Monster Monday (5e) Page 1


Living Altar

Followers of evil deities will sometimes create living altars to wage war in the name of their deities and to better channel their might. These lumbering constructs are capable of delivering devastating blows, but prefer capturing victims to be sacrificed upon their altars. While usually accompanied by a cleric to actively perform sacrificial rites, some living altars are usually left unaccompanied but with the directive to capture victims to bring to a central location for mass sacrifices. Although almost all living altars are dedicated to evil deities, they can be made for any deity that accepts sacrifices. While always hunched over, a living altar is approximately 12 feet tall at its shoulder and weighs around 2 tons. Occasionally, the divine energy channeled into a living altar to grant it life may awaken an inhuman intelligence within it. These living altars often favor martial classes to allow them to better serve as weapons for their deities, but some instead take levels in cleric, so that they can perform sacrifices. While deadly foes already, there are rumors of even larger versions of living altars known as living temples. These mobile ziggurats can be populated by an entire cult and are often accompanied by multiple living altars who will bring sacrifices directly to it.

Art Credit: Georgios Dimitriou


Living Altar

Huge construct, dependant (See below)


  • Armor Class 18 (natural Armor)
  • Hit Points 207 (18d12 + 90)
  • Speed 40ft.

STR DEX CON INT WIS CHA
25 (+7) 9 (-1) 20 (+5) 3 (-4) 15 (+3) 1 (-5)

  • Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60ft., passive Perception 13
  • Languages understands the languages of its creator but can't speak
  • Challenge 12 (8400 XP)

Immutable form. The living altar is immune to any spell or effect that would alter its form.

Sacrilegious Aura. The living altar has resistance to divine spells casted by creatures with alignments opposed to the alignment of the living altar within 30 ft

Sacrifice to the Gods. Each living altar is built in honor of a single deity, typically an evil one. The living altar’s alignment matches its deity’s alignment. A cleric of the living altar’s deity may attempt to sacrifice a creature pinned by the living altar’s shackle ability by attempting a coup de grace like kill, gaining an extra 6d6 damage to each strike to the pinned creature. If this kills the shackled creature, the cleric may, as an free action, cast any spell of a level that the cleric could cast.

Shackle. While grappling a creature, as part of it's attack action, the living altar can pin the grappled creature to it's altar on it's back where magical shackles hold it in place. The creature is pinned as long as it remains in the shackles and the living altar doesn’t have to maintain the grapple. The creature can still escape as normal for a pinned creature but at a DC (19).

Actions

Multiattack. The living altar makes two slam attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit 28 (3d10 + 7) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained.

Stymphalian bird

Stymphalian birds are cruel and vicious predators that readily feed upon any creatures that they find in their territory. Few creatures, whether they be animals or humanoids, are safe from a stymphalian bird’s appetite and they will even attack armored warriors. By keeping to the skies while their victims struggle in the muck and mire of the bogs that Stymphalian birds favor, they wear down prey and easily keep pace when they try to flee. Notoriously difficult to train or domesticate, stymphalian birds are considered pests wherever they are found and adventurers are regularly hired to clear out roosts of them. Stymphalian birds may stand as tall as three and a half feet with a wingspan of almost 8 feet.


Stymphalian Bird

Small beast, Neutral


  • Armor Class 15 (Natural Armor)
  • Hit Points 32 (7d6 + 7)
  • Speed 10ft., fly 60ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 2 (-4) 13 (+1) 5 (-3)

  • Skills Perception +3
  • Senses darkvision 60ft., passive Perception 14
  • Languages -
  • Challenge 2 (450 XP)

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

Actions

Multiattack. The Stymphalian Bird makes two attacks, one with its beak and one with its talons.

Rending Beak. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage. In addition to the damage, if the target is a creature wearing armor or a shield, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.

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

Flechette Storm (1/Day). The Stymphalian bird launches a flurry of razor-sharp feathers in a 15 foot cone. Creatures in the area must make a DC 13 Dexterity saving throw or suffer 10 (3d6) piercing damage.

Credit: David Demaret

Hollow Heart

Born typically from the suicide of an overly dramatic and lovelorn humanoid, hollow hearts are dragged back to life by some cruel force to continue their suffering. Most occur when the suicide is due to a broken heart over a lost or unrequited love. Occasionally called hollowed, they are easily recognizable for their open chest, which reveals their missing heart. They seem to lack emotion and seek to inflict their sorrowful state upon others, leaving them in the state that drove them to their demise. When a hollow heart manages to destroy a relationship and drive one or both of those involved to suicide is the closest they come to feeling an emotion - that of a callous and cruel satisfaction.

Most hallow hearts lack the patience for complex schemes and manipulations. At most, they will kill a traveling lover and sow the seeds of abandonment or betrayal in their paramour. However, some hollow hearts develop a particular knack for manipulating and sabotaging relationships that they coldly employ. A hollow heart is the typical height and weight of the type of humanoid it was born from.


Hollow Heart

Medium undead, neutral evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 85 (10d8 + 40)
  • Speed 30ft., 40 ft fly.

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

  • Damage Resistances slashing
  • Condition Immunities poisoned
  • Skills Acrobatics +8, Perception +5, Stealth +8
  • Senses passive Perception 14
  • Languages Common
  • Challenge 7 (2900 XP)

Despairrow. The hollow heart fires an arrow made from the darkness in the void where its heart once rested. These arrows deal an extra 2d6 necrotic damage. Further, a creature struck by a hollow heart's despairrow must make a DC 15 wisdom saving throw or become full of despair. Creatures who are affected by this despair have disadvantage on wisdom saving throws for 1 hour as their hearts feel like they can never feel love again.

Regeneration. The hollow heart regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The hollow heart makes two melee attacks, or two longbow attacks.

Longbow. Ranged Weapon Attack: +8 to hit, reach 150/600 ft., one target. Hit 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage.

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

Feel my pain. As an action, the hollow heart can strike itself dealing 4d8 points of slashing damage. Any creatures within 30 feet of the hollow heart affected by its Despairrow effect takes this damage. A successful DC 15 wisdom save reduces this damage to half.

Fa-roh

Prowling mostly the edges of sandy jungles, the fa-roh is an impressive monster that feasts on the large beasts of the environment it inhabits. With its paralyzing bite, many creatures are immediately taken out before they can even but up a fight, and sometimes when the monster is lucky, it can release its powerful paralyzing breath attack on a multitude of beasts at once to allow itself and the giant wasps that live upon the monster can also feed easily. Creatures that escape and flee are often chased down by the wasps mighty speed and slowly poison their prey to death for the monster to feast upon.



Fa-roh

Huge monstrosity, neutral


  • Armor Class 17 (natural armor)
  • Hit Points 184 (16d12 + 80)
  • Speed 40ft.

STR DEX CON INT WIS CHA
25 (+7) 18 (+4) 20 (+5) 7 (-2) 15 (+2) 12 (+1)

  • Skills Perception +6, Stealth +8
  • Senses passive Perception 16
  • Languages -
  • Challenge 11 (7200 XP)

Symbiotic Hive. When encountered, a fa-roh has 1d4 giant wasps flying around it. A fa-roh has a wasp nest that grows upon its body that wasps have slowly built upon the creature.

As an action the fa-roh can shake its body wildly and awaken some of the wasps upon its back to aid it in the fight. Place two giant wasps in an unoccupied space within 5 feet of the fa-roh and they act immediatly after the fa-roh in the initiative order. The wasps take priority of target creatures who have been hit by the tail of the fa-roh. Wasps that attack priorty targets gain advantage on their attack.

Actions

Multiattack. The fa-roh makes three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 17 (3d6 + 7) slashing damage.

Bite. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 18 (2d10 + 7) piercing damage and the creature must make a DC 17 constitution saving throw or become paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success or if another person knocks them out of it with an action.

Paralyzing Breath (Recharge 5-6). The dragon exhales paralyzing gas in a 40-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success or if another person knocks them out of it with an action.

Pheromonic Tail. Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit 14 (2d8 + 7) bludgeoning damage. Creatures hit by the tail are marked as priority for the hornets. This priority lasts for 1 minute.

Legendary Actions

The fa-roh can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The fa-roh regains spent legendary actions at the start of its turn.

Leap. The fa-roh leaps back 20 feet away without provoking attacks of opportunity.

Claw Attack. The fa-roh makes a claw attack.

Jostle the Hive (Cost 2 Actions). The fa-roh shakes the hives on the ends of its shoulders, awakening the giant wasps that live symbioticly with the creature. Place two giant wasps within 5 feet of the fa-roh.

Cyberdemon

A blend of ancient evil and horrifiying technology, the first cyberdemon was borm from the experimentation of an overly ambitious cult named the Yu'ae-see. Typically, the intergration of technology into a cyberdemon's body makes it too enraged to draw upon any mystical abilities it might have had, instead favouring its new armaments. Some however manage to regain their magical abilities and prove ot be even deadlier than before.

Art Credit: Mechanubis on Deviantart


Cyberdemon

Huge fiend (demon), Chaotic Evil


  • Armor Class 18 (natural armor)
  • Hit Points 195 (17d12 + 85)
  • Speed 40ft.

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 21 (+5) 14 (+2) 17 (+3) 9 (-1)

  • Saving Throws Str +11, Con +10, Wis +9
  • Damage Vulnerabilities lightning
  • Damage Resistances acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks.
  • Damage Immunites fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 120ft., passive Perception 13
  • Languages Infernal, Common
  • Challenge 13 (10000 XP)

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

Actions

Multiattack. The cyberdemon makes three attacks: two slams and one stomp or three missile pod attacks.

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

Stomp. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit 22 (3d10 + 6) bludgeoning damage.

Missile Pod. Ranged Weapon Attack: +7 to hit, reach 100 ft., one target. Hit 10 (3d6) fire damage. Hit or miss, the missile explodes upon the area, the target and each creature within 10 feet of it must succeed on a DC 15 Dexterity saving throw or take 2d6 fire damage.

Bombardment (Recharge 6). Ports on the cyberdemon's back open up as a volley of rockets launch in a 20 ft radius around itself. Each creature in that area must make a DC 18 Dexterity saving throw, taking 66 (15d8) fire damage on a failed save, or half as much damage on a successful one.

Laser Cannon (Recharge 4). The cyberdemon launches a beam of searing energy from the laser cannon in a 120-foot line that is 5 feet wide. Each creature in that area must make a DC 18 Dexterity saving throw, taking 49 (11d8) fire damage on a failed save, or half as much damage on a successful one.

Lebraen Ooze

Tarry scavengers who prefer rotting corpses, lebrean oozes grind away the flesh and meat of the creatures they come across until they are nothing more than bones. Once all the soft tissue has been stripped away, the lebrean ooze will use the remaining skeletal structure to create a structural lattice for itself, stringing itself among the bones. When encountered with a host skeleton, the bones often appear jumbled or out of place due to the lack of understanding the ooze holds in regards to the structure, but it uses them with deadly efficiency. Larger lebrean oozes may contain the skeletons of multiple creatures in their body, forming an unnatural monstrosity of tar and bone.

Art Credit to Daniel Larios



Lebrean Ooze

Large Ooze, Neutral


  • Armor Class 6
  • Hit Points 142 (15d8 + 75)
  • Speed 10ft., 10ft climb.

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

  • Damage Resistances Fire
  • Damage Immunities Bludgeoning and piercing
  • Condition Immunitiesblinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60ft,. passive Perception 8
  • Languages -
  • Challenge 10 (5900 XP)

Host Skeleton. A lebrean ooze can cover the corpse of a dead creature up to two size categories larger than it, referred to hereafter as the host creature. It slowly strips the flesh from the bones before incorporating the skeleton into its structure. When it does so, it loses its slam attack, engulf attack, and immunity to bludgeoning and piercing damage.

As long as it has a host creature, it increases to the size of the host creature, moves at the host creature’s base movement speed -10 feet, gains any natural attacks that the host creature possessed (if it possessed a slam attack, it deals damage as though one size larger), bludgeoning resistance, the bone blast attack, and an additional amount of hp equal to the bonus hp a construct the size of the host creature would gain. The lebrean ooze loses all benefits and effects of this ability once the extra hp gained from it is depleted.

Slow Burn. When a lebrean ooze takes fire damage, it catches on fire even if it wouldn't normally do so. While on fire, it takes 2d6 fire damage each round unless it would take more from an effect that causes it to catch on fire. While on fire, it also adds this damage to its attacks and to its engulf damage. Additionally, all creatures within 30 feet must make a Constitution save (DC 17) or be poisoned for until the start of the creature's next turn. On a successful saving throw, the creature is immune to the burning stench of the Lebraen ooze

Actions

Multiattack. The Lebrean Ooze makes two attacks with its slam attack.

Slam. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 11 (2d6 + 4) bludgeoning damage.

Engulf. The Ooze moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the Ooze enters a creature's space, the creature must make a DC 16 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the Ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the Ooze enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the Ooze's turns. When the Ooze moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 16 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the Ooze

Bone Blast. (Requires Skeleton Host) The lebrean ooze deals 2d6 damage to itself and a cone of bone shards fires out in front of it in a 30-foot cone. Each creature in that area must succeed a DC 16 Dexterity saving throw, taking 35 (10d6) piercing damage, or half as much damage on a successful one.


Bazelgeuse

Gargantuan Monstrosity, Neutral


  • Armor Class 19 (Natural armor)
  • Hit Points 214 (13d20 + 78)
  • Speed 40ft., fly 80 ft.

STR DEX CON INT WIS CHA
27 (+8) 9 (-1) 23 (+6) 4 (-3) 15 (+2) 11 (0)

  • Vulnerabilities Lightning
  • Damage Immunities Fire
  • Skills Perception +7
  • Senses passive Perception 17
  • Languages -
  • Challenge 14 (10500 XP)

Explosive Scales. Bazelgeuse uses its scales offensively during combat. It is capable of dislodging them at will from its body and quickly replacing them. Once dislodged, the scales violently explode, causing concussive damage to all foes nearby. These scales are only active for a minute, to which they then become inert. If the scales suffer any fire damage, they explode in a mass chain reaction, dealing (42) 12d6 fire damage to each creature within the area. A successful DC 19 Dexterity saving throw halves this damage. If the Bazelgeuse is at half health, or lower, the scales explode immediatly upon contact of the ground in any area the bazelgeuse drops them.

Actions

Multiattack. The Bazelgeuse makes three attacks.

Headbutt. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit 21 (2d12 + 8) bludgeoning damage.

Wing. Melee Weapon Attack: +13 to hit, reach 15ft., one target. Hit 17 (2d8 + 8) bludgeoning damage.

Tail. Melee Weapon Attack: +13 to hit, reach 20ft., one target. Hit 19 (2d10 + 8) bludgeoning damage.

Fire Breath (Recharge 6). The bazelgeuse exhales fire in a 30-foot cone. Each creature in that area must succeed on a DC 19 Dexterity saving throw, taking 81 (18d8) fire damage on a failed save, or half as much damage on a successful one.

Scale Scattering (Recharge 7-8). The bazelgeuse flys up into the air and releases a mass of scales from its body in two seperate 50 ft long by 10 ft wide areas that may crossover each other, the bazelgeuse then may choose to dive down into the area and drag itself across the scales, igniting them and cause the scales to explode, ending it's turn upon the ground.


Bazelgeuse

A vast bipedal dragon that has developed explosive scales, the bazelgeuse is an apex predator that can inhabit almost any environment. Although not a graceful flyer, its sheer immensity in the sky can be daunting and it readily batters other creatures out of its domain, often driving them to the ground. When hunting earthbound prey, the bazelgeuse will cover the ground in its explosive scales before detonating them, devastating swaths of landscape in its hunting. A far-ranging beast, the bazelgeuse has developed a rivalry with another apex predator, the deviljho. A bazelgeuse can be as long as 75 feet from its blunt snout to its tail.

