
  • Condition Immunities prone, poison, sleep
  • Senses tremorsense 30 ft., passive Perception 8
  • Languages -
  • Challenge 1 (200 XP)

Death Burst. When the Voltorb dies, it explodes in a burst of thunder. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) thunder damage on a failed save, or half as much on a successful one.


Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: (1d4 + 1) bludgeoning damage plus (1d6) thunder damage.


Electrode

Medium construct elemental, neutral evil


  • Armor Class 13 (natural armour)
  • Hit Points 78 (9d12 + 20 )
  • Speed 30 ft.,

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 10 (+0) 6 (-2) 6 (-2)

  • Damage Immunity thunder
  • Condition Immunities prone, poison, sleep
  • Senses tremorsense 30 ft., passive Perception 8
  • Languages -
  • Challenge 4 (1,100 XP)

Death Burst. When the Voltorb dies, it explodes in a burst of thunder. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 10 (3d6) thunder damage on a failed save, or half as much on a successful one.


Actions

Multiattack. The Electrode makes two attacks: one with its Slam and one with its Bite.

Slam. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: (1d6 + 1) bludgeoning damage plus (1d6) thunder damage.

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

Self Destruct. (recharge 5,6) The Electrode use an action to activate its Death Burst Ability. The Electrode takes 12 Damage as it does this.

Volt Golem

Simultaniously the protector and wielder of Voltorb and Electrode are Volt Golems. Created by the same masters, Volt Golems stand heavy in defence of ancient points of thunderous power. They seem to be able to bring forth near infinite numbers of Voltorb and Electrode from within their battered metal bodies, rolling them towards enemies just like bowling a ball.


Volt Golem

Large construct, lawful evil


  • Armor Class 15 (natural armour)
  • Hit Points 158 (17d10 + 65 )
  • Speed 25 ft.,

STR DEX CON INT WIS CHA
14 (+4) 6 (-2) 20 (+5) 6 (-2) 6 (-2) 1 (-5)

  • Damage Resistances thunder, poison, psychich; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
  • Condition Immunities charm, exhaustion, frightened, petrified, prone, poison, sleep
  • Senses darkvision 120 ft., passive Perception 9
  • Languages understands the languages of its creator but cant speak
  • Challenge 10 (5,900 XP)

Immutable Form. The golem is immune to any spell or effect that would alter its form.

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


Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: (3d8 + 4) bludgeoning.

Roll Voltorb. (recharge 4,5,6) The Volt Golem spawns a Voltorb with full health in an unoccupied space within 5 feet. The Voltorb uses its own initiative which it rolls when it spawns (if no other Voltorb are on the field). That Voltorb can then move once at the end of the Golems turn.

The Golem can instead choose to spawn an Electrode. If it does this the ability only recharges on a roll of a 6.


Legendary Actions

The Volt Golem an take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time at the end of another creatures turn. It regains legendary actions at the end of its turn.

Roll Voltorb. The Volt Golem immediately takes the Roll Voltorb action and the Voltorb moves as if it was the Golems turn.

Quick Attack. The Golem attempts to make a Slam attack against a target within 15 feet but rolls the attack with disadvantage.

Exeggcute

Early birds get the worm, but the baleful Egg Mimic gets the bird. These foul little creatures exist solely to invade the nests of monsters and giant birds where they feast on the eggs within. While they are quite disturbing in motion when lying in wait they are indistinguishable from the eggs of the nest, their shell patterns changing after consuming the first egg.

Once an Egg Mimic is within the nest it can take its time devouring the other eggs, scouting other nests and working on it's own reproduction. When an Exeggcute has had its fill of nurishing yolk it can enter a kind of hibernation and split off into two of its kind. Eventually a nest will be full of these little creatures. A whole nest of Exeggcute is far more dangerous than just one, the creatures are psionically connected and will charge and bite at foes. It's at this point that the Exeggcutes will devour the mother of the nest, be it a Wyvern or Giant Eagle or similar creature and scatter to find new ones.

Exeggcute's are thankfully rare creatures. The varient that lives on the surface has child-like limbs to climb around while the underdark varient has scuttling insect limbs. A whole swarm can be quite dangerous to adventuring parties looking to loot a monsters nest, their tough shells are hard to pierce and their attacks can be overwhelming.


Exeggcute Nest

Medium abberation, chaotic evil


  • Armor Class 16 (natural armour)
  • Hit Points 72 (4d10 + 34)
  • Speed 25 ft., climb 25

STR DEX CON INT WIS CHA
9 (-1) 12 (+1) 14 (+2) 6 (-2) 8 (-1) 4 (-3)

  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
  • Senses darkivision 30 ft., passive Perception 9
  • Languages -
  • Challenge 4 (1,100 XP)

Disguise. When motionless the Exeggcute is indistinquishable from a regular clutch of monster eggs.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny Egg. The swarm can't regain hit points or gain temporary hit points.


Actions

Multiattack. The Exeggcute Nest can make two attack with its Bites attack, but cannot target the same creature more than once on the same turn.

Bites. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: (4d6 + 1) peircing damage, or (2d6 +1) if the swarm has half of its hit points or fewer. If a creature takes damage from this attack they also take (1d10) psychic damage.


Exeggcute

Tiny abberation, chaotic evil


  • Armor Class 16 (natural armour)
  • Hit Points 12 (2d10 + 2)
  • Speed 25 ft., climb 25

STR DEX CON INT WIS CHA
9 (-1) 12 (+1) 14 (+2) 6 (-2) 8 (-1) 4 (-3)

  • Damage Resistances piercing,
  • Condition Immunities petrified, prone,
  • Senses darkivision 30 ft., passive Perception 9
  • Languages -
  • Challenge 1/2 (100 XP)

Disguise. When motionless the Exeggcute is indistinquishable from a regular monster Egg.


Actions

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

Dragon Egg Exeggcute

When it comes to Egg Mimics, the term "You are what you eat" is taken seriously. Exeggcute that stumble upon a Dragons Nest gain a wealth of power when they devour it's usually lone egg. A Dragon Egg Exeggcute has many of the powers of the Dragon it's fooling, but must be careful to not be revealed. Dragons are keen and do not take kindly to their brood being devoured by an invader. In some cases these Egg Mimics are allowed to remain, as they serve as excellent guards for a Dragon's lair as long as it does not eat more eggs or reproduce. In most cases however a Dragon eventually leaves its clutch and Dragon Egg Exeggcutes tend to stay in the nest sometimes for centuries rather than reproducing themselves and leaving.


Dragon Egg Exeggcute

Small abberation, chaotic evil


  • Armor Class 20 (natural armour)
  • Hit Points 109 (14d10 + 32)
  • Speed 25 ft., climb 25

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 18 (+4) 6 (-2) 12 (+1) 8 (-1)

  • Damage Immunities piercing
  • Condition Immunities petrified, prone,
  • Senses darkivision 30 ft., passive Perception 9
  • Languages -
  • Challenge 5 (1,800 XP)

Disguise. When motionless the Exeggcute is indistinquishable from a regular Dragon Egg.

Dragon Clutch Thief The Dragon Egg Exeggcute gains the damages resistances and immunities of the dragon type it's mimicking.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: (1d12+2) piercing damage, plus (1d6) psychic damage.

Dragon Spout (Recharge 5-6). The Dragon Egg Exeggcute exhales a breath attack in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity Saving Throw, taking 8d8 damage on a failed save or half as much on a successful one. The damage of this breath attack is the same type as the breath of the Dragon Type they are mimicking.

Exeggutor

Tree Ettin

Rampaging through forest and cavern alike, the many-headed Tree Ettin is a being of pure rage and chaos!

Some say that these strange walking trees originated from a band of Ogres that got lost within the Fey Realm. These Ogres took to banditry and attempted to steal from all who passed them. One particular traveller who seemed weak and feeble turned around to become a powerful Archfey cursing the Ogre bandits and turning them into living trees frozen on the spot.

Of course now if you see a Tree Ettin they are not frozen at all. Over time as they absorbed ambient magic of the fey these Ogre-like Treekin grew as ambulatory as a Dryad, able to uproot from the ground to chase down prey. While a Tree Ettin could survive it's whole life off of just sunlight and magical fey energy they prefer to hunt. They chase down prey with a lumbering sprint, slamming into them and goring them with their tusks. If that was not enough, the Tree Ettin have access to a great range of magic picked up through their roots.



Exeggutor

Large Plant, chaotic evil


  • Armor Class 14 (natural armour)
  • Hit Points 200 (16d12 + 96)
  • Speed 35 ft.,

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 20 (+5) 6 (-2) 14 (+2) 14 (+2)

  • Damage Resistances psychic
  • Senses darkivision 60 ft., passive Perception 12
  • Languages Sylvan, Giant
  • Challenge 9 (5,000 XP)

Keen Eyes. The Exeggutor has advantage on any Perception Checks based on sight.

Snapping Heads. If the Exeggutor is hit by an attack dealt by a Large Size creature or any creature attacking with a weapon that has the Reach property, the Exeggutor may use its reaction to make a Chomp attack against the attacking creature. If this attack hits it recovers its spent reaction.

Innate Spellcasting. The Exeggutor's innate spellcasting ability is Charisma. It can innately cast the following spells requiring no material components.

3/day each: dissonant whispers, fog cloud, phantasmal killer


Actions

Chomp. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: (2d8+4) piercing damage.

Take Root. As an action the Exeggutor roots itself in the ground. It must be standing in soft soil to do so. While Rooted the Exeggutor's AC increases by 2. Additionally while Rooted if it hits a target with a Chomp attack it heals equal to half the damage dealt. It may unroot as a Bonus Action on a following turn.

Solar Beam. If the Exeggutor is within direct sunlight, it may make a Solar Beam attack. It fires a 60 foot long beam of light 1 foot wide in a direction of its choice. Any creature hit by the beam must make a DC 16 Dexterity Saving throw or take (6d10) Radiant damage, or half as much on a successful save. Once it uses this ability it cannot do so again until it finishes a Long Rest.

There is no wonder that Tree Ettin are considered a monsterous threat and pest both in the Fey Realm and the Mortal one. Not only are they very dangerous but they reproduce rapidly also. When a Tree Ettin is slain one or two of its many heads snaps off of it's body, attempting to burrow into the ground to form a new seedling.

Cubone

Alt Name: Aribolds

Clattering around in the desert sands are families of roving Cubone. While they might seem horrific with their skull-heads and empty eyes, Cubone are largely passive and gentle creatures.

Widely considered a relative of common Kobolds, Cubone hatch from the egg with a skull instead of their head that floats just above their neck. Cubone live in small peaceful communes that travel through hot deserts looking for their foodstuffs, bones.

Cubone are able to absorb the internal matter of any bones they come across and seen to do so as a form of sustinance. They operate much like other desert scavengers, often even travelling with hyenas and vultures who will help them find carrion corpses. Their strange diet means Cubone have little concern for other creatures. Travelling merchants learn to ignore the small creatures and more violent species like Orcs and Gnolls largely leave them alone as well. It's very rare that Cubone will act agressively to any living being and will only do so if they cannot find other meals in the area, removing a creatures bones by force if they have to.

Occasionally bones have qualities that excite the Cubone and they will keep them around rather than eating their catch. For the purposes of self-defence, hunting and play Cubone are excellent at shaping bones into clubs and boomerangs.


Cubone

Small monstrosity, true neutral


  • Armor Class 11
  • Hit Points 9 (2d6 + 2)
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 11 (+1) 14 (+2) 8 (-1) 10 (+0) 8 (-1)

  • Damage Immunities poison
  • Damage Resistances fire
  • Condition Immunities blinded
  • Senses passive Perception 10
  • Languages Terran
  • Challenge 1/4 (50 XP)

Desert Wanderer. Cubone does not suffer difficult or dangerous terrain when in desert sands or hills.


Actions

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

Bone Boomerang. Ranged Weapon Attack: +3 to hit, reach 30/90ft., one target. Hit 5 (1d4 + 1) bludgeoning damage

Marowak

Alt Name: Dire Aribold

While Cubone are common and relatively harmless, their relatives the Marowak are far more brutal. They share the same diet with their smaller cousin race but they eat the bones of living writhing prey.

Packs of Marowak haunt dry and blasted deserts and grasslands attacking wild creatures or humanoids if they get the chance. Their ethereal skull head has powerful crushing jaws that can do serious damage to a target and they are skilled at striking a foes weak-points with their bone boomerangs.

Marowak packs need not travel in close proximity. They can send messages a great distance to their family by beating their large bone clubs on large boulders and cliffsides.



Marowak

Medium monstrosity, chaotic evil


  • Armor Class 12
  • Hit Points 40 (6d8 +13)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 8 (-1) 12 (+1) 12 (+1)

  • Damage Immunities poison
  • Damage Resistances fire
  • Condition Immunities blinded
  • Senses darkvision 60ft., passive Perception 11
  • Languages Terran
  • Challenge 2 (450 XP)

Desert Wanderer. Cubone does not suffer difficult or dangerous terrain when in desert sands or hills.