Art credit to Monster Hunter Franchise


Arcane Inkling

Small ooze, chaotic neutral


  • Armor Class 15 (natural armor)
  • Hit Points 82(11d6 + 44)
  • Speed 20ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 18 (+4) 5 (-3) 11 (+1) 15 (+2)

  • Skills Perception +4
  • Damage Immunities
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses passive Perception 14
  • Languages -
  • Challenge 5 (1800 XP)

Arcane Consumption. As a bonus action, an arcane inkling can consume one spell scroll within 5 feet of it that is not being worn or carried. The arcane inkling can then use said spell innately once per day from now on. If the spell is beneficial, it immediately casts it upon itself upon consumption. If it is offensive, it casts the spell at the nearest threat if they are within range.

Innate Spellcasting. The arcane inklings's innate spellcasting ability is Charisma (spell save DC 13). it can innately cast the following spells, requireing no components:

3/day: Lightning Bolt (3rd level)

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

Misspelled. When an arcane inkling critically succeeds on a save against a spell of 3rd-level or lower, the arcane inkling gains that spell as a single use innate spell until the end of its next turn.

Actions

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


Arcane Inkling

When a spellcaster makes a mistake in using a scroll, particularly in areas of wild magic, the resultant unbound mystic energies can animate the ink upon the scroll’s page. This ink coalesces and leaves the page, often fleeing the scene in its initial panic at its sudden sentience. Known as an arcane inkling, this strange ooze born of magic demonstrates a surprising inquisitiveness and curiosity, particularly in regards to magic. They gather in areas where magic abounds, instinctively seeking out mystic ruins, cult enclaves, and academies of arcane arts. Many arcane inklings seek to add to their repertoire of spells by absorbing other scrolls and books, leading to many spellcasters to regard them as pests. They can be particularly disastrous in magic schools or scroll shops if not caught quickly, wreaking havoc both through their destructions of scrolls and spellbooks as well as their growing mystic might. Made from mystical ink, arcane inklings can assume a variety of shapes though most end up mimicking silhouettes of archetypal mystics. They typically mimic wide-brimmed pointed hats and gloopy robes. Runes periodically flash across the sheen of their form, flickering with the power contained in their body. Some crackle incessantly with the energy of the spell contained in their form. Arcane inklings are traditionally formed from scrolls of lower leveled spells used by those who haven’t fully mastered the mystic arts. However, sometimes a more powerful mystic might lose control of a scroll, resulting in the creation of a more powerful and larger arcane inkling. These beings tend to be more intelligent and cunning with greater and more aggressive plans to build their magic power. Some even take levels in spellcasting classes, typically favoring the wizard over other options.

Signature Spell. Each arcane inkling is formed from the ink on a 3rd-level or lower spell, known as its Signature Spell, once held on a scroll. An arcane inkling gains its Signature Spell as an innate spell that it can cast three times per day. The featured arcane inkling’s Signature Spell is lightning bolt.

Vaal Hazak

A solitary species of primitive dragon, the vaal hazak continually releases fumes that slowly poison the landscape about them. When encountered, they are often draped in the hide and bones of the creatures they have consumed, which in conjunction with its deadly breath and ability to control those on death's door has led some to mistake it for some kind of undead. A vaal hazak can reach over 65 feet in length but is often lighter than other creatures of that size due to its slender build.

Putrefying Lair. Most dwell deep within caves where their natural ability isn't excessively dangerous, but they can destroy ecosystems if they leave their usual homes. They often pile up the remains of their prey to form nests, hiding among the rot and decay.

Effluvium Host. Vaal Hazak is capable of covering its body in a mysterious, life-sapping miasma, known as the Effluvium. As the substance builds up in the body of its victim, it can cause severe weakening of physical strength and resilience. The monster is able to release this miasma more violently by spewing a concentrated stream from its mouth or spreading it around a large area as a noxious cloud. Vaal Hazak also possesses the ability to gather the Effluvium from affected creatures and hunters back into its body, healing itself and killing the victim in the process.

A Vaal Hazak's Lair

Lair Actions

On Initiative count 20 (losing initiative ties), the Vaal Hazak takes a lair action to cause on of the following effects; the Vaal Hazak can't use the same effect two rounds in a row.

• The Vaal Hazak may target up to four creatures who are currently effected by the Effluvium effects, each hostile creature to the Vaal Hazak makes a DC 19 (Con save), suffering 14 (4d6) necrotic damage on a failed save. Each friendly creature to the Vaal Hazak of CR 2 or less under the effect of Effluvium immediately dies, healing the Vaal Hazak for 14 hitpoints for each killed creature. After this action is taken, all ill effects of Effluvium on characters is removed until effected again.

• The Vaal Hazak will stand up on its hind legs and gather any lost Effluvium, increasing the damage of its Effluvium Vapors by 2d4 until initiative count 20 on the next round.

• The Vaal Hazak goes into an enraged state, all attacks that it makes deal an additional damage die, increases its movement speed by 20 and until initiative count 20 on the next round.

Regional Effects

The region containing a Vaal Hazak's Lair is tainted by the unnatural presence of the creature, which creates one or more of the following effects.

• Effluvium fog that permeates the region within a mile of the lair.

• Choking pockets of gas that spew vapors into the air that are toxic to breathe within 1 mile of the lair.

• Creatures who have been tainted by Effluvium roam the caves nearby and flock to its aid should the creature need it.

If the Vaal Hazak dies, these effects fade over the course of 2d10 days.

Art Credit: Monster Hunter Franchise



Vaal Hazak

Gargantuan monstrosity, Neutral


  • Armor Class 18 (Natural)
  • Hit Points 279(18d20 + 90)
  • Speed 60 ft., fly 40 ft.

STR DEX CON INT WIS CHA
27 (+8) 19 (+4) 16 (+3) 6 (-3) 13 (+1) 15 (+2)

  • Skills Perception +13
  • Damage Vulnerabilities Fire
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses darkvision 120ft., passive Perception 11
  • Languages -
  • Challenge 16 (15000 XP)

Effluvium Vapors. If a creature ends or starts its turn within 5ft of the vaal hazak, it suffers 5 (2d4) of nerotic damage.

Massive Creature. This creature is so large, four creatures that are medium or smaller may occupy the space it takes at the same time.

Actions

Multiattack. The Vall Hazak makes three attacks; one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 15ft., one target. Hit 19 (2d10 + 8) piercing damage + 7 (2d6) necrotic damage. Creatures hit by this attack suffer the same ill effects of the Miasma Beam.

Claw. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit 15 (2d6 + 8) slashing damage

Tail. Melee Weapon Attack: +14 to hit, reach 20ft., one target. Hit 17 (2d8 + 8) bludgeoning damage.

Miasma Beam (Recharge 6). The Vall Hazak exhales stream of Necrotic breath in a 90-foot long by 10ft high cone. Each creature in that area must succeed on a DC 19 Dexterity saving throw, taking 60 (17d6) Necrotic damage on a failed save, or half as much damage on a successful one. Creatures hit by this beam suffer reduction of their maximum hp equal to half the necrotic damage suffered. A greater restoration can cure this ailment, the consumption of a nulberry or a long rest ends this effect.

Effluvial Storm (Recharge 8). The Vaal Hazak stands upon its hind legs and exhales deeply upon the ground. A cloud of Effluenvim is released in a 15 ft radius surrounding the Vaal Hazak, dealing 60 (17d6) necrotic damage. Creatures hit by this cloud suffer the same ill effects of the Miasma Beam.

Legendary Actions

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

Detect. The Vaal Hazak makes a Wisdom (Perception) check.

Quick Swipe. The Vaal Hazak makes a melee attack.

Frhopog


Frhopog

Small fey, Chaotic Neutral


  • Armor Class 15 (Natural)
  • Hit Points 58 (9d6 + 27)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 19 (+4) 16 (+3) 12 (+1) 11 (0) 16 (+3)

  • Skills Acrobatics +7, Deception +6,
  • Performance +6, Stealth +7
  • Senses passive Perception 10
  • Languages Common, Sylvan
  • Challenge 6 (2300 XP)

Innate Spellcasting. The frhopog's innate spellcasting ability is Charisma (spell save DC 14). The frhopog can innately cast the following spells, requiring no material components:

3/day: Tasha's Hideous Laughter

Surprise Attack. If the frhopog surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 2d6 damage from the attack.

Actions

Tendril. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4)

Buffoonery. A Frhopog makes a Performance check against an adjacent creatures passive perception. A frhopog cannot target the same creature with Buffoonery until the end of its next turn.

Critical Success: The target becomes either; blinded, charmed, or incapacitated by the performance of the Frhopog until the end of the frhopogs next turn and suffers 21 (6d6) psychic damage.

Success: The target becomes either blinded or charmed by the performance of the Frhopog until the start of the frhopogs next turn and suffers 13 (3d6) psychic damage.

Failure: The creature is unaffected.


Much abused court jesters and fools for First World nobles, frhogops are piteous creatures who have turned spiteful from their torment. Believed to once be mortal creatures of the Material Plane, the original frhogop were stolen away from their homes by the fey. Despite once humble origins, years spent in fey courts and as a victim of their magic has caused them to change into twisted creatures to better serve their role. While most frhopogs excel at their profession, very few like it and continually plot, at best, their escape and, at worst, their vengeance. Despite this, they are a frequent fixture among First World noble houses who consider the frhopogs harmless and unable to wreak their vengeance. Some enjoy toying with their jesters, making promises of freedom if they complete some impossible task and then laughing at their failure.

Despite their traditionally scrawny appearance, frhopog are markedly sturdy creatures, allowing them to better suffer the abuse they are often treated with. A frhopog’s mouth is stretched into a rictus grin of flat, uneven teeth regardless of its mood, which is rarely as mirthful as it appears. A series of four tendrils sprout from its head and reach to its waist where they are tipped with bony clubs. While not entirely prehensile, a frhopog can wield these tendrils as weapons or as parts of their performance, stretching them far beyond their usual length. The frhopog’s tightly stretched flesh is usually a blue-grey shade while its eyes are each a shiny solid color of differing hues. Frhopog’s are usually found wearing threadbare harlequin suits covered in stains, sometimes the only garment they are allowed. A frhopog typically stands 3 feet and 6 inches tall and weighs 85 lbs.



Tetzimoc

Gargantuan monstrosity (titan), unaligned


  • Armor Class 27 (natural armor)
  • Hit Points 471 (23d20 + 230)
  • Speed 40ft.

STR DEX CON INT WIS CHA
30 (+10) 7 (-2) 30 (+10) 3 (-4) 12 (+1) 10 (0)

  • Saving Throws Int +3, Wis +8, Cha +7
  • Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, frightened, paralyzed, poisoned
  • Senses blindsight 120ft., passive Perception 10
  • Languages -
  • Challenge 23 (50000 XP)

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

Immutable Form. The tetzimoc is immune to any spell of effect that would alter its form .

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

Massive. The tetzimoc is much larger than most Gargantuan creatures. Its movement is not affected by difficult terrain or by Huge or smaller creatures. Other creatures can enter and move through the tetzimocs space, but they must make a successful DC 20 (Athletics) check at the end of their movement, failure indicates they fall prone.

Actions

Multiattack. The tetzimoc can use its Frightful Presence. It then makes four attacks: one with its bite, one with its hooves, one with its horns and one with its tail.

Bite. Melee Weapon Attack: +17 to hit, reach 20ft., one target. Hit 41 (3d20 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tetzimoc can't bite another target.

Hooves. Melee Weapon Attack: +17 to hit, reach 15ft., one target. Hit 32 (4d10 + 10) bludgeoning damage.

Horns. Melee Weapon Attack: +17 to hit, reach 20ft., one target. Hit 36 (4d12 + 10) piercing damage.

Spined Tail. The tetzimoc flings it tail forcefully towards a creature within 300 feet, releasing a massive spine. Each creature in a 10 foot radius must make a DC 25 Dexterity saving throw or suffer 28 (4d8 + 10) piercing damage and 35 (10d6) poison damage that ignores natural immunites and resistances.

Frightful Presense. Each creature of the tetzimoc's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tetzimoc is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tetzimoc's Frightful Presence for the next 24 hours.

Swallow. The tetzimoc makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tetzimoc, and it takes 56 (16d6) acid damage at the start of each of the tetzimoc's turns.

If the tetzimoc takes 60 damage or more on a single turn from a creature inside it, the tetzimoc must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tetzimoc. If the tetzimoc dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Legendary Actions

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

Attack. The tetzimoc makes one hoof attack. Move. The tetzimoc move up to half its speed. Chomp. The tetzimoc makes one bite attack or uses its Swallow.

An immense beast once held in statis within the earth, Tetzimoc is a creature from the dawn of time. A manifestation of the eternal hunger of death, it relentlessy stalks the land, spreading death and decay. Resembling a mix of dinosaurs but far exceeding their size, Tetzimoc possesses venom that is infused with the very essence of death, potent enough to slay even creatures traditionally immune to poison. Legends tell of terrible battles it once had with other primordial beasts before the land itself tore apart, separating them.


Raffikin

Small Celestial, Chaotic Good


  • Armor Class 17
  • Hit Points 71 (13d6 + 26)
  • Speed 40ft.

STR DEX CON INT WIS CHA
13 (+1) 19 (+4) 14 (+2) 14 (+2) 13 (+1) 17 (+3)

  • Damage Resistances fire, lightning, cold
  • Senses darkvision 60ft, passive Perception 11
  • Languages Common, Celestial, Draconic
  • Challenge 7 (2900 XP)

Innate Spellcasting. The raffikin's innate spellcasting ability is Charisma (spell save DC 16). The raffikin can innately cast the following spells, requiring no material components:

at will: presdigitation

2/day: cure wounds, fly

1/day: greater invisibilty

Sneak Attack (1/Turn). The raffikin deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the raffikin that isn't incapacitated and the raffikin doesn't have disadvantage on the attack roll.

Actions

Multiattack. The raffikin can make two rapier attacks.

Rapier +1. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 9 (1d8 + 5)

Whimsy Egg. A raffikin can throw a whimsy egg as a thrown splash weapon with a range increment of 20 feet. The whimsy egg explodes in a 5-foot radius. All creatures caught in the area of the whimsy egg must make a DC 16 Wisdom save or become charmed for 1 round.

It was the luckiest thing I tell you. Was having a rough spot of a day, and then I went and saw an egg sitting on my shelf behind some bowls, thing is, it wasn't a real egg, but one made of chocolate! I haven't had that in years! ~ Rick Thumin, farmhand.


Raffikin

While often mistaken for yugoloths, raffikin are actually a type of celestial. The first raffikin is rumored to be the creation of a mortal-turned-celestial who used their divine powers to remake their pet rabbit. Styling themselves as champions and guardians of imagination, whimsy, and wonderment, they are travelers and wanderers that seek to spread good will. Typically more subtle than their fellow celestial, raffikin enjoy good-natured pranks, such as hiding knickknacks or small prizes and drawing in people to search for them. When possible, a raffikin prefers operating behind the scenes and if possible, will attempt to avoid notice entirely while they work to heighten the sense of wonderment. However, while preferring to go without notice, raffikin are valiant and stalwart defenders of the innocent and will face down the most dastard of villains if the need calls for.

Credit: Based on the work of Dark Sword Miniatures



Banbaro

Gargantuan Monstrosity, Neutral


  • Armor Class 16 (Natural)
  • Hit Points 198 (12d20 +72)
  • Speed 40ft.

STR DEX CON INT WIS CHA
24 (+7) 10 (0) 22 (+6) 4 (-3) 12 (+1) 6 (-2)

  • Skills Perception +5
  • Damage Resistances lightning, thunder
  • Damage Immunities cold
  • Senses passive Perception 15
  • Languages -
  • Challenge 11 (7200 XP)

Charge. If the banbaro moves at least 20 feet straight toward a target and the hits it with a gore attack on the same turn, the target takes an extra 11 (2d10) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

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

Actions

Multiattack. The banbaro make two melee attacks.

Gore. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 18 (2d10 + 7) bludgeoning damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit 16 (2d8 + 7) bludgeoning damage.

Plowing Charge (Recharge 4-6). The banbaro charges in a straight line equal to its movement, dragging its horns through the terrain in a 20 ft line directly infront of it, each creature that the banbaro charges over in this line must make a DC 17 Dexterity saving throw or suffer 28 (8d6) bludgeoning damage as the banbaro stomps through the creatures. At the end of this charge, the barbaro may uproot a rock from the ground and carries it upon its horns. The next 3 attacks the banbaro makes with its gore attack deal an extra 13 (3d8) bludgeoning damage on hit. the rock breaks apart at the end of the third attack. The banbaro may not make another Plowing charge until the rock has been used.

Rock. Should the Banbaro have a rock on its horns after a Plowing Charge, the banbaro may choose to throw the rock within 30 ft of it, causing the boulder to break apart in a 15 diameter, all creatures within the area must make a DC 14 dexterity saving throw, taking 21 (6d6) bludgeoning damage on a failure, and half as much on a success.

Credit: Monster Hunter Franchise


Banbaro

Despite its intimidating appearance, the banbaro is a largely docile herbivore that nevertheless fiercely defends itself from predators. Seemingly lacking the flight response of other prey animals, it doesn’t hesitate to charge headfirst into battle with thunderous footsteps. The banbaro’s tactics in battle are simple but effective – charge to knock the foes back, hurl boulders, and then finish its foe with another charge. With an appetite to match its size, a banbaro will occupy a large territory that it ranges over, sometimes even having to expand its reach when it eats faster than the vegetation regrows. This often throws off other herbivore populations and may even threaten an entire ecosystem if there are no predators in the system able to threaten the banbaro. Despite this, some giants and other humanoids have managed to tame herds of banbaro, raising them as livestock. Livestock banbaro are prized for every piece of their being – their meat is tough but filling, their hide is durable, their fur is warm, and their antlers are strong enough to find use in armor. Such banbaro are typically more genial than their wild cousins, but will still unleash a mighty onslaught like a living avalanche if they feel their lives are threatened.



Bound Soul

Medium undead, neutral evil


  • Armor Class 16
  • Hit Points 104 (16d8 + 32)
  • Speed 0ft., fly 40 ft.

STR DEX CON INT WIS CHA
1 (-5) 20 (+5) 14 (+2) 12 (+1) 11 (+0) 19 (+4)

  • Skills Perception +4, Stealth +9
  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piericing, and slashing from nonmagical weapons
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconsious
  • Senses darkvision 60ft., passive perception 14
  • Languages all languages it knew in life.
  • Challenge 12 (8400 XP)

Incorporeal Movement. The bound soul 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.

Innate Spellcasting. The soul bounds innate spellcasting ability is Charisma (spell save DC 16). The soul bound can innately cast the following spells, requiring no material components:

1/day each: 3rd level spiritual weapon (chain), hold person.

Tethers. Each bound soul remains wrapped in a physical representation of what trapped them in life. These tethers are infused with the bound soul’s being and have become an extension of its will though the soul can never loose itself from them. A bound soul’s tether is treated as a magic weapon for the purpose of overcoming damage reduction. The tether can only be damaged by a magical source, has AC 20 and hp 30. If the tether is destroyed, the bound soul dies, its soul finally passing on to the afterlife.

Ties that Bind. A creature that starts its turn grappled by a bound soul must succeed on a DC 16 Wisdom saving throw. On a failed save, the bound soul can control that creature as though it were using dominate person until the start of the creature’s next turn. If the creature succeeds on its wisdom save, it cannot be affected by that bound soul's ties that bind for 24 hours.

Actions

Multiattack. The bound soul makes two tether attacks.

Tether. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit 12 (2d6 + 5) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 16) and restrained until the grapple ends. The bound soul has two tethers, each of which can grapple one target.

Death Rattle. Each creature of the bound soul's choice that is within 30 feet of the bound soul and aware of it must succeed on a DC 16 wisdom saving throw or become frightened and under the effects of the slow spell for 1 turn.

Bound Soul

When a prisoner who has been bound or imprisoned for too long dies in their restraints, sometimes their very spirit cannot fathom escaping those bonds. This can result in the creation of a bound soul, a ghost-like undead that is still wrapped in its physical binds. The spirit can control and manipulate these binds to lash out at those who disturb it, seeking to consign them to the same miserable fate it experienced.

Credit: Dmitry Destayov



Zamtrios

Huge Monstrosity, neutral


  • Armor Class 17 (natural armor), 15 (inflated body)
  • Hit Points 138(9d20 + 45)
  • Speed 40ft,. 40ft burrow

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 20 (+5) 4 (-3) 13 (+1) 13 (+1)

  • Skills Perception +4
  • Damage Vulnerabilites fire, thunder
  • Damage Resistances cold
  • Senses passive Perception 14
  • Languages -
  • Challenge 8 (3900 XP)

Enraged (Recharge 4). As an action, the zamtrios may encase itself within an icy armor. While wearing icy armor, the zamtrios gains these benefits:

Resistance to bludgeoning, slashing and piercing from non magical weapons.

40 temporary hitpoints. These hitpoints cannot stack. Should these temporary hitpoints be taken away, the creature loses the benefits of the icy armor.

Melee strikes gain an extra 2d4 damage.

Inflated Body (Requires to be Enraged). As an action, the zamtrios may swell its body to a gargantuan size. While in this state, the zamtrios gains these benefits:

It can no longer make melee strike attacks.

It can no longer burrow.

While moving, the zamtrios can either roll or bounce to its next location. If the zamtrios chooses to bounce, it moves without provoking opportunity attacks and the location that it lands each creature must make a DC 16 Dexterity save or suffer 14 (4d6) bludgeoning damage and be knocked prone. If the zamtrios rolls, each creature that it passes over must make a DC 16 Dexterity save or suffer 28 (8d6) bludgeoning damage.

The zamtrios loses its inflated body at the end of its second turn of being inflated. Each creature within 5ft of the zamtrios as it deflates suffers 2nd level exhuastion until the end of their next turn.

Actions

Multiattack. The zamtrios makes two melee attacks.

Melee Strike. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 10 (2d8 + 5) slashing or bludgeoning.

Watery Beam (Recharge 5-6). The zamtrios exhales in a 20-foot cone. Each creature in that area must succeed on a DC 16 Dexterity saving throw, taking 27 (6d8) cold damage on a failed save. This cannot be used while inflated.

Snowball Storm (requires Inflated Body) [Recharge 6]. While inflated the zamtrios may look up at the sky and vomit out large frozen chunks of ice around it. Roll 6d8 and assign a direction to each d8s die face. In each of these directions, a chunk with explode 15 ft away from the zamtrios in a 5ft radius, each creature within the radius must make a DC 16 Dexterity save or suffer 17 (5d6) cold damage and be restrained as ice encases their torso. The ice has an AC of 16, 20 HP and vulnerability to fire.

Zamtrios

Zamtrios is a large, quadrupedal monster with grey-blue skin and yellow fins. It is superficially shark-like in appearance, with a long, pointed snout and a mouth filled with multiple rows of sharp teeth. Zamtrios is sometimes seen encased in an ice-like armor, which forms many spines and horns all over its body. As the adult form of Zamite, its limbs are powerful and fully-developed. Its skin is extremely elastic in order to accommodate its inflation abilities.

Zamtrios is a predator, known to launch surprise attacks on prey from beneath the sea ice. When sufficiently threatened or enraged, it will secrete a reactive fluid through its skin, which solidifies into an ice-like material, forming an "armor" over its skin to prevent damage.

Art credit to: monster hunter franchise and kitschbeam


Headsman

Medium undead, neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 85(13d8 + 27)
  • Speed 20ft.

STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 16 (+3) 17 (+3) 8 (-1) 16 (+3)

  • Skills Arcana +11, History +7, Perception +3
  • Saving Throws Wis +3
  • Damage Resistances bludgeoning, piercing
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses passive Perception 13
  • Languages Common, Dwarven, Elven, Orcish
  • Challenge 9 (5000 XP)

Innate Spellcasting. The headsman innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The soul bound can innately cast the following spells, requiring no material components:

At will: mage hand, detect magic

1/day each: bestow curse (4th level), clairvoyance

2/day: vampiric touch

Head Collection. A headsman can collect geads from recently slain foes and incorporate them into its body. A headsman can collect a head from an incapacitated unconsious target with a successful melee attack that kills thae target, or as an action from a body that has been dead for no more than 1 minute. Whenever a headsman collects a head. it restores 10 hitpoints. If the head belonged to a wizard or magus, the headsman learns any spells it had prepared and adds them to its list of spells that it can prepare.

Actions

Multiattack. The Headsman makes three bite attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 7 (1d6 + 4) piercing damage. If the targets is medium or smaller, it is grappled (escape DC 14).

Head Lob. A headsman can throw one of its heads as a ranged attack with a range increment of 20 feet. A head dettached this way can maintain its hold separate of the body, has AC 14, 15 hp, and has a speed of 0. It can make a bite attack but only against a target in its space.


Headsman

The origin of headsmen arises from a grisly experiment to preserve and collect knowledge in an ‘unliving’ library. Unfortunately, while the resultant creature retained the array of knowledge its components had possessed, its undead state stripped away their morality. It sought to expand its knowledge and began hunting and adding to its collective before it was finally stopped. Although the first headsman was destroyed, the knowledge to create more managed to survive and found its way into the hands of unscrupulous individuals. Favored servants of wizardly necromancers and liches, headsmen are often used as laboratory assistants, interrogators, and assassins. They are often dispatched to kill key individuals solely to gain their knowledge and memories. While a headsman is traditionally made from the heads of humanoids, some creative necromancers have sought more exotic materials for their monstrosities. Even using the heads of more mundane creatures can lead to bizarre effects, such as a headsman built from madmen that gibbers in an endless stream that can drive others mad.


Ghalta, Primal Hunger

Gargantuan monstrosity, neutral


  • Armor Class 18 (natural armor)
  • Hit Points 247 (15d20 + 90)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 23 (+6) 4 (-3) 14 (+2) 9 (-1)

  • Skills Perception +12
  • Condition Immunities paralyzed, petrified
  • Senses blindsight 60 ft., darkvision 60 ft., passive Perception 22,
  • Languages -
  • Challenge 15 (10000 XP)

Regeneration. Ghalta regains 20 hit points at the start of its turn. If Ghalta takes acid damage, this trait doesn't function at the start of its next turn. Ghalta dies only if it starts its turn with 0 hit points and doesn't regenerate.

Immutable Form. Ghalta is immune to any spell or effect that would alter its form.

Actions

Multiattack. Ghalta makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the targest is a Large or smaller creature, it is grappeled (escape DC 18). Until this grapple ends, the target is restrained and Ghalta can't bite another target.

Tail. Melee Weapon Attack: +12 to hit, reach 20ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.

Swallow. Ghalta makes one bite attack against a large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside Ghalta, and it takes 31 (7d8) acid damage at the start of each of Ghaltas turns. Ghalta can have one Large creature, or two medium creatures or smaller swallowed at a time.

If Ghalta takes 40 damage or more on a single turn from the swallowed creature, Ghalta must succeed on a DC 16 Constitution saving throw at the end of the turn or regurgitate the creature/s, which falls prone in a space within 10 feet of Ghalta. If Ghalta dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.


Ghalta, The Primal Hunger

A savage beast from the early days of the world, Ghalta was previously trapped in the ground alongside five other creatures. A manifestation of the all-consuming hunger of nature, Ghalta is ever wandering in search of new prey. No matter the meal it consumes, its hunger never abates and this monster, resembling a Tyrannosaurus rex but vastly outsizing them, greedily stuffs its gullet every chance it gets. In times long past, it battled against other manifestations of primal forces until their fury rent the earth itself and forced them apart.

Art Credit: Wizards of the coast



Anjanath

Huge Monstrosity, neutral


  • Armor Class 17 (natural armor)
  • Hit Points 138 (12d12 + 60)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 20 (+5) 4 (-3) 13 (+1) 13 (+1)

  • Skills Perception +4
  • Damage Immunites Fire
  • Senses passive Perception 14
  • Languages -
  • Challenge 8 (3900 XP)

Enraged (Recharge 4). As an action, the anjanath may enter into an enraged state. While enraged, the anjanath gains these benefits:

Melee strikes gain an extra 2d4 damage.

Each melee attack the anjanath makes, target creature must succeed a DC 16 strength saving throw or be pushed back 10 feet and knocked prone.

If the Anjanath takes 30 damage or more on a single turn, the anjanath leaves the enraged state. The anjanath loses this state at the start of its third turn of being enraged.

Aggresive. (Requires to be Enraged.) As a bonus action, the anjanath can move up to half its speed toward a hostile creature that it can see.

Pounce. If the anjanath moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC 16 strength saving throw or be knocked prone. If the target is prone, the anjanath can make one more melee attack against it as a bonus action.

Actions

Multiattack. The anjanath makes two melee attacks.

Melee Strike. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 15 (2d8 + 6) piercing or bludgeoning.

Ember Breath (Recharge 5-6, Requires to be Enraged.) The anjanath can choose to exhale in a 20-foot cone or a 40 foot by 5 foot line. Each creature in that area must succeed on a DC 16 Dexterity saving throw. On a failed save, target suffers 27 (6d8) fire damage and is ignited. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. The target remains ignited for up to four turns.

Anjanath

Anjanath resembles a Tyrannosaurus; it has black and grey fur on its back which coupled with its flesh-toned scales, make it look similar to the archetypal image of a vulture. Its hide is primarily pink in color, while a dark pelt covers its back which ends in a ruff at the neck, leaving the head bald. Large fangs protrude from the monster's lower jaw, giving it the appearance of an under-bite. Anjanath's massive jaws are counterbalanced by its bulky tail, the underside of which is lined with quills. Compared to its powerful hind legs, the monster's forearms are extremely small. Hidden beneath the monster's pelt is a pair of dorsal sails, which only flare out at select moments. Anjanath can also unfold a prominent nasal crest, which it uses to mark its territory via mucus, sniff out prey, or indicate heightened aggression. Once primed, the flame sac located in Anjanath's throat will glow a fiery red.

Art Credit by: Raph Herrera Lomotan and Monster Hunter World

Barroth

Barroth is a large, bipedal monster characteristic of the Brute Wyvern class. It is noted for the large crown structure atop its skull, which houses its nostrils. Its body is covered in rigid plates that help protect it from the harsh desert environment. Barroth possesses a pair of small red eyes and a mouthful with numerous long, peg-shaped teeth.

Barroth is capable of using its heavy head as a plow to smash through the environment, as well as cause damage to any living thing caught in its way. Because its nostrils are located on top of its head, Barroth can almost completely submerge itself in the cool mud during the scorching desert days.

It will occasionally roll in dirt and mud to cool off from the hot desert sun. Although docile by default, Barroth becomes extremely territorial when disturbed. It will release an initial warning roar. If that fails, it will continuously attack until the threat is exterminated. An insectivore, it is known to attack Altaroth nests in order to feast on the occupants inside.

Art Credit:Monster hunter franchise



Barroth

Huge Monstrosity, neutral


  • Armor Class 17 (natural)
  • Hit Points 73 (7d12 + 28)
  • Speed 40ft.

STR DEX CON INT WIS CHA
22 (+6) 11 (0) 18 (+4) 4 (-3) 12 (+1) 8 (-1)

  • Skills Athletics +12
  • Senses passive Perception 10
  • Languages -
  • Challenge 5 (1800 XP)

Mud Carapace. A barroth can submerge itself and wallow in mud for 1 minute to encase its body in a hardened shell of mud. While encased in mud, the barroth gains these benefits:

20 temporary hitpoints. These hitpoints cannot stack. Should these temporary hitpoints be taken away, the creature loses the benefits of the Mud Carapace.

Resistance to fire, lightning; bludgeoning, slashing and piercing from non-magical weapons.

Hard-headed. The barroth deals double damage to objects and structures with its headbutt.

Swamp Stride. The barroth can move through any sort of natural, non magical, difficult terrain at its normal speed with within a swamp.

Actions

Multiattack. The barroth makes two melee attacks.

Headbutt. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 20 (4d6 + 6) bludgeoning damage.

Tail. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 15 (2d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Mud Shake (Requires Mud Carapace.) The barroth may shake its body, flicking of large amounts of excess mud from its form around itself. Each creature withing a 20 foot radius must make a DC 15 Dexterity saving throw or become restrained until the start of the barroths next turn. The barroth may only do so once per application of the carapace without losing the beneifts of the carapace.