Actions

Multiattack. A Marowak makes an attack with its Bone Club and then its Bite Attack.

Bone Club. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit (2d4 + 2) bludgeoning damage

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

Knock-Out Boomerang. Ranged Weapon Attack: +3 to hit, reach 30/90ft., one target. Hit 5 (1d8 + 2) bludgeoning damage. A creature hit by this attack must make a DC 14 Strength Saving Throw or is Stunned. They may attempt this save again at the end of each of their tuns their turn, removing the stun on a success.

Hitmonlee

Alt Name: Ki'Lepar

Rumours long tell of strange creatures from far off isles that can kill a man dead with a single powerful kick. The stories of these whip-legged men are not just legends. There really is far away a rocky isle populated entirely by Hitmonlee, powerful ki-masters with deadly empowered kicks.

Hitmonlee are perfectly adapted to the high cliffs and rocky faces of their homeland that they share with no other humanoids. Their strange appearance with features part bug-like and part mammalian is perfectly normal to them in their world. Their strange form shows no sign of their ancestory, but it does not seem linked to any abberant plane or distant realm.


Hitmonlee

Medium monstrosity, lawful neutral


  • Armor Class 14
  • Hit Points 54 (10d10)
  • Speed 40ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 10 (+0) 8 (-1) 12 (+1) 6 (-2)

  • Senses passive Perception 11
  • Languages Hitmonlee (non verbal)
  • Challenge 3 (700 XP)

Extremely Mobile. The Hitmonlee has advantage on Atheltics and Acrobatics checks.

Standing Leap. The Hitmonlees long jump is up to 30 feet and its high jump is up to 20 feet, with or without a running start.

Low Guard. If the Hitmonlee is prone, stunned, paralyzed or restrained, it has vulnerability to slashing type damage. Additionally if it takes 12 or more slashing damage from a single hit, one of its legs is removed. With one leg missing the Hitmonlee's speed is halved and it has disadvantage on all attacks. With both legs missing it dies.


Actions

Multiattack. The Hitmonlee makes two attacks with its Kick. If each attack is against a seperate creature, both attacks deal an additional (1d6) force damage.

Kick. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit (1d8 + 4) bludgeoning damage. If the target creature is 10 feet away and not closer, the attack deals an additional (1d6) force damage. If the target is closer than 10 feet away, if they are hit by the attack they are pushed 5 feet away from the Hitmonlee.

Most striking is their many segmented limbs, particularly their legs. The many segments of their legs allow them to contract and release their legs out in powerful whip-like manners delivering deadly kicks. The trade-out for their powerful offensive kicks is absolutely no defense as they lack bones or an exoskeleton in those legs meaning they can be easily removed by blade or bite. As their legs are filled with high pressure ichor, injury to the legs can cause lightheadedness and even death as the ichor sprays out of any slashed wound.

Hitmonlee are a surprisingly calm and stoic people. They are not warlike and don't leave their islands often. The entire species is without mouths and subside entirely upon ki-energy that they focus within their bodies. Hitmonlee culture is that of pure focus and will. Signs of spiritual weakness such as retreat are harshly punished in their culture. Hitmonlee are rarely found out in the world. When they are found outside of their island home it is as bodyguards or wrestlers, often wearing disguises to attempt to hide their strange bodies from offended humanoids. Many times a Hitmonlee has fooled its foes by hiding under a cloak and unleashing a surprise attack with its whip-like legs.

Hitmonchan

Alt Name : Pugilist Demon

Most souls damned to the hells become fodder for the infernal machines, souls meant to be consumed and bartered. There are some souls that are put aside for many different uses. In the Hellish Plane of Conquest those who in life were boxers, gamblers, thugs and gladiators, all corrupt and of disrepute are given a minute chance to thrive in undeath within the realms infernal fighting pits.

The majority of doomed souls are eradicated within the first moments of the hell arena's bouts. A rare few are able to survive and even perhaps achieve victory in the arena's unfair and cruel displays of battle. Over time those that prove themselves gain more and more boons and strength from the hellish plane. These mortals are transformed little by little into fiends, Pugilist Demons.



Hitmonchan

Medium fiend (demon), chaotic evil


  • Armor Class 16 (half plate)
  • Hit Points 88 (12d8 + 34)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 15 (+2) 10 (+0) 8 (-1) 8 (-1)

  • Saving Throws Dex +3, Con +5
  • Damage Resistances fire, lightning, bludgeoning, piercing and slashing damage from nonmagical weapons
  • Condition Immunities frightened
  • Senses passive Perception 11
  • Languages Fiendish/Abyssal
  • Challenge 5 (1,800 XP)

Elemental Punches. When a Hitmonchan attacks roll 1d4. Compare the result to this table and make the following attack,

Elemental Punches
Tastiness Cookie Type
1 Drain Punch
2 Fire Punch
3 Ice Punch
4 Lightning Punch

Brawler. When the Hitmonchan takes damage from a melee weapon or spell attack, they can immediately use their reaction to attempt to make a Mach Punch attack. If this attack hits, they regain their spent reaction.


Actions

Drain Punch. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit (4d6 + 4) force damage. On hit, the Hitmonchan heals for half of the damage dealt.

Fire Punch. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit (2d6 + 4) fire damage. On hit or miss, all creatures within 5 feet of the target other than Fiends must make a DC 14 Dexterity saving throw or take (2d6) fire damage, taking half damage on a successful save.

Ice Punch. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit (2d6 + 4) cold damage. On hit, the target can no longer make reactions and has its speed reduced by 10 until the start of its next turn.

Lightning Punch. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit (2d8 + 4) lightning damage. On hit, all creatures within 10 feet of Hitmonchan must make a DC 14 Strength saving throw or take (3d4) lightning damage.

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

By the time the transformation is complete very little of the original mortal shell remains. Perhaps a trinket or tattoo shows their past self while the majority fo their form takes on that of a demonic soldier. Flat-bored horns curl from the crest of their heads and at the curve of their shoulders and their skin takes the qualities of brutal hewn stone. Most well known are the tools of these demons, heavy punching gauntlets of jagged and rusted metal. Once equipped these guantlets are forever locked to a Pugilist Demons hands, sealing their fate while also unlocking a great wealth of abilities.

Pugilist Demons are extremely valuable to the Plane of Conquest and other planes they are sent off too. Their lifetimes spent in the arenas makes them extremely competant warriors who can adapt to situations while following orders. They're best role is that of bodyguards, often even summoned to the mortal world by wizards to act as obedient protectors. Such a sight is not unusual in Tiefling communities where the horned beings can almost blend in while protecting their arcane masters.

Hitmonchan Gauntlets

Gloves, rare (requires attunement)

Characters who defeat a Hitmonchan and either steal its soul or aquire its gauntlets can use them as a magical item.

A character who is attuned to and wearing Hitmonchan Gauntlets may whenever they hit with an unarmed attack add fire, cold or lightning damage to that attack equal to their Strength Modifier.

However, once attuned to these magical gauntlets they cannot be removed, unless the spell Disintegrate is cast on the wearer. While equipped no other weapons can be wielded, nor can tools be interacted with.

Lickitung

Alternate Name: Lulu'tider

Famous for their long powerful tonues, Lickitung are cave dwelling creatures with palid translucent skin.

Lickitung are one of the many kinds of creatures that live within the niche of a 'dungeon cleaner'. By that, they feed off of detritus and carrion that accumulates within cave systems, dungeons and the lairs of other monsters. They prefer watery-sea caves, hence their name as 'tiders', and will often clash with Otugyh for territory due to their similar diets.

In truth Lickitung can and will eat just about anything. As they travel through caverns with a stumbling gait they will swing their massive tongue around, their tongue over twice their body length, and slobber up anything their tonue meets. Their tongue can easily grip objects be it rocks, critters or anything else it finds. Food is swallowed by the Licktung while the few things it finds inedible, such as especially sour or spicy foods, it will spit back out.

Licktung constantly create an acidic spittle that coats their tongue. This acidic saliva begins to coat any area a Lickitung lives within, forming slimey layers on the walls and puddles on the ground.

Their massive tongues are not just used for eatingg. The tonue of a Lickitung is also their primary sensory organ. These creatures are almost entirely blind and rely on what their tongue tastes and feels to sense the world around them. This obliviousness makes them easy to avoid by stealthy creatures, sometimes creatures like Kobold even livin within a Lickitung nest with it being none the wiser. Their tongues have unique patterns of bumpy sensory nodules which Lickitung use to tell eachother apart.

Lickitung are simple monsters with an interesting environmental niche and combat technique with their tongues. They are hardy and hard to mortally wound, but fight blindly with no strategies or plans. They fight face on, their bellies having a small layer of bone-like armour to deflect enemy blows. Rarely are more than one of these creatures found together, and it's young are even harder to find due to staying to the depths of cave-waters. When two Lickitung do encounter eachother they will often attempt to eat eachother, their large tails filled with a reserve of fat are used to bluff other Lickitungs or hungry monsters to leave them be. After all, despite their dangerous spittle Lickitung are rather small in the monster world and can be bullied by big creatures like dragons.


Lickitung

Medium monstrosity, true neutral


  • Armor Class 15 (natural armour)
  • Hit Points 154 (11d12 + 83)
  • Speed 30ft., swimming 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 20 (+5) 10 (+0) 9 (-1) 9 (-1)

  • Damage Resistances acid, poison
  • Condition Immunities charmed
  • Senses passive Perception 9
  • Languages ---
  • Challenge 8 (4,100 XP)

Amphibious. The Lickitung can breathe air and water.


Actions

Multiattack. The Lickitung makes an attack with either the Tongue Stretch or Tongue Flick attack, followed by its Acid Slobber, or it's Sweep attack if it is able.

Tongue Stretch. Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit: (2d8 + 4) bludgeoning damage, and the target is pulled 10 feet closer to the Lickitung.

Tongue Flick. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: (2d8 + 4) bludgeoning damage. The target must make a DC 17 Strength Saving throw or is thrown 30 feet away from the Lickitung. If this attack makes the target hit a wall or large object the target takes (2d10) additional force damage and falls prone.

Acid Slobber. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: (2d12 + 4) acid damage. When a target is hit by this attack, any Armour or Shield the target is wearing suffers a permanent and cumulative -1 penalty to the AC it offers. Armour reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.

Sweep. (Recharge 5,6) The Lickitung sweeps its tongue in a 15 foot cone in front of it. Any creature in that area must make a DC 17 Dexterity saving throw or take (2d6) bludgeoning damage plus (3d6) acid damage.

Lickitung Monster Harvesting

When a Lickitung is defeated and it's body is intact, a character may attempt a DC 17 Survival Check to recover materials from the Monsters body parts, and recovers a random part. You may attempt to carve specific parts with a +2 difficulty DC These body parts may be used my master-craftspeople to upgrade or forge new equipment.

If a character captured a Lickitung's soul, they may use it in enchanting equipment and choose which effect they wish.

d6 Material Harvested
1 Lulu Spit Sack
2 Lulu Tongue Muscle
3 Lulu Slick Hide
4 Lulu Pouch
5 Lulu Gills
6 Lulu Tail Fat

Lulu Spit Sack This saliva producing gland can be built into a bow's quiver for 400 gold. Arrows fired from this quiver deal 1d4 bonus acid damage.

Lulu Tongue Muscle The large muscle in the monsters tongue can be cooked and eaten or brewed into a potion. When consumed it gives the user +1 to their Strength based rolls for 1 day, while also making their tongue swell to 4 times its size and making their speech unintelligable.

Lulu Slick Hide The skin of this monster can be forged into Leather or Studded Leather armour for 200 or 300 gold. A creature wearing this armour reduces all Acid damage they take by 4.

Lulu Pouch While people theorised that this monsters mouth leads to an interdimensional space, fine craftsmen can use their throat-pouches to create Bag's of Holding for 200 gold.

Lulu Gills The monsters gills can be immubued onto a piece of clothing, allowing storage of an air bubble when underwater that can be consumed to reset your breath once per day when underwater.

Lulu Tail Fat The Fat in a Lulu's tail can be carved into 6 days rations, or 12 days of lantern oil.



Toxic Lickitung

Medium monstrosity, chaotic neutral


  • Armor Class 15 (natural armour)
  • Hit Points 124 (11d12 + 53)
  • Speed 30ft., swimming 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 20 (+5) 10 (+0) 9 (-1) 9 (-1)

  • Damage Immunity poison
  • Damage Resistances acid
  • Condition Immunities charmed, poisoned
  • Senses passive Perception 9
  • Languages ---
  • Challenge 6 (2,300 XP)

Amphibious. The Lickitung can breathe air and water.

Toxic Aura. Any creature that begins its turn within 5 feet of the Toxic Lickitung takes (3d4) poison damage.