Licker

Art Credit: Resident Evil franchise

This grotesque, bestial undead is purportedly not born from traditional necromancy or similar practices but instead is a strange virus. The virus not only kills its victims, but brings them back from the dead, occasionally in a hideously mutated form. The skinless, eyeless licker is one example that bears little resemblance to the living person it once was. Even mentally, the remnants of the licker are all by gone and it operates on a basic, animalistic cunning. THe licker is named for one of its more prominent features, which may not be immediately apparent to those who come across it - a prehensile tongue reaching several feet in length.

Lickers prefer ambushing their prey from above, wrapping them up in their tongues before tearing them to shreds wit their claws. With their speed and ability to attack from multiple angles, the licker tries to stay out of reach of its victims as it assails them. Although the licker appears fleshless and its brain is exposed, the licker is a relatively hardy creature. Even grave injuries are not enough to stop a licker and they will continue rabidly fighting until their body is tattered and ragged.

In addition to the traditional licker, sometimes the virus that makes them creates more specialized versions. These variants include larger lickers with more pronounced claws, others have even further heightened senses of smell combined with the ability to spread their disease, and strange variety that takes up stationary positions upon the ceilings to attack prey.



Licker

Medium undead, neutral evil


  • Armor Class 15
  • Hit Points 54 (12d8 + 12)
  • Speed 30 ft., climb 30 ft

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 13 (+1) 6 (-2) 14 (+2) 8 (-1)

  • Condition Immunities blinded
  • Senses blindsight 40 ft., passive Perception 12
  • Languages -
  • Challenge 4 (1100 XP)

Pounce. If the licker moves at least 15 feet straight towards a creature and then hits it with a claw attack on same turn, that target must succeed on a DC 13 strength saving throw or be knocked prone. If the target is prone, the licker can make one claw attack against it as a bonus action.

Powerful Tongue. The licker applies double their strength modifier to their tongue damage.

Actions

Multiattack. The licker makes one tongue attack and one claw attack.

Tongue. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 11 (2d6 + 6) piercing damage. If the target is a creature, it must succeed on a DC 13 strength saving throw or be knocked prone.

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

Mycoloth

A voracious and mobile type of fungus, the mycoloth is encountered in vicious jungles where it single-mindedly stalks prey. With little intent or forethought, the mycoloth consumes until it grows large enough to begin sprouting saprolings. It uses its saprolings to expand its hunting territory and assist in capturing new prey. Despite its opportunistic feeding habits, the mycoloth refrains from eating its own spawn and will even share its meals with them.

Art Credit: Wizards of the Coast


Mycoloth

Large Plant, unaligned


  • Armor Class 16
  • Hit Points 66 (7d10 + 28)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (0) 18 (+4) 4 (-3) 13 (+1) 7 (-2)

  • Senses darkvision 120ft, passive Perception 11
  • Languages -
  • Challenge 6 (2300 XP)

Devour. On the mycoloths first turn or even if felt threated, the mycoloth plants its arms into the ground, ravaging up to four creatures of CR 1 or lower, instantly killing and devouring their power into itself. For each CR 1s worth of points it consumes, it gains 15 temporary hitpoints and +2 to its damage rolls. If the Mycoloth devours 45 temporary hitpoints worth of creatures, its size becomes Huge. The mycoloth only gains these benefits for an hour before it reverts back into its prior form.

Sprout Saproling . At the start of the mycoloths turn, it creates a Myconoid Adult (MM.232) within 5ft of the mycoloth for each 20 temporary hitpoints it has consumed with its Devour ability. Should the Mycoloth die, each Myconid Adult that was created within the last minute also dies.

Actions

Multiattack. The mycoloth makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 11 (2d6 + 4 + X) bludgeoning damage.

Huge Slam (Requires Huge size). Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 20 (3d6 + 4 + X) bludgeoning damage.



Odogaron

Large monstrosity, neutral evil


  • Armor Class 17 (natural armor)
  • Hit Points 123 (13d10 + 52)
  • Speed 50ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 19 (+4) 2 (-4) 14 (+2) 5 (-3)

  • Saving Throws Dex +7
  • Skills Perception +6
  • Damage Vulnerabilities cold
  • Damage Resistances fire
  • Senses darkvision 60ft, passive Perception 16
  • Languages -
  • Challenge 9 (5000 XP)

Grievous Claws. An odogaron's claws are partifularly brutal and leave deadly wounds. Its quick strikes have a base critical range of 19-20.

Enraged (Recharge 4). As an action, the odogaron may enter into an enraged state. While enraged, the odogaron gains these benefits:

The odogaron makes an additional quick swipe attack on its turn.

If the odogaron takes 40 damage or more on a single turn, the odogaron leaves the enraged state. The odogaron loses this state at the start of its third turn of being enraged.

Actions

Multiattack. The odogaron makes two melee attacks, two quick strikes or one quick strike and one lacerating swipe.

Quick Strike. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 15 (3d6 + 5) slashing damage.

Lacerating Swipe. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 10 (2d6 + 3) slashing damage. Target must succeed on a Dexterity saving throw (DC 17) or start to bleed profusely. Target takes 1d4 damage for every 15 feet that it moves, and 2d4 damage for each attack it makes while in this condition. A DC 17 Medicine check or any form of regained HP, causes the effect to come to an end.

Retreating Strike (Recharge 3-4). Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 12 (2d8 + 3) slashing damage. the odogaron makes one swipe towards the target then leaps away backwards 15 feet without provoking an attack of opportunity.


Odogaron

This terrifying monster scours the Rotten Vale for carrion. Its highly aggressive nature means that anything, be it monster or man, is a potential meal. Despite its size, Odogaron is quite an agile monster. It is able to rush down prey before delivering bites with its powerful jaws. Odogaron's double set of claws allow it to leave deep cuts in prey, causing them to bleed to death. Odogaron can sometimes be seen dragging corpses back to its lair.

Art Credit: Monster hunter world Franchise

Nerscylla

Its long, strong legs allow it to move at fast speeds, even sideways. At the tip of its abdomen is a large stinger it may use to attack. Sharp, poisonous spikes protrude from its back.

Nerscylla is armed with four powerful legs and two claws, each one tipped with a formidable barbed hook, used for holding prey as well as keeping its grip while scaling walls. In addition, it possesses a massive pair of retractable jaws which can inflict a poisonous bite. It can produce a strong, sticky webbing that it uses to trap prey and build nests. The stinger at the tip of its abdomen contains a tranquilizing fluid.

Credit: Monster Hunter Franchise



Nerscylla

Large monstrosity, neutral


  • Armor Class 16
  • Hit Points 119 (14d10 + 42)
  • Speed 50ft.

STR DEX CON INT WIS CHA
17 (+3) 19 (+4) 16 (+3) 4 (-3) 14 (+2) 2 (-4)

  • Skills Perception +8
  • Senses darkvision 60 ft., passive Perception 18
  • Languages -
  • Challenge 7 (2900 XP)

Carapace. A nercsylla has the grisly habit of skinning its prey and then weaing its hide to enchance its defensive capability. A nerscylla can spend 1 hour to skin a creature of large size or lager that has been dead no longer than 4 hours. It can then don the skinned hide as a carapace that grants 20 temporary hitpoints and any resistanaces the creature had until its temporary hit points are depleted. If the skinned creature had immunity to a damage type, the nerscylla gains resistance to that damage type.

Spider Climb. The nerscylla can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Walker. The nerscylla ignores movement restrictions caused by webbing.

Actions

Multiattack. The Nerscylla makes three melee attacks. Two with its claws and one with either its bite or its stinger.

Bite. Melee Weapon Attack: +6 to hit, reach 15ft., one target. Hit 12 (2d8 + 3) piercing and 5 (2d4) poison damage.

Claw. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 10 (2d6 + 3) slashing.

Stinger. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (2d4 + 4) piercing and target must make a DC 14 Constitution saving throw or falls unconscious. The target wakes up after 5 minutes, it takes damage, or someone uses an action to shake or slap the sleeper awake.

Web (Recharge 5-6). Ranged Weapon Attack: +7 to hit, range 30/60 ft., two Large or smaller ctreatures. Hit The creature is restrained by webbing. As an action, the restrained creature can make a DC 14 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 12, 10 hitpoints, resistance to bludgeoning damage, and immunity to poison and psychic damage.

Art Credits: Soufiane Idrassi

Tetsucabra

A surly and powerful amphibian, the tetsucabra makes its home in a variety of locales where it scratches out an existence by preying upon the local herbivores. It navigates through steep habitats with its powerful legs and will even burrow into underground caverns in search of a home.

Prone to remodeling the very landscape to its preferences with its powerful tusks and jaws, it will bring these brutal tools to bear to defend itself and its territory. Although typically not powerful enough to establish itself as an apex predator, a tetsucabra can nevertheless prove itself a danger to civilians and unprepared adventurers with its immensely powerful jaws and earth-shaking leaps. Despite its aggressive nature, the tetsucabra will flee when its life is threatened and will even use its ability to dig up rocks to create barricades.


Tetsucabra

Large monstrosity, neutral


  • Armor Class 15
  • Hit Points 53 (6d10 + 20)
  • Speed 30 ft., burrow 20 ft.

STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 18 (+4) 2 (-4) 11 (0) 6 (-2)

  • Skills Atheltics +6, Perception +2
  • Senses passive Perception 12
  • Languages -
  • Challenge 4 (1100 XP)

Leaping Shockwave. As part of its movement, the tetsucabra may make a DC 16 Atheltics check to jump into the air and land next to its enemies. If it's successful, all adjacent creatures must succeed at a DC 14 Strength save or be knocked prone.

Scoop Boulder. If the tetsucabra moves atleast 20 feet straight forward, as a bonus action, it may scoop up the ground beneath it as it moves, carving out a large chunk of the stone. While holding the large stone, it cannot use its bite attack, but instead gains a slam attack that deals 2d8 plus double its Strength modifier. It cannot perform Leaping Shockwave while it carries a stone.

Actions

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

Sapping Spit. Ranged Weapon Attack: +3 to hit, reach 20 ft., one target. Upon being hit by the spit, target's movement speed is reduced by 10 feet and attack of opportunity against the target have advantage.

Targets covered in the spittle may use an action to clean themselves of it.

Shatter Stone. (Requires Boulder) The tetsucabra can choose to crush the stone within its mouth and launch a spray of rocky shards in a 15-foot cone. Each creature within the area must succeed on a DC 14 Dexterity saving throw or suffer 2d6 bludgeoning damage and 2d6 piercing damage.

Boomshroom

The first boomshrooms were created when an array of magical practitioners attempted to create a fungus that could absorb and redistribute heat. Using brown mold as a basis for the project, they had intended to market it to homes and adventurers. Despite their largely noble intentions, the project went awry and created a wholly new and sapient breed of fungi – the boomshroom. Infused with essence from the Plane of Fire, boomshrooms are guileless pyromaniacs who spread fire without any ill intent. Fire fascinates and entices them and adventurers have reported one approaching their fire and simply watching it for the night, feeding it whenever it got low. Some have even kept them as traveling companions responsible for all maintaining campfires, handling torches, and other fire-related tasks. Unfortunately, they are not always so benign. There have been numerous cases where a simple campfire isn’t enough for a boomshroom and it seeks to make it grow. Some have also been known to grow violent when the fires they start are doused and others are unrepentant arsonists who light fires regardless of the danger they pose. When their ire is roused, they typically begin combat by spreading their spores, either from afar or around them, and then try to detonate them. Boomshrooms have little fear of death and some almost seem to make it a contest to have the most spectacular death. Although boomshrooms have found residence in most places within the material plane, a pocket of them have also made their way to the Plane of Fire. A rare case of flora upon the plane, boomshrooms range across the realm, admiring the fires that infest the place. Upon the material plane, boomshrooms are often favored by creatures that make heavy use of fire. In particular, goblins enjoy the company of these creatures and encourage their pyromantic tendencies. Boomshrooms stand around 2-1/2 feet tall and weigh 40 pounds.

Art Credit: Daniel Larios


Boomshroom

Small plant, chaotic neutral


  • Armor Class 13
  • Hit Points 30 (4d6 + 16)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 18 (+4) 8 (-1) 8 (-1) 10 (0)

  • Damage Immunites fire
  • Skills Perception +1
  • Senses darkvision 30 ft., passive Perception 11
  • Languages Ignan, Sylvan
  • Challenge 3 (700 XP)

Death Burst. When the boomshroom dies, it explodes in a burst of fire. Each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.

Fire Absorption. Whenever the boomshromm is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to half the fire damage dealt.

Actions

Spore Puff. Ranged Weapon Attack: +3 to hit, reach 20ft., one target. These spores linger on a target for 1 minute until they become inert. If any fire damage is dealt to the target with the spores are active, they detonate and cause the target to take 7 (2d6) fire damage.

Ember Cloud. The boomshroom can violently shake itself and release a cloud of embers in a 10 foot radius surrounding itself. All creatures within the area take 3 (1d4+1) fire damage.

Zinogre

Zinogre is a quadrupedal monster with superficially lupine features. It has highly developed limbs, sharp fangs and claws. Its forelegs are extremely powerful and can kill prey in one brutal blow. Despite its hulking size, Zinogre is very agile and is able to perform many impressive aerial and land-based maneuvers. The spikes on its body mostly lie flat, but when it has built up an electric charge they stick out vertically into the air.

A solitary terror that stalks mountain ranges, the zinogre is a daunting beast that has developed an organ that allows it to gather and store electricity. This organ facilitates its symbiosis with small, elctricty- emitting bugs known as thuinderbugs that will live in a zinogre's fur and empower it with their electric jolts. Young zinogre are covered in thick fur for thunderbugs to nestle in and are slowly accustomed to the electricity that their partners produce. It is heavily discussed among scholars whether the symbiotic relationship or the development of the capacitor organ developed first among zinogres though no certain answers have been discerned.

Habitat and Behavior

Zinogres were forced form their mountain home by an Elder Dragon called "Amatsu, The Living Storm". Because of this, Zinogre now roam the lower recesses of the mountain ranges and the surrounding terrain about them, actively endangering the wildlife and quickly becoming a dominant species to an area not used to such hostility. They appear to fear Amatsu as one chased them off the Sacred Pinnacle.

Zinogre are somewhat similar to real wolves, they even howl like them. But they do not form packs, quite the contrary, they are solitary hunters. This is no surprise, since they are extremely powerful and agile monsters, not needing teamwork to take down prey. According to eyewitnesses adult Zinogre make herds and raise their young. During this period of time it is ill-advised to go hunting Zinogre as the adults will aggressively attack any intruders getting too close to their offspring.


Credit: Monster Hunter Franchise and "sandara" on deviantart



Zinogre

Huge monstrosity, neutral


  • Armor Class 18
  • Hit Points 172 (12d12 + 60)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 20 (+5) 3 (-4) 14 (+2) 12 (+1)

  • Saving Throws Dex +7, Con +9
  • Skills Perception +6
  • Damage Vulnerabilities cold
  • Damage Immunities electricity
  • Senses darkvision 60 ft., passive Perception 16
  • Languages -
  • Challenge 12 (8400 XP)

Howl of the Storm (Recharge 4). As an action, the zinogre may enter into an enraged state. While enraged, the zinogre gains these benefits:

Each creature within 15 ft of the zinogre must succeed on a DC 17 Dexterity saving throw or suffer 36 (8d8) lightning damage.

The zinogre gains an additional claw attack per multiattack and deals an extra 2d4 lightning damage per attack.

The zinogre increases its movement speed by 10 ft.

If the Zinogre takes 45 damage or more on a single turn, the zinogre leaves the enraged state. The zinogre loses this state at the start of its third turn of being enraged.

Pounce. If the zinogre moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC 18 strength saving throw or be knocked prone. If the target is prone, the zinogre can make one more melee strike attack against it as a bonus action.

Lightning Swarm. As an action, the zinogre will shake awake the dormant electricity-emitting thunderbugs upon its back. For the next 4 rounds, the zinogre may replace one of its melee strikes and cause the swarm to send a jolt of electricity towards the target, (+8 to hit, 30/60 ft range) dealing 10 (3d6) lightning damage on a hit.

Actions

Multiattack. The zinogre makes three melee attacks, one bite and two claw attacks.

Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 15ft., one target. Hit 15 (2d8 + 6) bludgeoning damage. Target must succeed on a DC 17 strength saving throw or be knocked prone.

Legendary Actions

The zinogre can take 2 legendary actions, choosing from the options below. One one legendary action option can be used at a time and only at the end of another creature's turn. The zinogre regains spent legendary actions at the start of its turn.

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

Tail Attack. The zinogre makes a tail attack.

Repositional Howl (Requires Howl of the Storm, 2 actions). Each creature within 90 feet of the zinogre and aware of it must succeed on a DC 17 Constitution saving throw or become restrained until the start of the Zinogres turn as they cover their ears to the loud roar. Then the zinogre agilely repositions itself to a position within 25 ft without provoking any attacks of opportunity.

Art Credits: Valeriy Vegera on artstation



Swamp Treehorn

Huge aberration, neutral evil


  • Armor Class 19
  • Hit Points 126 (12d12 + 48)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 18 (+4) 13 (+1) 16 (+3) 19 (+4)

  • Saving Throws Con +8, Wis +7, Cha +8
  • Skills Intimidation +8, Nature +5, Perception +7, Survival +8
  • Senses passive Perception 17
  • Languages Abyssal
  • Challenge 10 (5900 XP)

Putrid Mire. A swamp treehorn brings its home with it, converting the earth beneath it into a stinking bog. If a swamp treehron remains in place until the end of its turn, it creates a 10 foot radius of difficult terrain centered on itself.

Innate Spellcasting. The swamp treehorn innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The swamp treehorn can innately cast the following spells, requiring no material components:

At will: detect magic

2/day each: entangle, spike growth

1/day: slow

Spell-Scribed Boughs. If the swamp treehorn succeeds on a spell saving throw, it can temporarily absorb that spell and cast it upon its upcoming turn. After the swamp treehorn casts the spell, it cannot cast it again. A swamp treehorn can only have one spell stored like this at a time for 1 minute.

Swamp Stride. The Swamp treehorn is immune to difficult terrain and damage that can come from it.

Actions

Multiattack. The swamp treehorn makes three melee attacks, one bite and two slam attacks.

Bite. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 20 (3d8 + 7) If the target is a medium or smaller creature grappled by the treehorn, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the treehorn, and it takes 28 (8d6) acid damage at the start of each of the treehorn's turns. If the treehorn takes 30 damage or more on a single turn from a creature inside it, the treehorn must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the treehorn. If the treehorn dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone

Slam. Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit 17 (3d6 + 7) bludgeoning damage, and the target is Grappled (escape DC 17). Until this grapple ends, the target is Restrained. The treehorn has four arms of which it can grasp with.

Swamp Treehorn

Voracious and uncaring for the plight of others, swamp treehorns are cruel aberrations that disguise their cunning through seemingly feral natures. A swamp treehorn will make a meal out of anything that it can fit in its mouth and this hunger will occasionally lead them to fight creatures beyond its capability. The treehorn will retreat if a threat is too great but a treehorn will occasionally become fixated on such prey, stalking them to attack when they are at a weakened state. A squat and bulky creature, a typical treehorn is 27 feet tall and weighs 10,500 lbs.



Ultimasaurus

Gargantuan beast, neutral


  • Armor Class 17 (natural armor)
  • Hit Points 186 (12d20 + 60)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
24 (+7) 13 (+1) 21 (+5) 4 (-3) 13 (+1) 9 (-1)

  • Senses passive Perception 11
  • Languages -
  • Challenge 12 (8400 XP)

Leaping Charge. If the ultimasaurus moves at least 20 feet straight towards a creature, it can then jump while charging, allowing it to ignore difficult terrain. If it hits with a gore attack on the same turn, the target takes an extra 22 (4d10) piercing damage.

Powerful Bite. The ultimasaurus applies twice its strength modifier to bite damage.

Actions

Multiattack. Ultimasaurus makes three attacks, the ultimasaurus cannot use the same one twice in a row and one must be a talon attack.

Gore. Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit: 29 (4d10 + 7) piercing damage.

Bite. Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit: 36 (4d10 + 14) piercing damage. If the targest is a Large or smaller creature, it is grappeled (escape DC 17). Until this grapple ends, the target is restrained and Ultimasaurus can't bite another target.

Talons. Melee Weapon Attack: +11 to hit, reach 10ft., one target. (3d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 20ft., one target. Hit: 24 (3d8 + 7) bludgeoning damage.

Swallow. Ultimasaurus makes one bite attack against a large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside Ultimasaurus, and it takes 27 (6d8) acid damage at the start of each of Ultimasaurus turns. Ultimasaurus can have one Large creature, or two medium creatures or smaller swallowed at a time.

If Ultimasaurus takes 30 damage or more on a single turn from the swallowed creature, Ultimasaurus must succeed on a DC 15 Constitution saving throw at the end of the turn or regurgitate the creature/s, which falls prone in a space within 10 feet of Ultimasaurus. If Ultimasaurus dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Ultimasaurus

The ultimasaurus is a horrific combination of several other dinosaurs with a highly distinctive appearance. Possessing the powerful build of a theropod, it is equipped with the thick armor of an ankylosaurus while its clubbed tail is armed with the thagomizers of a stegosaurus. Its frill and horns come from the triceratops while its devastating jaws and general build come from a Tyrannosaurus rex. Finally, its claws and wicked talons are based on those of raptors. The exact source of this bizarre amalgamation is unknown, but as with most strange combinations of creatures, people are happy to lay the blame at the feet of wizards.

Regardless of who created it, they no longer control it. While fortunately rare, these fearsome monsters are found in the wilds of warm jungles and plains where they establish themselves as apex predators. Their primal might is matched only by their savagery and they brook no competition. Some of their species even seem to take a distinct if not outright cruel pleasure in hunting other carnivores.


Reskaril

Medium fiend (demon), Chaotic evil


  • Armor Class 16 (Scale Mail)
  • Hit Points 75(10d8 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 16 (+3) 13 (+1) 16 (+3) 17 (+3)

  • Skills Insight +6, Perception +6, Stealth +5
  • Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities electricity, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Abyssal, telepathy 120 ft.
  • Challenge 7 (2900 XP)

Innate Spellcasting. The resskaril's innate spellcasting ability is Charisma (spell save DC 14). it can innately cast the following spells, requiring no components:

3/day: detect thoughts, inflict wounds

2/day: evard's black tentacles, vampiric touch (5th level)

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

In the Blood. Creatures that are actively bleeding from attacks by the Blood Lash gain a -2 on their saving throws against spells.

Actions

Multiattack. The reskaril makes two attacks, one with the blood lash and one claw attack.

Blood Lash. Melee Weapon Attack: +7 to hit, reach 15ft., one target. Hit 7 (1d6 + 4) slashing damage. The target must succeed on a Dexterity saving throw (DC 15) or starts to bleed profusely. The target takes 1d6 damage at the start of each of their turns until it is healed by any amount of healing magic or a DC 13 medicine check is performed as an action.

Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) slashing damage.


Reskaril

Reskaril demons are born from the souls of liars and manipulators who drained their victims of everything they had.

Conmen who bled dry the savings of the elderly in their final days, bankers who gave predatory loans and destroyed families, and blackmailers are all potential candidates to become reskarils. As with most of their kin, these demons are cruel and thrive on bringing pain to others, but reskarils are particularly cruel. After finding a favored target, the reskaril will slowly stalk and destroy their victim’s life by bringing disaster on their livelihoods, sabotaging personal relationships, and the like. Once they have their victim broken down, they appear to offer their help in the form of a deal, but this deal inevitably only puts the victim further over the edge – just before the reskaril finishes its task and murders its prey. Some reskarils seek to supplant their natural magical talent with forays into deeper magic. Those who do typically take levels into magus though some particularly violent and physical reskaril demons become bloodragers instead. A reskaril is typically the height and weight of an average man.

Art credit: Changming Xu



Zetalpa, Primal Dawn

Gargantuan beast, neutral


  • Armor Class 18 (natural armor)
  • Hit Points 363 (22d20 + 132)
  • Speed 40 ft., fly 200 ft.

STR DEX CON INT WIS CHA
30 (+10) 13 (+1) 22 (+6) 3 (-3) 13 (+1) 9 (-1)

  • Saving Throws Dex +7, Con +12, Wis +7, Cha +5
  • Skills Perception +7
  • Condition Immunities charmed, frightened, paralyzed, petrified
  • Senses passive Perception 17
  • Languages -
  • Challenge 18 (20000 XP)

Colossal Strikes. Whenever zetalpa strikes a creature, it also targets each creature surrounding that one in a 5-foot radius using the same attack roll.

Regeneration. Zetalpa regains 20 hit points at the start of its turn if it has at least 1 hit point.

Immutable Form. Zetalpa is immune to any spell or effect that would alter its form.

Immortal. Zetalpa does not age and does not die when it drops to 0 hit points. If zetalpa drops to 0 hit points, it falls into a quiescent state for 25 weeks before returning to activity with full hit points.

Actions

Multiattack. Zetalpa makes three attacks, one with its bite and two with its talons.

Bite. Melee Weapon Attack: +16 to hit, reach 30ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the targest is a Huge or smaller creature, it is grappeled (escape DC 24). Until this grapple ends, the target is restrained and Zetalpa can't bite another target.

Talons. Melee Weapon Attack: +16 to hit, reach 20ft., one target. 28 (4d8 + 10) slashing damage.

Swallow. Zetalpa makes one bite attack against a Huge or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside zetalpa, and it takes 33 (8d8) acid damage at the start of each of zetalpa turns. Zetalpa can have one huge creature, or four medium creatures or smaller swallowed at a time.

If Zetalpa takes 50 damage or more on a single turn from the swallowed creature, zetalpa must succeed on a DC 24 Constitution saving throw at the end of the turn or regurgitate the creature/s, which falls prone in a space within 10 feet of zetalpa. If zetalpa dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 40 feet of movement, exiting prone.

Zetalpa

A creature from a bygone era, Zetalpa soared the skies of the world when it was still young before it was eventually, alongside other saurian behemoths, imprisoned in the earth. Zetalpa is an incarnation of the sun’s overwhelming brilliance and it carries that gleam in every feather and scale across its immense body.


Fell Husk

Medium undead, neutral evil


  • Armor Class 15
  • Hit Points 52 (7d8 + 21)
  • Speed 30ft., climb 30ft

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 5 (-3) 14 (+2) 12 (+1)

  • Saving Throws Dex +5, Cha +4
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages -
  • Challenge 5 (1100 XP)

Enervating Web. The webs produced by a fell husk are permeated with necromantic energy. While a creature is trapped within these webs, the husk may use its action to deal 4d8 necrotic damage to the creature, regaining hit points equal to half the amount of necrotic damage the target takes.

Create Spawn. Any humanoid creature that is slain by the fell husk's enervating web ability rises as a fell husk itself. These fell husks are treated as if they have -2 on all ability checks, saving throws and attack rolls until the fell husk who killed them is killed themselves.

Actions

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

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is Restrained by webbing. As an action, the Restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Credit: Daniel Larios

Fell Husk

A fell husk is most frequently born when a humanoid becomes trapped in the webs of giant spiders, is drained of its bodily fluids, and is left in areas rife with necromantic energies.

These fell energy infuse the corpse and the webbings it’s were caught in, trapping the soul within. The result is a spiteful creature that seeks to inflict its fate upon others, lashing out at the living. Named fell husks for their drained appearance, they typically linger in the areas of their death though, even occasionally making home along the spider that brought about their death. A fell husk is typically the height of whatever humanoid it was born from though weighs significantly less as it has been drained of most of its bodily fluids.

Fell husks emulate their killers in their tactics and movements, often skittering along high perches such as tall trees and cave ceilings before trapping them in webs. They often try to catch stragglers when confronted with groups, trapping them and dragging them away before their allies even notice. While most fell husks are unable to manage anything more than simplistic ambush tactics, some are able to devise traps with their webbing that they will use to disable and separate their victims. Occasionally, fell husks are known to serve spider-like creatures or to have swarms of spiders crawling in their webs. These fell husks are typically immune to the damage that their resident swarm deals.

Etali, Primal Storm



Etali, Primal Storm

Gargantuan monstrosity, neutral


  • Armor Class 19 (natural armor)
  • Hit Points 330 (20d20 + 120)
  • Speed 40 ft., swim, 30 ft.

STR DEX CON INT WIS CHA
30 (+10) 13 (+1) 23 (+6) 4 (-3) 12 (+1) 13 (+1)

  • Saving Throws Dex +7, Con +12, Wis +7, Cha +7
  • Skills Perception +7
  • Condition Immunities charmed, frightened, paralyzed, petrified
  • Senses passive Perception 17
  • Languages -
  • Challenge 18 (20000 XP)

Everstorm. Etali is surrounded by a lightning storm that strikes down at the earth surrounding him. Any creature that Etali deems hostile within 60 feet of himself must make a DC 17 Dexterity saving throw. Creatures take 27 (6d8) lightning damage on a failure, or half as much on a successful save.

Regeneration. Etali regains 20 hit points at the start of its turn if it has at least 1 hit point.

Immutable Form. Etali is immune to any spell or effect that would alter its form.

Immortal. Etali does not age and does not die when it drops to 0 hit points. If Etali drops to 0 hit points, it falls into a quiescent state for 25 weeks before returning to activity with full hit points.

Actions

Multiattack. Etali makes three attacks, one with its bite and two with its claws or casts a spell and two with its claws.

Spell Sapping Bite. Melee Weapon Attack: +16 to hit, reach 30ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the targest is a Huge or smaller creature, it is grappeled (escape DC 24). Until this grapple ends, the target is restrained and Etali can't bite another target.

Additionally, when Etali successfully hits a creature that can cast spells or spell-like abilities with its bite attack, the creature must succeed on a DC 20 Constitution save. On a failed save, Etali steals a spell slot, spell-like ability, or prepared spell that the creature has available. Etali steals the highest level spell slot or available spell the creature has access to and gains that spell as a spell-like ability until the end of its next turn. Etali's caster level for any spell he casts is equal to his Hit Dice. If there are multiple different spells that Etali could steal, determine which spell is stolen randomly. Etali can only have one spell-like ability at a time from this ability.

Claws. Melee Weapon Attack: +16 to hit, reach 20ft., one target. 28 (4d8 + 10) slashing damage.

Swallow. Etali makes one bite attack against a Huge or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside Etali, and it takes 33 (8d8) acid damage at the start of each of Etali turns. Etali can have one huge creature, or four medium creatures or smaller swallowed at a time.

If Etali takes 50 damage or more on a single turn from the swallowed creature, etali must succeed on a DC 24 Constitution saving throw at the end of the turn or regurgitate the creature/s, which falls prone in a space within 10 feet of etali. If etali dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 40 feet of movement, exiting prone.


Church Grim

Medium undead, lawful good(boy)


  • Armor Class 13
  • Hit Points 78 (12d8 + 24)
  • Speed 0ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 15 (+2) 6 (-2) 15 (+2) 7 (-2)

  • Skills Perception +5
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60ft., passive perception 15
  • Languages Common, Celestial
  • Challenge 6 (2300 XP)

Incorporeal Movement. The church grim can move through other creatures and objects as if they were diffucult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Lifesense. The church grim can detect the presence of living and undead creatures within 60 ft of it, as if it had blindsight.

Tied to the Grave. A church grim can't venture more than 1000 feet from the spot where its body is buried.

Actions

Purifying Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) radiant damage. If the targets alignment is evil or an undead creature, target suffers an additional 7 (2d6) radiant damage.

Warding Bark (Recharge 4-6). As an action, the church grim can let out a resounding howl. All creatures it deems hostile within 30 feet of the church grim must succeed a DC 14 wisdom saving throw or be pushed back 20 feet from the church grim and become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the church grim's warding bark for the next 24 hours.


Church Grim

Art Credit: Jade Merien

Among certain cultures and faiths, there persists a ritual in which the first corpse to be buried in a graveyard is that of a beloved pet or animal. In most cases, this is a dog but it isn’t unknown for a ram, cat, or other animal to be used instead. Rites are said over the creature and it is lain in a grave that often has a statue resembling the animal over it. The ceremony that lays the animal to rest specifically infuses its spirit with divine power to rise as a strangely noble and valiant type of undead known as a church grim. Their name is derived from the fact that the first recorded church grims were brought back in the graveyards of churches and temples, and now persists even when found in a graveyard unattached to a religious structure.