Actions

Multiattack. The Lickitung makes an attack with either the Tongue Stretch or Tongue Flick attack, followed by Spew Poison if it is able.

Tongue Stretch. Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit: (2d8 + 3) bludgeoning damage, and the target is pulled 10 feet closer to the Lickitung.

Tongue Flick. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: (2d8 + 3) bludgeoning damage. The target must make a DC 15 Strength Saving throw or is thrown 15 feet away from the Lickitung. If this attack makes the target hit a wall or large object the target takes (2d10) additional force damage and falls prone.

Spew Poison. (Recharge 5,6) The Toxic Lickitung vomits up poison in a 15 foot cone in front of it. Any creature in that area must make a DC 15 Dexterity saving throw or take (6d6) poison damage.


Toxic Lickitung

While it is true that Lickitung can consume anything, it does not mean they are immune to the effects of consuming sewage and the corpses of corrupted beings. A Lickitung that devours too much foulness becomes polluted itself, giving off a constant aura of bubblingg purple poison. The organs at the base of it's tongue that usually produce acidic saliva become so saturated with corruption that Toxic Lickitung can only produce poison, cursed to constantly pour from their large mouths. The toxic poison saturating these monsters makes them much more violent than others, especially as most are still adolesents.

Koffing

Alt Name: Scum Bubbles

Where corrupted waters fester and stagnate, no doubt the air too becomes full of foulness. Such corruption has a chance to create 'life' of its own, ambient bubbles of toxic airs that only exist to spread, grow and seed corruption wherever the wind takes them.

These corrupted bubbles of air have a sticky film that surrounds them like a balloon. This film becomes coated in pebbles, dust and slime which gives the bubble the smallest amount of protection.

These bubbles travel on the wind or grow in large numbers in sewers and waterways. They will eventually rupture spreading sickening corruption all over their surroundings, ideally onto any creature that disturbs them.


Koffing

Small Elemental (Ooze), unalligned


  • Armor Class 14 (natural armour)
  • Hit Points 8 (2d6 + 2)
  • Speed 0 ft, hover 20 feet.

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

  • Damage Immunity poison
  • Condition Immunities poisoned, prone, exhaustion, paralyzed, petrified, unconcious
  • Senses darkvision 60 ft., passive Perception 7
  • Languages ---
  • Challenge 1 (200 XP)

Deathburst. When the Koffing is reduced to 0 HP they explode into toxic gas. All creatures within 10 feet must make a DC 13 Constitution Save or take (2d8) poison damage. If they fail by 4 or more, they are also poisoned for 1 hour.

Thin Film. When the Koffing takes fire or piercing damage, or is in the radius of another Koffing's explosion, it must suceed on a DC 10 Constitution Save or immediately also be reduced to 0 HP and explode.


Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d4 bludgeoning damage.

Self Destruct. The Koffing immediately drops to 0 HP and activates its Deathburst.

Flamable Gases

Some Koffing, especially those found in mines, are made up of Flamable Gases. These deal (3d4) bonus fire damage on their deathburst if they have taken fire damage, or if there is a source of flame within their deathburst. .

Weezing

As bubbles of corrupted air constantly form from polluted sources, its not uncommon for some of the corrupted air elementals to grow corpulant and bloated. These larger elementals spew even more corruption out of multiple gaping maws, going so far as to spit globules of rotten ooze at creatures that grow near.

Unlike their mindless siblings Weezing have a small degree of self preservation. They actively attack what they consider predators and deliberately seek out fetid pools and gas vents to feed and grow. Naturally they often end up as 'protectors' of small swarms of Koffing, whether they do so deliberately or not.



Weezing

Medium Elemental (Ooze), unalligned


  • Armor Class 15 (natural armour)
  • Hit Points 38 (9d8)
  • Speed 0 ft, hover 20 feet.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 17 (+3) 5 (-3) 5 (-3) 8 (-1)

  • Damage Immunity poison
  • Condition Immunities poisoned, prone, exhaustion, paralyzed, petrified, unconcious
  • Senses darkvision 60 ft., passive Perception 7
  • Languages ---
  • Challenge 4 (1,100 XP)

Deathburst. When the Weezing is reduced to 0 HP they explode into toxic gas. All creatures within 10 feet must make a DC 15 Constitution Save or take (3d10) poison damage. If they fail by 4 or more, they are also poisoned for 1 hour.

Thin Film. When the Weezing takes fire or piercing damage, or is in the radius of another Koffing's explosion, it must suceed on a DC 10 Constitution Save or immediately also be reduced to 0 HP and explode.


Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 1) bludgeoning damage plus (3d4) poison damage.

Gunk Shot. Ranged Weapon Attack: +5 to hit, reach 30/60 ft., one target. Hit: (2d4 + 1) poison damage plus (1d8) necrotic damage. If this weapon attack scores a critical hit it may immediately make another attack.

Repulsion. The Weezing unleashes a magical wave of disgust in a 30 foot radius sphere around itself. Any creature that is not an Elemental or Ooze that breathes in that radius must make a DC 12 Constitution Saving Throw or it immediately uses its reaction to retreat its movement speed away from the Weezing. Creatures do not move into dangerous terrain while retreating. Once a Weezing uses this ability it cannot do so again until it finishes a long rest.


Galarian Weezing

Alt Name: Fey-thorough Bubble

Fey of great power have the ability to make life. Forms can be shaped out of fey essence and brought to reality, but one can only forge what they know. In a curious case elemental bubbles of corruption were used as the inspiration for this form of fey life, whose corrupting ways have been transformed into purification in contrast.

Fey Weezing are mobile factories that cleanse the air around them. Created to counter-act corruption, pollution and foul influence, wherever they go clean and pure air is processed by its multiple mushroom-stacks. Often a crew of minute fairy workers follow the Weezing around some even living upon its body to do their masters work.

While they have a benevolent form, they are still near mindless. They happily and witlessly float through the air where-ever they are pulled somewhat oblivious to their effect on the nature around them. In the Fey Realm their abilities are safe and pure, however if a Fey Bubble is lost in a different plane the effects are far more dangerous. Their very presence brings 'fey-ness' to the area around them, occasionally bringing creatures to life or causing fey-addled madness in mortals and animals. While the Weezing would never do this maliciously occasionally they are lost or even stolen by fouler forces to bring fey corruption in its wake.