Church grims reside in the graveyards in which they are buried where they serve as protectors and wardens for all within. Aside from guarding against mundane threats such as graverobbers, they also pit themselves against supernatural foes who seek to disrupt the bodies within or influence their souls. Even when outmatched, a church grim leap to the defense of its wards, stalwart in the face of necromancers, undead, or fiends. Despite their own undead nature, church grim show no mercy to evil undead and exterminate them with extreme prejudice, but have been known to be more sympathetic to those that have been brought back without a desire to be so.

Graveyards in particularly large cities or population centers may have multiple church grims to protect the entire expanse. When possible, these church grims often linger in each other’s company, forming a pack of sorts. Church grims will often gather at funerals held in their domain and attempt to offer support to those who seem to be especially struggling with the death of a loved one.



Nezahal, Primal Tide

Gargantuan monstrosity, neutral


  • Armor Class 19 (natural armor)
  • Hit Points 263 (17d20 + 85)
  • Speed 20 ft., swim, 60 ft.

STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 20 (+5) 4 (-3) 16 (+3) 7 (-2)

  • Saving Throws Dex +8, Con +11, Wis +9, Cha +4
  • Skills Perception +9
  • Condition Immunities charmed, frightened, paralyzed, petrified
  • Senses darkvision 120ft., blindsight 60ft., passive Perception 19
  • Languages -
  • Challenge 18 (20000 XP)

Deep Dive. As a bonus action, Nezahal can magically shift itself from the Material Plane to the Elemental Plane of water, or vice versa.

Regeneration. Nezahal regains 20 hit points at the start of its turn if it has at least 1 hit point.

Immutable Form. Nezahal is immune to any spell or effect that would alter its form.

Immortal. Nezahal does not age and does not die when it drops to 0 hit points. If Nezahal drops to 0 hit points, it falls into a quiescent state for 25 weeks before returning to activity with full hit points.

Mystic Flood If Nezahal succeeds on a spell saving throw, it can temporarily absorb that spell and cast it upon its upcoming turn. After Nezahal casts the spell, it cannot cast it again. Nezahal can only have one spell stored like this at a time for 1 minute.

Actions

Multiattack. Nezahal makes three attacks, one with its bite and two slam attacks.

Bite. Melee Weapon Attack: +14 to hit, reach 30ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the targest is a Huge or smaller creature, it is grappeled (escape DC 22). Until this grapple ends, the target is restrained and Nezahal can't bite another target.

Slam. Melee Weapon Attack: +14 to hit, reach 15ft., one target. 28 (4d8 + 10) bludgeoning damage.

Swallow. Nezahal makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside nezahal, and it takes 33 (8d8) acid damage at the start of each of nezahal turns. Nezahal can have one large creature, or four medium creatures or smaller swallowed at a time.

If Nezahal takes 50 damage or more on a single turn from the swallowed creature, Nezahal must succeed on a DC 22 Constitution saving throw at the end of the turn or regurgitate the creature/s, which falls prone in a space within 10 feet of nezahal. If nezahal dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Primal Tidal Wave (Recharge 6). While within a substantial body of water, Nezahal can generate a wave of water, effectively casting the Tsunami spell with a DC of 17.

Nezahal

A behemoth from the dawn of time, Nezahal represents the devouring depths of the sea, consuming whatever it comes across. The primal energies that made it even gifted it with the ability to consume and regurgitate teh magic used against it. Mordern times have provided Nezahal a new smorgasbord with the ships and vessels that now sail its ocean.


Kuchisake-Onna

Medium undead, neutral evil


  • Armor Class 14
  • Hit Points 58 (9d8 + 18)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 14 (+2) 11 (+1) 13 (+1) 16 (+3)

  • Skills Deception +5, Intimidation +5, Stealth +6
  • Damage Resistances bludgeoning, piercing, and alshing from nonmagical attacks not made with silver weapons.
  • Condition Immunities charmed, frightened
  • Senses passive Perception 11
  • Languages Languages it knew in life
  • Challenge 4 (1100 XP)

Disfigure. When a kuchisake-onna hits a creature with a weapon that deals slashing damage, target suffers an additional 1d4 damage at the start of their turn until they succeed on a (DC 13) medicine Wisdom check or a minute has passed.

Mortal Guise. While the Kuchisake-onna has a mask over her face, it is indistinguisable from a living humanoid.

Actions

Multiattack. The Kuchisake-onna makes two attacks, one with its bite and one with its dagger.

Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 11 (3d6 + 1) piercing damamge

Dagger. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 6 (1d4 + 4) slashing damamge

Reveal Face. Each creature of kuchisake-onna's choice that is within 30 feet her and aware of it must suceed on a DC 13 Charisma saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the kuchisake-onna's Reveal Face for the next hour.


Kuchisake-Onna

A piteous type of undead, the kuchisake-onna is a woman who was mutilated and murdered only to return to exact gruesome vengeance on the world as a whole. Despite her undead nature, she appears much as she did in life aside from the grisly marks on her face, which she typically hides with her fan, a handkerchief, or a scarf. The most common sources for the kuchisake-onna were woman in life who were abused wives, tortured captives, or captured enemies. Upon rising, a kuchisake-onna is likely to seek out her abusers in life, but slaying them doesn’t bring any peace the undead who is driven by her fury to continue killing.

Kuchisake-onna are most active at night, when they will approach victims and ask ‘Am I pretty?’ Answering ‘no’ sends them into a murderous rage, while answering ‘yes’ prompts them to reveal their face and ask ‘How about now?’ A negative response once again enrages the undead creature while a positive response drives them to mutilate their victims as they had been. In most cases, kuchisake-onna target men, but women aren’t free from their wrath. When a kuchisake-onna targets a female, it is usually one of great beauty – and one who suffers more vicious mutilations than other targets. Many carry bladed fans, daggers, or shears with which to carry out these grisly acts.

Kuchisake-onna that survive long enough start to enjoy the cruelty they inflict and some begin to develop unique signatures to their kills. Such kuchiake-onna typically have the elite adjustment and make use of additional tactics.

Art Credit: David Gaillet

Zacama, Primal Calamity



Zacama, Primal Calamity

Gargantuan monstrosity, neutral


  • Armor Class 21 (natural armor)
  • Hit Points 512 (25d20 + 250)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (0) 30 (+10) 4 (-3) 15 (+2) 16 (+3)

  • Saving Throws Dex +8, Con +18, Wis +10, Cha +11
  • Skills Perception +16
  • Damage Resistances acid, cold, electricity, fire, thunder
  • Condition Immunities charmed, diseased, frightened, paralyzed, petrified
  • Senses passive Perception 26, darkvision 300 ft.
  • Languages -
  • Challenge 25 (75000 XP)

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

Regeneration. Zacama regains 30 hit points at the start of its turn if it has at least 1 hit point.

Immutable Form. Zacama is immune to any spell or effect that would alter its form.

Immortal. Zacama does not age and does not die when it drops to 0 hit points. If Zacama drops to 0 hit points, it falls into a quiescent state for 25 weeks before returning to activity with full hit points.

Actions

Multiattack. Zacama makes three bite attacks.

Bite. Melee Weapon Attack: +18 to hit, reach 30ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the targest is a Huge or smaller creature, it is grappeled (escape DC 24). Until this grapple ends, the target is restrained and Zacama can't bite an additional target with that same head.

Tail. Melee Weapon Attack: +18 to hit, reach 50ft., one target. 28 (4d8 + 10) bludgeoning damage.

Fire Breath (Recharge 7-8). Zacama exhales in a 120-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 90 (20d8) on a failed save, or half as much on a successful one.

Restorative Roar (Recharge 7-8). Zacama can rally itself to give a roar that reinvigorates it for 40 (9d8) hit points. It cannot use this if all its mouths are grappling creatures.

Sundering Roar (Recharge 7-8). Zacama can unleash a thunderous roar, affecting a single target per available head within 120 feet of itself, causing the creature to lose any spells currently affecting it or spell it may be concentration upon. It cannot use this if all its mouths are grappling creatures.

Legendary Actions

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

Tail Attack. Zacama makes a tail attack.

Sundering Roar (Costs 2 Actions). Zacama uses Sundering Roar if it is available. It is not available if it requires a recharge roll. If it is not available, make a recharge roll now before it comes back to Zacama's turn.

Restorative Roar (Costs 3 Actions). Zacama uses Restorative Roar if it is available. It is not available if it requires a recharge roll. If it is not available, make a recharge roll now before it comes back to Zacama's turn.

This immense saurian beast is covered in dark scales and resplendant feathers that shine brighter than gold though its three heads are more awe-inspiring than its plumage.

Greater even than its fellow elder dinosaurs, Zacama represents the sun in three aspects – creative, nourishing, and destructive. Though mostly a living calamity, some believe that it can be tamed.

Dokkaebi

The dokkaebi are an uncommon type of fey who dwell in a variety of environments but tend towards mountains and forests. Their homes tend to be near settlements of mortals though they are only rarely seen, making them appear even more infrequent than they actually are in the material plane.

Curiously, dokkaebi seem to prefer the Material Plane and its inhabitants, enjoying their company over that of other fey. Though to a dokkaebi, ‘company’ typically means victims for their pranks or periodically their more malicious activities.


Dokkaebi

Small fey, chaotic neutral


  • Armor Class 13 (natural armor)
  • Hit Points 33 (6d6 + 12)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 10 (0) 12 (+1) 15 (+2)

  • Skills Acrobatics +4, Atheletics +6, Deception +5, Perception +4, Sleight of Hand +4, Stealth +4
  • Senses passive Perception 14, darkvision 30 ft.
  • Languages Common, Sylvan
  • Challenge 3 (700 XP)

Innate Spellcasting. The dokkaebi's innate spellcasting ability is Charisma (spell save DC 12). it can innately cast the following spells, requiring no components:

At will: create food and water

2/day: invisibility

Actions

Multiattack. A Dokkaebi makes a melee attack with its greatclub and its claw attacks.

Greatclub. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) bludgeoning damage.

Grasping Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 3 (1d4 + 1) slashing damage. Target must succeed on a Constitution saving throw (DC 12) or suffer disadvantage on strength and constitution checks for the following day or until you are cured of the disease.

Dokkaebi tend to gather and live in tribes or clans that can vary wildly from group to group, with their traditions, alignment, and even occasionally physiology differing between them. The most consistent shared traits among dokkaebi are a penchant for pranks and a love of wrestling and grappling – specifically a type of wrestling called ssireum. While dokkaebi often stay hidden from mortals, to better perpetrate their tricks and schemes against them, they regularly engage in bouts of ssireum with each other. In these matches, they seek to bring any part of the opponent’s body above the knee to the ground.

For the most part, these matches have little chance of inflicting harm or injury to the participants, but it isn’t unusual for temper or passions to flare among the dokkaebi. When dokkaebi face mortals, they often enjoy playing up their diminutive stature before displaying their unusual strength and skill. If a mortal beats a dokkaebi in a fair match, they often earn the approval of the dokkaebi and are awarded with banquets and celebrations – as well as more challenges from other dokkaebi.

In some nations, a vast array of legends and stories have gathered around the dokkaebi, ranging from their ability to come into being from blood splashed upon an object. The disease they carry has been extrapolated into a host of ailments they are said to spread and some even supposedly turn those afflicted with their disease into other dokkaebi. While many of these rumors and stories are baseless, dokkaebi encourage them as they enjoy the wild and baseless tales.

Credit: Peter Dobbins

Gore Magala

Resembling a dark knight clad in obsidian armor with a ragged cape, gore magala is a fearsome adversary and a brutal hunter. The vector of an awful disease, the gore magala can transmit the frenzy virus to other creatures, driving beasts mad and shutting down the natural recovery of humanoid. After infecting a victim, it will allow them to burn themselves out before ravenously devouring their corpse. While not as intelligent as any true dragon, the gore magala is smarter and more cunning than its savage nature would suggest. Possessing an immense appetite, the gore magala seems to have little purpose beyond feeding and will flee from flights that it feels it can’t win. Its abnormal hunger and heightened sense of survival instincts have led some to believe that it is actually a premature form of an even deadlier creature.

Frenzy Virus: In large monsters, the Frenzy Virus causes a notable discoloration of the skin, fur, feathers, or hide, resulting in a dark purple hue all over the body. In addition, the monster's eyes will become a bright red and it will begin to huff a dark purple smoke from its mouth as it exhales.

In humanoids, the Frenzy Virus's effects are significantly different. Once infected, a person will experience a nullification of their natural healing abilities, making it impossible to recover health without the aid of healing items. They additionally receive more damage from a frenzied monster's attacks.

When a creature is attack by a creature that carries this disease, they must succeed on a DC 16 Consititution saving throw. On a failed save, the creature starts to gain a internal fire to become aggressive, not wishing to rest or wanting treatment. The infected creature gains no benefits from any source of natural healing and only regains half the hit points from magical healing. The creature gains no benefits from resting. The creature gains an additional +3 to all melee and ranged non spell damage rolls.

A creature can only cure itself through a greater restoration spell or by successfully dealing damage to another living creature equal to six times its level in one turn. At the end of its turn it can make an additional save against the disease. If a creature is cured of the disease by successfully harming another and succeeds the saving throw, the creature retains its +3 to all melee and ranged non spell damage rolls until the end of its next turn. Once an infected creature succeeds on the save, it is immune to the disease for 10 minutes.


Shagaru Magala

The terrifyingly resplendent final form of gore magala, shagaru magala is the light to its previous form’s darkness. Having fully harnessed control of its frenzy virus, shagaru magala relentlessly infects and hunts down everything in its territory, ensuring a safe haven for the next generation of gore magalas.

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

A Shagaru Magala's Lair

A Shagaru Magala lairs on high mountain peaks. It may strafe around the local area to harm unwanted intruders from climbing up to its home.

Lair Actions

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

  • The shagaru magala can spit up to three pustules of concentrated frenzy virus. Each pustule can be spat in an empty 5 by 5 foot square up to 60 feet away and remain there until they burst. The pustules burst if the take damage or 1 round after the shagaru magala spat them out, at the beginning of its next lair action turn. The pustule bursts in a 10 foot radius, dealing 54 (12d8) necrotic damage on a failed DC 21 Dexterity saving throw or half as much on a success.

  • The shagaru magala slams its wing talons into the earth with tremendous force, splintering the ground in an adjacent 20 foot by 20 foot sqaure. This area becomes difficult terrain. Any creature standing in the area must succeed on a DC 21 Dexterity saving throw or take 17 (2d8 + 8) bludgeoning damage and be knocked prone.



Gore Magala

Huge monstrosity, Neutral Evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 184 (16d12 + 80)
  • Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
24 (+7) 18 (+4) 20 (+5) 6 (-3) 17 (+3) 9 (-1)

  • Skills Perception +8
  • Damage Vulnerabilities fire
  • Condition Immunities Blinded
  • Senses blindsight 120 ft., passive Perception 18.
  • Languages -
  • Challenge 14 (11500 XP)

Frenzy (Recharge 6). As an action on any subsequent turn beyond its first, the gore magala can enter a Frenzy like state. While frenzied, the gore magala gains these benefits:

When first used on its turn, each creature within 30 ft must succeed on a DC 18 Constitution saving throw or be momentarily stunned by its vigourous roar until the start of the monsters next turn.

Melee attacks deal an extra 2d4 damage per attack. Creatures with the Frenzy Virus suffer an additional 4d4 damage instead.

The gore magala increases its movement speed by an additional 10 ft.

If the gore magala takes 60 damage or more on a single turn, the gore magala leaves the frenzied state. The gore magala loses this state at the end of its third turn of being frenzied.

Frenzy Host. The Gore Magala inflicts the Frenzy Virus disease with all claw and bite attacks.

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

Actions

Multiattack. The Gore Magala makes three attacks; one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 18 (2d10 + 7) piercing damage

Claw. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 14 (2d6 + 7) slashing damage

Tail. Melee Weapon Attack: +12 to hit, reach 15ft., one target. Hit 16 (2d8 + 7) bludgeoning damage

Pollen Burst (Recharge 4-6). As an action, a gore magala can release pollen-like scales from its body that it can then disperse around it with a flap of its wings in a 60-foot radius that lasts for 1 minute. The Illumination levels descend one level while withing this zone. Any creature that makes a save against the Frenzy Virus disesase while within this area does so with disadvantage. It cannot be used again until the previous pollen burst is inert.

Negative Breath (Recharge 5-6). The gore magala unleashes a blast of rot and disease in a 60-foot line. Each creature in that line must make a DC 18 Dexterity saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much on a successful one.

Legendary Actions

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

Heightened Detect. The gore magala makes a Wisdom (Perception) check at advantage.

Melee Strike. The gore magala makes a melee attack.

Wing Burst (Costs 2 Actions). The gore magala quickly beats its wings. Each creatures within 10 feet of the gore magala must succed on a DC 18 Dexterity saving throw or be knocked prone. The gore magala can then fly up to half its fying speed.



Shagaru Magala

Gargantuan monstrosity, Neutral Evil


  • Armor Class 20 (Natural Armor)
  • Hit Points 297 (19d20 + 119)
  • Speed 60 ft., fly 80 ft.

STR DEX CON INT WIS CHA
26 (+8) 18 (+4) 24 (+7) 7 (-3) 18 (+4) 12 (+1)

  • Skills Perception +10
  • Damage Vulnerabilities fire
  • Condition Immunities Blinded
  • Senses blindsight 120 ft., passive Perception 18.
  • Languages -
  • Challenge 17 (18000 XP)

Frenzy (Recharge 6). As an action on any subsequent turn beyond its first, the shagaru magala can enter a Frenzy like state. While frenzied, the shagaru magala gains these benefits:

When first used on its turn, each creature within 30 ft must succeed on a DC 21 Constitution saving throw or be momentarily stunned by its vigourous roar until the start of the monsters next turn.

Melee attacks deal an extra 2d4 damage per attack. Creatures with the Frenzy Virus suffer an additional 4d4 damage instead.

If the shagaru magala takes 75 damage or more on a single turn, the shagaru magala leaves the frenzied state. The shagaru magala loses this state at the end of its third turn of being frenzied.

Frenzy Host. The Shagaru Magala inflicts the Frenzy Virus disease with all claw and bite attacks.

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

Actions

Multiattack. The shagaru Magala makes three attacks; one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit 18 (3d10 + 8) piercing damage

Claw. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit 14 (2d6 + 8) slashing damage

Tail. Melee Weapon Attack: +14 to hit, reach 15ft., one target. Hit 16 (2d8 + 8) bludgeoning damage

Viral Burst (Recharge 6). As an action, a shagaru magala can release pollen-like scales from its body that it can then disperse around it with a flap of its wings in a 80-foot radius that lasts for 1 minute. The Illumination levels descend one level while withing this zone. Any creature within the radius is infected by the Frenzy Virus disease. It cannot be used again until the previous viral burst is inert.

Negative Breath (Recharge 5-6). The shagaru magala unleashes a blast of rot and disease in a 60-foot line. Each creature in that line must make a DC 21 Dexterity saving throw, taking 66 (12d10) necrotic damage on a failed save, or half as much on a successful one.

Legendary Actions

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

Heightened Detect. The shagaru magala makes a Wisdom (Perception) check at advantage.

Melee Strike. The shagaru magala makes a melee attack.

Wing Burst (Costs 2 Actions). The shagaru magala quickly beats its wings. Each creatures within 10 feet of the shagaru magala must succed on a DC 21 Dexterity saving throw or be knocked prone. The shagaru magala can then fly up to half its fying speed.

Lili

The strange, boar-like creatures known as the lili are mountain-dwelling beasts that live off of an omnivorous diet. Most commonly occurring in small groups or herds, lili range over their mountain habitats and consume everything in their path, digging out shrubs or small plants to consume even the roots. Their gastric acids allow them to digest even sturdy materials such as bones and hair, and their opportunistic feeding habits mean they don’t hesitate to chow down on corpses they find. When in a large enough group, lili use a fantastical hunting method where they will start a stampede, creating an earthquake to trigger an avalanche. They then burrow out of the way of the avalanche, which sweeps along other unfortunate creatures. Once everything has settled, the lili tunnel through the rubble in search of buried creature that they feast upon, which usually takes weeks before the lili must move on. While most closely resembling a boar, lili tend to be somewhat more slender and agile, including a prehensile tail that seems too weak for most uses. Instead of hooves, their legs are capped with bird-like talons that they use to tear apart prey or tunnel through the earth. Their odd composition is further compounded by their cry, which is most similar to a canine rather than anything porcine.


Lili

Medium monstrosity, Neutral


  • Armor Class 16 (natural armor)
  • Hit Points 81 (11d8 + 33)
  • Speed 40ft., burrow 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 6 (-2) 15 (+2) 4 (-3)

  • Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 12
  • Languages -
  • Challenge 5 (1800 XP)

Mountain Stride. A lili is unaffected by non-magical difficult terrain while on a mountain.

Trampling Charge. If the lili moves at least 20 feet straight towards a creature of equal or smaller size and then hits it with a gore attack on the same turn, the targest takes an 7 (2d6) piercing damage. It the target is a creature, it succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the lili can make one talon attack against it as a bonus action.

Relentless (Recharges after a Short or Long Rest). If the lili takes 15 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Multiattack. The sLili makes two attacks; one with its gore and one with its talons.

Gore. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) piercing damage.

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

This burly boar-like creature has the talons of an eagle on its forward legs but has a growl like that of a dog as it advances menacinly. Its tusks are like battering rams, so stay outta its path!

~Beeve Sirwin, wildlife expert.

Najarala

Dwelling in warm regions and favoring thick forests, the najarala is an immense serpent that uses its surprising agility to slip through the trees of its home, hunting for prey. A common hunting tactic for najarala is to burrow beneath the earth where it will settle into a state of semi-hibernation, waiting for any motion up above to set off its tremorsense. The najarala will then burst from the earth, scattering scales around its prey and shattering them with a rattle of its body to stun prey. They then use the opportunity to poison their foes and drag them into their powerful coils where they will crush their prey to death. While favoring more tropical environments, some najarala have adapted to living in frigid waterways and can burrow through ice as easily as earth.

Credit: Monster Hunter Franchise



Najarala

Gargantuan monstrosity, neutral


  • Armor Class 18 (natural armor)
  • Hit Points 139 (9d20 + 45)
  • Speed 40 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
26 (+8) 17 (+3) 21 (+5) 2 (-4) 16 (+3) 3 (-4)

  • Saving Throws Con +9
  • Damage Immunities Thunder
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 13
  • Languages -
  • Challenge 8 (8666 XP)

Tunneler. The najarala can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Scales. A najarala can dislodge the scale on its tail to use as a thrown weapon. These scales quickly regrow, granting the najarala an effectively unlimited arsenal of them. A scale that hits a creature remains in the square while a scale that misses lands in a random adjacent square next ot the target. Creature may occupy the same square that a scale is lodged into. A scale has an AC of 14 and 10 HP.

Actions

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

Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit: 21 (3d8 + 8) piercing damage. Target creature must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. While poisoned target is also paralyzed. A creature who succeeds on the save is immune to the poison for 1 minute.

Tail. Melee Weapon Attack: +12 to hit, reach 20ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage. target must succeed on a DC 18 Strength saving throw or be knocked back 15 feet and knocked prone.

Fling Scales. (Recharge 3-4) The najarala flings out its scales in a 30-ft cone. Each creature in that areamust make a DC 14 Dexterity saving throw or take 10 (3d6) bludgeoning damage. Up to four scales remain in any square of the najaralas choosing within the range of the cone.

Legendary Actions

The najarala can take 1 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The najarala regains spent legendary actions at the start of its turn.

Reposition. The najarala moves up to half its movement speed. If it does so underground, it does not take any attacks of opportunity.

Burrowing Breach. (Requires to be Burrowed) The najarala breaches from under the earth, causing all creatures in a 20 foot sqaure to succeed on a DC 16 Dexterity saving throw or suffer 18 (3d6+8) bludgeoning damage on a failed save.

Rattle. The najarala can rattle the scales on its body to cause powerful vibrations that reverberate through any scattered scales. Any unbroken scales within 40 feet of the najarala explode. Each scale detonates in a 5 foot radius around it. Each creature within range must succeed on a DC 16 Dexterity saving throw, taking 10 (3d6) piercing damage and 10 (3d6) thunder damage on a failed save or half as much on a successful save. The najarala is immune to the damage caused by the exploding scales.


Desravi

Small humanoid, neutral evil


  • Armor Class 14 (Hide)
  • Hit Points 13 (2d8 + 4)
  • Speed 25ft., 30 fly.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 14 (+2) 11 (+1) 12 (+1) 9 (-1)

  • Skills Athletics +4, Intimidation +1, Stealth +4
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Undercommon
  • Challenge 1 (200 XP)

Glide. The desravi cannot use its fly speed to hover in place. When flying, the desravi must end its movement at least 5 feet lower in elevation than where it started.

Actions

Multiattack. The desravi makes two attacks: Either two bone dagger attacks or two talon attacks when it is flying.

Bone Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. or range 20/60 ft., one target. Hit 4 (1d4 + 2) piercing damage.

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

The Desravi

Centuries ago, the desravi were trapped beneath the ground after a grand cataclysm that shook the entire world. Buried within the ground and unable to escape, the desravi were set upon by other creatures of the underdark stirred awake by the crisis. In their desperation to survive, the desravi turned to dark and cruel deities who granted the desravi the power and drive to slaughter their foes. The desravi turned callous and ruthlessly efficient, making use of everything they could lay their claws to survive. Preeminent scavengers, the desravi wore the bones and hides of their foes and their fallen kin they found their way back to the surface. Twisted by their servitude to dark deities, the desravi saw the aboveground races as soft targets and new resources to fuel their survival.


Desravi Ravager

Small humanoid, neutral evil


  • Armor Class 14 (Hide)
  • Hit Points 52 (8d6 + 24)
  • Speed 35ft., 30 fly.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 11 (+1) 14 (+2) 7 (-2)

  • Skills Athletics +6, Intimidation +2, Stealth +4
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Undercommon
  • Challenge 3 (700 XP)

Glide. The desravi cannot use its fly speed to hover in place. When flying, the desravi must end its movement at least 5 feet lower in elevation than where it started.

Frenzy (1/rest). As a bonus action, the desravi ravager can trigger a berserk frenzy that lasts 1 minute. While in frenzy, it gains resistance to bludgeoning, piercing, and slashing damage and has advantage on attack rolls. Attack rolls made against a frenzied desravi ravager have advantage.

Actions

Multiattack. The desravi ravager makes two attacks patterns: Either three spear attacks or two talon attacks when it is flying.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. or range 20/60 ft, one target. Hit 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.

Talons. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d4 + 4) slashing damage.

Art Credit: Daniel Lairos

Indulgent Tormentor

These burly demons are born from the souls of those who caused widespread or significant suffering through their unwillingness to sacrifice themselves. Corrupt nobles who continued to hold extravagant parties even as their people starved, lead climbers who would cut their companions loose to save themselves, and those who would gladly let others suffer in their place are prone to becoming indulgent tormentors when their souls descend to the Abyss. They readily offer up others to the tortures of their horrible realm in place of themselves, willing to twist the knife even in those they once called friends. While tormentors personally refuse to sacrifice, they readily demand from others and become empowered when they find a kindred soul. They use their magic and own manipulations to sow distrust among allies, making them unwilling to sacrifice for their companions. However, indulgent tormentors tend to lack the patience for more in-depth schemes and leap to the attack when presented the opportunity, eager to inflict pain and gruesome injuries on their victims.


Indulgent Tormentor

Large fiend (demon), chaotic evil


  • Armor Class 13/15 (natural armor/hasted)
  • Hit Points 85 (10d10 + 30)
  • Speed 40ft., fly 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 17 (+3) 13 (+1) 11 (0) 16 (+3)

  • Damage Resistances cold, fire, lightning; bludgeoning, piercing and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 10 ft., darkvision 120 ft., passive Perception 10
  • Languages Abyssal, telepathy 120 ft.
  • Challenge 6 (2300 XP)

Aura of Demand. At the beginning of a indulgent tormentors turn, it may gain the ability to use the haste spell until the start of its next turn without suffering the detriments. Any creature aware of this ability within 60 feet may use their reaction to sacrifice 10 hitpoints to negate the aura until the end of the indulgent tormentors turn.

Innate Spellcasting. The indulgent tormentors spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The indulgent tormentor can innately cast the following spells, requiring no material components:

At will: darkness, inflict wounds

1/day each: hellish rebuke (3rd level), enemies abound

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

Actions

Multiattack. The indulgent tormentor makes two attacks: one with its dagger and one with its claw.

Dagger. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (2d4 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 7 (1d6 + 4) slashing damage.

Ushi-Oni

'The monstrous ushi-oni is a grotesque fiend shrouded in rumors and myths that is said to come in a variety of forms with the only consistency being a fanged ox-head on its body. For their part, ushi-oni seem to encourage bewildering stories about their kind to confuse would-be hunters about their appearance and abilities. While there is some discrepancy in their form, ushi-oni are found in the shape of a vast spider body with a wild-maned ox head. Each of their legs ends in a vicious claw that they use to rend prey to pieces, making their death slow and painful. Most ushi-oni are eighteen feet in height and can weigh over 3,000 pounds. Naturally occurring upon the Material Plane, ushi-oni tend to refrain from acting with others of their own except during mating seasons. While a primarily solitary beast, ushi-oni are known to enlist the aid of nure-onna or even sirens to help draw prey towards their coastal hideouts before they spring out and attack. However, the ushi-oni never considers such partnerships to be those of equals and instead see them as underlings. Ushi-oni are loath to serve under others and even when recruited by other, more powerful creatures, will face death before willingly serving under others. Outside of filling their considerable stomachs, ushi-oni enjoy wreaking havoc on mortals.'



Ushi-Oni

Huge fiend (Demon), Neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 126 (11d12 + 55)
  • Speed 50ft., climb 30ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 21 (+5) 10 (0) 14 (+2) 16 (+3)

  • Skills Perception +6
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons.
  • Damage Immunites poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Abyssal, Common, teleparth 120ft.
  • Challenge 9 (5000 XP)

Death Knell Aura. Immediately after bringing a creature down to 0 hitpoints, as a bonus action the ushi-oni can emit a soul leeching aura. Creatures within a 20 foot radius of the ushi-oni die instantly if they fail a death saving throw. Creatures that die within the aura grant the ushi-oni 9 (2d8) temporary hitpoints and a +2 bonus to their strength score. The aura lasts for 1 minute and cannot be used until the ushi-oni has a long rest.

Heightened Perception. The ushi-oni is always aware of the presence of an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of it, as well as where the creature is located. Its perception can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Innate Spellcasting. The ushi-oni's spellcasting ability is Charisma (spell save DC 15). The ushi-oni can innatelycast the following spells, requiring no material components:

3/day each: contagion, darkness, dispel magic

Actions

Multiattack. The ushi-oni makes four attacks: one with its gore and three with its claws. Alternatively, it makes two attacks with its claws and casts one spell.

Gore. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 19 (3d8 + 6) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 7 (2d4 + 2) slashing damage.

Acidic Poisonous Spit (Recharge 6). The ushi-oni exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 41 (9d8) acid damage on a failed save, or half as much damage on a successful one. At the start of the affected creatures turn, they must succeed on a Constitution saving throw (DC 15) or become poisoned for 1 hour. Creature who succeed the saving throws are immune to the poison for 24 hours.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Mizutsune

A specially evolved Leviathan with a sleek, lithe body. A Mizutsune can secrete a peculiar fluid that covers its foes in immobilizing bubbles. Once its foe's movement is impaired, it closes in with spry, dance-like movements.

A species of beautiful beasts with vaguely vulpine feature, mizutsune dwell near rivers or other bodies of water where they feed upon fish or other small prey. Despite Mizutsune's strange appearance, the fins it has actually act as receptors for detecting the presence of predators and prey coming through vibrations in the secretions.