Galarian Weezing

Medium Fey, unalligned


  • Armor Class 15 (natural armour)
  • Hit Points 32 (8d8)
  • Speed 0 ft, hover 25 feet.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 5 (-3) 8 (-1) 12 (+1)

  • Damage Immunity poison
  • Condition Immunities poisoned, prone, exhaustion, paralyzed, petrified, unconcious
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands Sylvan but cannot speak
  • Challenge 4 (1,100 XP)

Deathburst. When the Weezing is reduced to 0 HP they explode into toxic gas. All creatures within 10 feet must make a DC 15 Constitution Save or take (3d10) poison damage. If they fail by 4 or more, they are also poisoned for 1 hour.

Made to Serve. If summoned by a spell or item, this creature obeys the commands of the summoner and its allies, regardless of the spell description.


Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) bludgeoning damage plus (3d4) poison damage.

Pure Air (Recharge 5,6). The Galarian Weezing targets a creature it can see within 30 feet. That target gains 2d4 HP and 2d4 Temp HP.

Fey-Thorough Haze. As an action, the Galarian Weezing unleashes pure fey air in a 20 foot radius sphere around it. Creatures in this sphere gain Advantage on any Constitution Saving Throws against Poison, and Wisdom Saving Throws against Enchantment. This sphere remains around the Galarian Weezing where-ever it moves for 1 minute, even after death.

Rhyhorn

Alt Name : Rockhides

Rhyhorn

Medium beast, unalligned


  • Armor Class 17 (natural armour)
  • Hit Points 96 (8d12 + 44)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 21 (+5) 2 (-4) 8 (-1) 6 (-2)

  • Damage Immunities lightning
  • Condition Immunities petrification
  • Senses passive Perception 9
  • Languages __
  • Challenge 4 (1,100 XP)

Charge. If the Rhyhorn moves at least 20 feet straight forward towards a target and hits it with an attack on the same turn, the target takes an extra (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 Rhyhorn does double damage to objects and structures.


Actions

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


In sandblasted dunes and rocky savannah the Rockhide is a commonly sighted beast. These bulky creatures are around the same size as a donkey living in small herds. They dig up loose dirt with their claws and horn eating a combination of roots they find as well as rocks.

Its a steady supplimental diet of gravel and stone that gives the Rockhide their signature somewhat jagged stone exosekeleton. Their body naturally processes rock that they eat into this outer layer of hide that becomes incrediably strong especially over time. This layer of protection has the somewhat accidental benefit of making Rhyhorn completely resistant to lightning strikes, that are commonly attracted to the herd.

Rockhides are fairly docile creatures. They will attack people who provoke their ire but largely keep to themselves. They are often used as beasts of burden by many cultures such as Orcs, Gnolls and even Kobolds. As such they can be found in almost any dry climate, prefering to keep away from regions that are too wet and even migrating away from areas during rainy seasons. While they can be friendly pets when raised right Rockhides are very dim creatures. They cannot learn tricks or jobs like a dog can, despite being commonly refered to as Rock Puppies by some people.

Rhydon

Alt Name : Rockwalkers

Rhydon

Medium humanoid, Neutral Good


  • Armor Class 15 (natural armour)
  • Hit Points 68 (8d10 + 24)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 20 (+5) 8 (-1) 10 (+0) 10 (+0)

  • Damage Immunities lightning, fire
  • Condition Immunities petrification
  • Senses passive Perception 9
  • Languages Common, Orcish
  • Challenge 3 (700 XP)

Actions

Multiattack. The Rydon makes one attack with its Horn followed by another attack with its Greatclub or Javelin.

Horn. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit (2d4 + 3) piercing damage. If the Rhydon hits their target the next Attack they make against their target deals (1d6) bonus piercing damage.

Greatclub. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit (1d8 + 3) bludgeoning damage.

Javelin. Ranged Weapon Attack: +6 to hit, reach 30/120 ft., one target. Hit (1d6 + 3) piercing damage.


What at first glance may seem like a tribe of simple-minded rock-skinned tribals is under closer examination, a really chill tribe of simple-minded rock-skinned tribals. Rockwalkers seemingly evolved from Rockhides just like the Gnoll evolved from Hyena. Even though it's likely connected to some divine event, the Rhydon people don't worry about such things and live simple, happy lives.

Rhydon live in sandstone valleys and rocky peaks in small family groups. They travel regularly to see companions. Most folk who meet these people do so while travelling through lands infested with Orc Raiders or Gnoll Heretics. Rhydon are more than happy to travel with adventurers and other fellow travellers, eager to make friends even if just for a short while.

Rhyorn Shaman

While they have tough bodies due to their diet of supplimental stone-meals and silver-leaf tea, Rhydon rarely go out of their way to fight. Often disputes can be settled by Shamans who are masters of spiritual arts.


Rhydon Shaman

Medium humanoid, Neutral Good


  • Armor Class 15 (natural armour)
  • Hit Points 68 (8d10 + 24)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 20 (+5) 12 (+1) 16 (+3) 14 (+2)

  • Damage Immunities lightning, fire
  • Condition Immunities petrification
  • Senses passive Perception 9
  • Languages Common, Orcish, Terran
  • Challenge 6 (2,100 XP)

Spellcasting The Rhydon Shaman is an 8th Level Spellcaster. It's Spell Save DC is 15 (+5 to Spell Attacks).

1st Level (4 Slots): absorb elements, earth tremor, speak with animals

2nd Level (3 Slots): dust devil, earthen grasp, earthbind, animal messenger, heat metal

3rd Level (3 Slots): meld into stone, plant growth, protection from energy

4th Level (2 Slots): stoneskin, stoneshape


Actions

Multiattack. The Rydon makes one attack with its Horn followed by another attack with its Greatclub or Javelin.

Horn. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit (2d4 + 3) piercing damage. If the Rhydon hits their target the next Attack they make against their target deals (1d6) bonus piercing damage.

Staff. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit (1d8 + 3) bludgeoning damage.


Ryhorn Warlord

Rhyhorn are known for peaceful ways, but that does not mean they have not taken up arms before. Those who are forced to defend against extremely dire threats can occasionally get a knack for war-making. These Warlords can often become the leaders of mercenary companies and often become as much a terror as the threats they once defended against.


Rhydon Warlord

Medium humanoid, Chaotic Good


  • Armor Class 18 (natural armour)
  • Hit Points 162 (13d12 + 78)
  • Speed 30ft.

STR DEX CON INT WIS CHA
21 (+6) 10 (+0) 20 (+5) 14 (+2) 16 (+3) 16 (+3)

  • Damage Immunities lightning, fire
  • Condition Immunities petrification
  • Senses passive Perception 9
  • Languages Common, Orcish
  • Challenge 13 (10,000 XP)

Dire Horn. Once per turn when the Ryhdon Warlord hits a target with its Horn Attack the target must make a DC 16 Strength Saving Throw. On failure roll 1d20. On 1-9, the target is Stunned until the end of the Rhydon Warlords next turn. On 10-18 the target is Petrified for 1 minute. On a 19-20, the target creature instantly falls to 0 Hit Points.


Actions

Multiattack. The Rydon Warlord makes one attack with its Horn followed by another attack with its Pike or a Rock Throw attack.

Horn. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit (3d6 + 6) piercing damage. If the Rhydon hits their target the next Attack they make against their target deals (1d6) bonus piercing damage.

Pike. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit (2d10 + 6) slashing damage.

Rock Throw. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: (2d10 + 6) bludgeoning damage.

Rockwalker Player Race

Surprisingly, Rockwalkers do not draw much attention to their horns. While they are a target of poachers especially due to the silver-alloy built up within it, Rockwalkers rarely use them to fight outside of childhood. When very young baby Rockwalkers will headbutt eachother with their horns over food. Some people draw comparison to a Rockwalker horn and that of a Unicorn, one they find mildly amusing.

Rockwalkers sometimes decorate these horns and the mountain-range of sharp scales along their backs and tails. They decorate their bodies with paint and gluing beads and frills to them. Rockwalkers rarely wear much even in the blazing desert sun as their tough skin usually fares better than fabric would. Only when working as mercenaries or far from home will Rockwalkers wear clothes and armour.

Typically docile and pleasant, Rockwalkers live in family units in sandstone cottages. These sandhewn homes last for generations and often families will take extended voyages off to other areas usually to see other family groups. Occasionally when they leave these large sandstone cottages are taken over by bandits or monsters.

The young are cared for by elders typically their grandparents and in return parents are cared for by their children in older age. It's not uncommon for these family units to include scragglers from other families or even other species. While other cultures have family units lead by the oldest male or female, Rockwalkers really don't care for such distinctions and don't really have formal leadership. Often disputes are settled by Rockwalkers that have shamanistic or sorcerous powers.

Silver Leaf

Rockwalkers are the only known people who can cultivate a special herb called a Silver Leaf. Some people say they have been divinely chosen to do so and it's very rare for other races to grow even a single sprig despite great effort.

Rockwalkers grow this leaf as a form of simple spiritual religion. The leaf can be brewed into a special broth that the Rockwalkers regularly consume. This broth strengthens their skin and horns significantly and is the reason that Rockwalkers have shimmering silver bellies and horns. If there's history to this tradition the Rockwalkers don't know it or question it, they merely do as they do.

In a rare case that a Rockwalker cannot get their paws on more Silver Broth the silver of their belly will begin to dull, however unless physically removed they will never lose their silver entirely.

Rockwalker Traits

Ability Score Improvement. Your Constitution score increases by 2 and your Strength score increases by 1.

Age. Rockskin mature quickly, becoming relatively fully grown in 4 years, although their growth takes longer if they are without Silver Broth. They typically live around 60 years.

Alignment. Rockskin are typically good of heart and considered Good. However Rockskin often don't understand the fine points of laws and rules.

Size. A Rockhide typically stands alittle over 6 foot tall. They are Medium Size.

Speed. Your base walking speed is 30 feet.

Rockhide Resistance. The tough rock-like skin of a Rockwalker is highly resistant to both heat and electricity. Whenever you take an instance of Lightning or Fire damage, reduce that incoming damage by your Proficiency Modifier + your Player Level.

Skin of Stone. You have Advantage on Saving Throws resisting Petrification effects.

Irregular Shape. You cannot wear Heavy Armour except Armour that has been specifically made for you at double cost. If you do wear this armour your walking speed is reduced by 5 feet.

Chansey

Divine wars fought by celestial hosts need healers of equal splendor. In divine realms it is Chansey that administer magical healing to the injured.

These newt like beings are intelligent but are almost more like animals found in the celestial realms rather than a humanoid species. It is even thought these creatures were uplifted from a species of river newt. When summoned Chansey focus on protecting and caring for other beings particularly the young. They take the role of nannies and nurses when needed, using the sensitive psychic frills on their head to sense unease and unhappiness.

Chansey can produce a magical yolk, similar to that of an egg, out of their belly at almost any time. This yolk has extremely powerful healing properties and is how they administer their support. Those that consume this yolk, even Angels that do not need food, find themselves instantly rejuvinated. As Chansey produce so much of this yolk they give it out liberally to anyone they sense is in need.


Chansey

Medium Celestial, lawful good


  • Armor Class 12 (natural armour)
  • Hit Points 38 (9d8)
  • Speed 20 ft, swimming 35 feet.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 22 (+6) 14 (+2) 16 (+3) 10 (+0)

  • Senses passive Perception 13
  • Languages understands celestial but cannot speak
  • Challenge 4 (1,100 XP)

Yolk of Ambrosia. Chansey can produce a golden ichor with great restorative properties. Chansey can feed a willing creature this yolk as an action. The creature is immediately cured of disease and other statuses like poisoned and petrified, on top of this the target also heals 4d10 HP and recovers from 1 level of Exhaustion.

The Chansey produces 1d4 doses of their Yolk over a 1 hour rest, with Yolk losing its magical power after 2 hours.


Actions

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


Some folk swear that these angelic Chansey are in fact a parasitic plague. There's a rumour spread in whispers that consuming a Chanseys yolk will eventually turn one into a Chansey as well. It's not sure how true this conspiracy is, but few people who are not celestials claim to have tasted a Chanseys mystical yolk and live to tell the tale.

Vindictive Healers

Some Chansey, especially those dealing with mortals, are very picky about their healing power. These judgemental celestials weigh their personal opinion of their healing targets, and if they do not deem them worthy or 'pure of heart', their yolk no longer has healing properties.

When this happens their healing yolk deals 4d8 poison damage when injested, and applies a Poisoned Status that lasts for 1 day.

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Tangela

This invasive Fey plant species is much like another invasive species, the tumbleweed. Tangela have a roundish body made up of coiled vines ending with sticky fronds. These vines are extremely mobile and versatile allowing the Tangela to get up to its favourite activity, getting into trouble.


Tangela

Low-Level Rival Encounter

Medium Fey, chaotic neutral


  • Armor Class 12 (natural armour)
  • Hit Points 38 (9d8)
  • Speed 35 ft, climb 25 feet.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60ft., passive Perception 11
  • Languages Sylvan, Druidic
  • Challenge 4 (1,100 XP)

Multiple Arms. The Tangela can hold up to 4 objects in its many limbs. Attempting to remove one of these objects from Tangela requires a DC 13 Strength Save.

Sticky Vines. When a creature misses the Tangela with a melee weapon attack, the Tangel catches the weapon with its sticky vines. Unless the creature lets go of the weapon (if they are able), they are grappled to the creature, (escape DC 13) and their weapon is effected by the Multiple Arms ability.


Actions

Multiattack. The Tangela makes three Vine attacks.

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

Absorb. (Recharge 5,6) The Tangela absorbs life-force in a 15 foot cone in front of it. All creatures in that cone must make a DC 13 Constitution Save or take 3d6 Necrotic Damage, taking half as much on a successful save. Tangela gains Temp HP equal to half of the damage dealt by this attack.


Tangela who end up on the martial plane spread chaos in their wake. It's usually harmless chaos, with their obession for stealing shoes being the main culprit. Even when they aren't trying they cause mischief getting all kinds of objects stuck to their many vine/like tendrils. Tangela will try to talk their way out of issues if they can but being Fey usually they are banished back to where they came from.

In the Feywild Tangela roam without a home not welcome in most of the Fey Courts, so they take great joy in living in the mortal world for as long as they can. If they can they will hop from village to village escaping the local guards. Tangela only fight fairly when they are cornered and will usually run aggressors into forests where they can easily hide in tree canopies.

Regional Variants

Tangela being an invasive fey species are extremely adaptable and can come in many different forms.

Desert Tangela

Gain Fire Resistance and deal 1d4 piercing damage to melee attackers who hit them with an attack.

Seaweed Tangela

Trade 25 foot climbing speed for 25 foot swimming speed and can breathe underwater indefinately.

Fungus Tangela

Gain Necrotic Resistance and as an action can spread spores in a 20 foot radius sphere, DC 13 check to resist Sleep.

Tundra Tangela

Gain Cold Resistance and deal Cold damage with their absorb ability as well as 1d4 bonus Cold Damage on hit with a Vine attack.

Kangaskhan



Kangaskhan

Large Monstrosity, unalligned


  • Armor Class 15 (natural armour)
  • Hit Points 127 (11d12 + 56)
  • Speed 40 ft,

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 18 (+4) 6 (-2) 14 (+2) 8 (-1)

  • Senses darkvision 60ft., passive Perception 12
  • Languages --
  • Challenge 6 (2,100 XP)

Early Bird. The Kangaskhan cannot be surprised, even when asleep.

Unflinching. Kangaskhan have advantage on Strength and Constitution Saving Throws.


Actions

Multiattack. The Kangaskhan makes a Dizzying Punch attack followed by Body Slam attack.

Dizzying Punch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d8 + 5) bludgeoning damage plus the target must make a DC 16 Constitution Saving Throw or suffers the effect of the Confusion Spell. They may attempt this save again at the end of their turns ending the effect on an success.

Bodyslam Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d8 + 5) bludgeoning damage plus the target must make a DC 16 Strength Saving Throw or is knocked prone.

These usually gentle giants live in grasslands and savannahs across the world in well guarded herds. Kangaskhan are a species of bipedal dinosaur that are extremely protective of their young. Young Khangaskhan spend many years in their mothers pouches, watching the world and learning from their mothers behaviour. Kangaskhan are docile but fiercely attack their turf from predators. They are herbivorous but have immense strength they put into powerful punches that cause dizzying concussions. When it comes to protecting their children they fight without tiring. They are equiped with wide-set claws that allow them to dig up roots from the ground and eat quite happily.


Kangaskhan Young

Small Monstrosity, unalligned


  • Armor Class 12
  • Hit Points 12 (3d6)
  • Speed 30 ft,

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 4 (-3) 10 (+0) 8 (-1)

  • Senses darkvision 60ft., passive Perception 10
  • Languages --
  • Challenge 1/4 (50 XP)

Actions

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


Kangaskhan do not only protect their own young. There have been many documented instances of Kangaskhan adopting young creatures, young humanoids like humans and orcs or even baby dragons. To a Kangaskhan, all children are worth protecting.

All Kangaskhan ever observed have been female. However, most are with child. The existance of male Kangaskhan is of much debate among scholars, some believing they are hidden underground.

Their large size and rich diet lead to Kangaskhan having extremely fat rich bodies. For societies who are willing to lead an organised assault on one of these creatures the high fat content of their bodies can be used to enrich food or be used in crafting for many months to come.

Horsea & Seadra

Alt Name: Seaprey

Larger than common sea-horses, Seaprey have fatty build-up all over their bodies that make them favoured meals for many deep-sea creatures. Merfolk keep them as humans would keep chickens. Seaprey cling to seaweed and reeds using their prehensile tails, bobbing around with the flow of water.


Horsea

Small Beast, unalligned


  • Armor Class 12
  • Hit Points 6 (2d8)
  • Speed 0 ft, swimming 25 ft.,

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

  • Senses passive Perception 10
  • Languages --
  • Challenge 1/8 (25 XP)

Water Breathing. Horsea can only breathe underwater.


Actions

Ink Spit. Ranged Weapon Attack: +2 to hit, reach 30 ft., one target. Hit: 1 poison damage. On hit the target must make a DC 10 Constitution Saving Throw or become Blinded for half a minute, able to use an action on their turn to remove the effect.


Seaprey live in colonies of a dozen members. When there is no male to defend the herd one of the Seaprey undergoes a hormonal transformation. They become larger and more aggressive with large spines jutting out of their body. Their once harmless ink is turned into a paralyzing poison and pumped into the tip of the many barbs that crown their face and fins.

These defensive male Seaprey defend the herd much like a rooster protects chickens,. They are kept by Merfolk for a similar purpose.


Seadra

Medium Monstrosity, unalligned


  • Armor Class 14 (natural armour)
  • Hit Points 27 (5d8 + 5)
  • Speed 10 ft, swimming 35 ft.,

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 6 (-2) 14 (+2) 12 (+1)

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

Water Breathing. Horsea can only breathe underwater.

Poison Spines. When the Seadra is hit by a melee attack, or hits a target with a melee attack or grapple, the Seadra pricks the other combatant with its spines. They must immediately make a DC 14 Constitution Saving Throw or take (2d4) poison damage and become Paralyzed for 1 hour. Success grants immunity to the Paralyzing effect for 24 hours.


Actions

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 3) piercing damage.

Grappling Tail. The Seadra targets a creature of Medium size or smaller within 5 feet. That target is then Grappled. (Escape DC 11).