The hairs are used for sliding on the fluids it produces, spreading the fluids, and even using the fluids to produce more bubbles. Mizutsune can also breath these bubbly fluids from its mouth. It is known to use the bubbles it produces both offensively and defensively in battle. It uses the bubbles to help it move faster and to make it more flexible in battle, while simultaneously impeding the movement of any foes. In order to stop itself quickly while moving, Mizutsune has special hook-like claws that allow it to stop sliding quickly to face threats and not leave itself open.

Habitat and Behavior

Mizutsune are rather calm in nature until provoked. They prefer to be left alone resting near large bodies of water, while covered in their special secretions. They prefer to avoid confrontations, however, will defend themselves if need be. Once a threat has left, Mizutsune won't chase after the threat but will instead let it go. Though Mizutsune are usually calm, they are known to turn aggressive during Breeding Season.

Art Credit: Monster hunter franchise



Mizutsune

Huge monstrosity, neutral


  • Armor Class 18 (natural armor)
  • Hit Points 157 (15d12 + 60)
  • Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 18 (+4) 19 (+4) 3 (-4) 16 (+3) 13 (+1)

  • Saving Throws Dex +8, Con +8
  • Skills Perception +7
  • Damage Vulnerabilities electricity
  • Senses darkvision 60ft., passive Perception 17
  • Languages -
  • Challenge 12 (8400 XP)

Enraged (Recharge 4). As an action, the mizutsune may enter into an enraged state. While enraged, the mizutsune gains these benefits:

The mizutsune gains an additional bite attack per multiattack and deals an extra 2d4 piercing damage per attack.

If the mizutsune takes 45 damage or more on a single turn, the mizutsune leaves the enraged state. The mizutsune loses this state at the start of its third turn of being enraged.

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

Suds. A mizutsune is able to afflict creatures with its natural suds that cover them in foam and bubbles. Whenever a creature covered in suds moves, it must attempt a DC 16 Dexterity check or fall prone. The effects of the suds fade after 1 minute unless reapplied.

Actions

Multiattack. The mizutsune makes three melee attacks, one bite and two claw attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 16 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 20ft., one target. Hit 14 (2d8 + 5) bludgeoning damage. Target must succeed on a DC 16 strength saving throw or be knocked prone.

Pressure Beam (Recharge 6). The mizutsune unleashes a focused stream of water in a 90-foot line that is 5 feet wide or in a 30-ft cone. Each creature in that line must make a DC 16 Dexterity saving throw, taking 54 (12d8) slashing damage on a failed save, or half as much on a successful one.

Blow Bubbles (Recharge 5-6). The mizutsune blows large bubbles from its mouth that fills a 30-ft cone. Each creature in that area must make a DC 16 Dexterity saving throw or become covered in Suds.

Legendary Actions

The mizutsune can take 2 legendary actions, choosing from the options below. One one legendary action option can be used at a time and only at the end of another creature's turn. The mizutsune regains spent legendary actions at the start of its turn.

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

Tail Attack. The mizutsune makes a tail attack.

Slip and Slide (Requires Enraged, 2 actions). The Mizutsune coats itself with the slippery liquid it uses to create its bubbles and slides away rapidly. The mizutsune moves up to its speed and doesn't provoke any attacks of opportunity. The spaces that the mizutsune moves through become covered in bubbles and the monster's slippery fluids. The trail remains for 1 minute and creature attempting to cross the trail not at half speed must make a DC 16 dexterity check or fall prone.


Aoyin

Large monstrosity, neutral evil


  • Armor Class 14 (Natural armor)
  • Hit Points 95 (10d10 + 40)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 18 (+4) 10 (0) 15 (+3) 5 (-3)

  • Skills Perception +5
  • Senses darkvision 60ft., passive Perception 15
  • Languages Common
  • Challenge 4 (1100 XP)

Charge. If the Aoyin moves at least 20 ft. straight toward a target and then hits it with a impaling gore attack on the same turn, the target takes an extra 10 (3d6) piercing damage.

Actions

Multiattack. The aoyin makes two attacks: one with its hooves and one with its gore. It can't make both attacks against the same target.

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

Impaling Gore. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 14 (3d6 + 4) piercing damage. If the target creature is a medium or smaller creature, the creature becomes grappled (escape DC 14). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws. The aoyin can continue to use its gore and if it hits another creature with it, both creatures take damage. Only one creature can be grappled by the gore this way.

Art Credit: Liu Liwen

Aoyin

Found in high mountains, aoyin are often mistaken for regular cattle at first glance, but are actually savage creatures with a cruel cunning. The most obvious signs that aoyin are not the oft-benign herbivores they appear to be are the multiple horns curling from their heavy heads and sharp fangs that fill their maws. However, unobservant individuals often wander too close to the aoyin before they notice these bizarre features, making them easy prey for the wicked beasts who are all to eager to take advantage of such mistakes. Aoyin are almost wholly carnivorous and while they will eat any form of meat, even each other if other prey is scarce, they favor the flesh and meat of humanoids over all others. Each aoyin seems to develop a taste for a particular species of humanoid and can occasionally be found espousing why their favorite is clearly the best to other aoyin. Most aoyin are slightly larger and heavier than average cattle.

Aoyin prefer to charge into combat, catching foes upon their horns and then dashing them to pieces against the environment or other creatures. While aoyin may occasionally hunt in a mated pair or herds, they maintain a selfish possessiveness over their kills, sharing only when they’ve had their fill. In cases where an aoyin is consuming its favorite type of humanoid, they may eat themselves to the point of nausea rather than sharing with others. Fights are common among aoyin herds and it is through them that hierarchy is decided, with a leader lasting only as long as he can defend his position. Despite the harshness of such groups, aoyin still often form herds to hunt larger or more powerful prey.

At first glance, this appears to be a regular bull or ox, but has two sets of horns, a fearsome set of fangs, and a cruel intellect behind its eyes, so keep your distance when ya see one of these beasties! ~Beeve Sirwin, wildlife expert.

Tigrex

Hailing from times long before history was recorded, before dragons had even developed their advanced intellects or their arcane prowess the tigrex is a species that has never evolved beyond pure might and savagery. While many dragons might consider these brutal cousins, which lack even any sort of elemental might to command, an embarrassment to their kind, they are perfectly suited for their niche, much like sharks. Wandering predators, tigrex rely on their fearless aggression to see them through any encounter, which has allowed them to take down prey that most other creatures of their size would balk at. Tigrex will even hunt other carnivores or dragons in their frenzy and hunger and if they can establish themselves as a dominant predator in the area, they may remain for some time instead of passing on to a different locale. Tigrex can occur in a variety of forms, ranging from deviant species such as grimclaw or distinct subspecies such as molten, flame, or brute tigrex. The most common of these, the brute tigrex are a subspecies of tigrex that can be simulated by applying the advanced simple creature template to the base tigrex.



Tigrex

Huge monstrosity, neutral


  • Armor Class 19 (Natural Armor)
  • Hit Points 225 (18d12 + 108)
  • Speed 50ft., 30 ft fly

STR DEX CON INT WIS CHA
25 (+7) 15 (+2) 23 (+6) 4 (-3) 13 (+1) 13 (+1)

  • Skills Intimidation +11, Perception +6
  • Damage Vulnerabilities electricity
  • Damage Resistances cold
  • Senses darkvision 60ft., passive Perception 16
  • Languages -
  • Challenge 14 (11500 XP)

Enraged (Recharge 4). As an action, the tigrex may enter into an enraged state. While enraged, the tigrex gains these benefits: When first used on its turn, each creature within 30 ft must succeed on a DC 18 Constitution saving throw or be momentarily stunned by its vigourous roar until the start of the monsters next turn.

The tigrex gains an additional bite attack per multiattack and deals an extra 2d4 piercing damage per attack.

The tigrex gains resistance to bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons.

If the tigrex takes 50 damage or more on a single turn, the tigrex leaves the enraged state. The tigrex loses this state at the end of its third turn of being enraged.

Poor Flight. At the end of the tigrex's turn, if it is in flight, it falls 20 feet.

Actions

Multiattack. The tigrex makes three melee attacks, one bite and two claw attacks.

Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 26 (3d10 + 7) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15ft., one target. Hit 16 (2d8 + 7) bludgeoning damage.

Legendary Actions

The tigrex can take 2 legendary actions, choosing from the options below. One one legendary action option can be used at a time and only at the end of another creature's turn. The tigrex regains spent legendary actions at the start of its turn.

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

Tail attack. The tigrex makes a tail attack.

Concussive Roar (2 actions). The Tigrex lets out a deafening roar. Each creature within a 20 foot radius must make a DC 18 Consitution saving throw. Creatures within 10 feet suffer 55 (10d10) thunder damage/ within 15 feet 44 (8d10) thunder damage/ within 20 feet 33 (6d10) thunder damage on their respectful failed saving throws and are stunned until the end of the tigrex's next turn. Creatures who succeed take half damage and are not stunned.

Aggressive Charge (Requires Enraged, 2 action). The tigrex moves in a fury. The tigrex charges forward in a straight line its full movement speed while gnashing its jaws. Each creature the tigrex passes over must succeed a DC 18 Dexterity saving throw or take 27 (6d8) bludgeoning damage. The tigrex does so three times before ending its turn.

Bloody Maiden

Bloody maidens were constructs meant to serve as the guardians, assistants, and instruments of chief tormentors. While iron golems originally served this purpose, experiments done by head inquisitors in the service led to the creation of the bloody maidens. Able to serve as mobile interrogation tools, bloody maidens were one of the most fearsome, horrifying torture tools known to exist. Most bloody maidens stand 11 feet tall and weigh in excess of 4,500 pounds.

While mindless and dutiful servants, bloody maidens can develop a base form of sentience due to their continual consumption of souls. These bloody maidens can prove particularly dangerous as many are still dedicated to their original task of torment and now attend to their task with inquisitive glee. Such bloody maidens will usually continue to serve their masters, but most eventually turn on them. Occasionally, the souls that a bloody maiden has consumed will linger within its form, creating the basis of its personality.



Bloody Maiden

Large construct, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 142 (15d10 + 60)
  • Speed 30ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 18 (+4) 3 (-4) 11 (0) 1 (-5)

  • Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
  • Condition Immunities charmed, exhaustion, frightened, paralysed, petrified, poisoned
  • Senses darkvision 60ft, passive Perception 10
  • Languages understands the languages of its creator but cannot speak
  • Challenge 10 (5900 XP)

Consume Essence. If a creature is slain by a bloody maiden's imprison ability, its essence is drawn into the contruct's magic and empowers it. For 1 minute, the bloody maiden gains the benefits of the haste spell, gains a number of temporary hitpoints equal to the maximum HD of the creature slain and increases the DC of its tears of blood ability by 2.

Tears of Blood. Creatures near a bloody maiden are stricken by the foul magics fueling it. creatures that start their turn within 10ft of the bloody maiden must succeed on a DC 16 Wisdom saving throw or begin to bleed from their eyes for 1 minute. Whilst bleeding from their eyes they are blinded for the duration. A creature affected by this aura is immune to these effects again for 24 hours.

Immutable Form. The bloody maiden is immune to any spell or effect that would alter its form.

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

Magic Weapons. The bloody maiden's weapon attacks are magical.

Actions

Multiattacks. The bloody maiden makes two grasping slam attacks.

Grasping Slam. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 17 (2d10 + 6) bludgeoning damage. The target is a creautre of medium size or smaller, it is grappled (escape DC 18). The bloody maiden cannot grasp more than one creature at a time with each hand.

Imprison. The bloody maiden makes one grasping slam attack against a Medium or smaller target it is grappling. If the attack hits, the victim is forced within the bloody maidens torso and traps them inside. While trapped, the target is blinded and restrained, it has total cover against attacks and other effects outside the bloody maiden, and it takes 13 (3d6 + 3) piercing damage at the start of each of the bloody maiden's turns. A bloody maiden can have only one creature trapped at a time.

If the bloody maiden takes 30 damage or more on a single turn from the trapped creature, the creature breaks free from inside the of the bloody maiden at the end of their turn, falling prone within 10 feet of the bloody maiden. If the bloody maiden dies, a trapped creature is no longer restrained by the bloody maiden and can escape from the corpse by using 15 feet of movement, exiting prone.

Despite its draconic shape, a seregios is a distant cousin to them at best, but is not classified as such by most specialists due to its lack of arcane capabilities, elemental manipulation, and limited intellect. Although it lacks such powers, a seregios is nevertheless a vicious foe who is able to inflict horrific wounds with the bladed scales that coat the beast’s body. It exhibits extraordinary control over these scales, able to swivel them to protect itself from attacks or launch it in a spray of knife-like projectiles. A seregios is a master aerialist, able to outfly many other residents of the air with its amazing agility and powerful wings. A race of fierce and aggressive creatures, seregios aren’t known to come from a singular habitat as far as has been discovered. Instead, they range far and wide, invading any territory, outside of deserts, with plentiful food, and then attacking whatever apex predator dwells there. After establishing itself as a new apex predator, the seregios will jealously guard its territory from any potential competitors. Even other seregios aren’t safe from their fellow kind and will eat each other if given the opportunity. The only time when seregios seem to tolerate each other is during mating season, but such instances are brief and a mother seregios guards her nest alone with even greater ferocity than is usually exhibited by the savage species.

Seregios



Seregios

Huge monstrosity, neutral


  • Armor Class 20
  • Hit Points 225 (18d12 + 108)
  • Speed 40ft., fly 60 ft.

STR DEX CON INT WIS CHA
23 (+6) 18 (+4) 23 (+6) 4 (-3) 18 (+4) 12 (+1)

  • Damage Vulnerabilities cold, electricity
  • Damage Resistances bludgeoning, piercing and slashing from non-adamantine weapons
  • Senses darkvision 60 ft., passive Perception 14
  • Languages -
  • Challenge 15 (13000 XP)

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

Lacerating Wounds. The wounds left by a seregios are especially grievous. When a creature is hit by the seregios's talons, blade scales or its rain of blades, the creature begins bleeding profusely. That creature will take 9 (2d8) damage at the start of their turn until they receive atleast 10 hitpoints worth of magical healing or a DC 19 medicine check to staunch the wound.

Enraged (Recharge 4). As an action, the seregios may enter into an enraged state. While enraged, the seregios gains these benefits:

The seregios gains an additional tail attack per multiattack and deals an extra 2d4 slashing damage per attack.

When hitting the seregios with a melee attack with a non-reach weapon, the attacker suffers 7 (2d6) slashing damage.

If the seregios takes 55 damage or more on a single turn, the seregios leaves the enraged state. The seregios loses this state at the end of its third turn of being enraged.

Actions

Multiattack. The seregios makes three attacks: One with its bite, one with its talons and one with its tail.

Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 15 (2d8 + 6) piercing damage.

Talon. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 13 (2d6 + 6) slashing damage

Tail. Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit 13 (2d10 + 6) bludgeoning

Blade Scale. Ranged Weapon Attack: +9 to hit, range 30/90., one target. Hit 13 (2d6 + 6) slashing damage.

Rain of Blades (Recharge 5-6). The seregios flings its scales in a 30-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The seregios can take 2 legendary actions, choosing from the options below. One one legendary action option can be used at a time and only at the end of another creature's turn. The seregios regains spent legendary actions at the start of its turn.

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

Tail attack. The seregios makes a tail attack.

Fling. The seregios makes a blade scale attack.

Gingerbread Golem

According to legend, the first gingerbread golem was created on accident by a childless hedge witch. She baked a child-sized gingerbread man in an effort to amuse local children, but while she was distracted, her cat knocked over some magical reagents that spilled into the mixture. When the gingerbread man was done cooking, it shocked her by leaping up from its baking tray and dashing from her house. Suddenly possessing a strange sense of life, the gingerbread man ran amok in the local town, attracting a horde of children and even adults with its magical scent before it was caught by the hedge witch who studied the strange creature to determine how exactly she had made it.

Since then, the hedge witch’s recipe for a gingerbread golem has spread across the nations of Htrae. Bakers and pâtissiers who have some connection to magic often use gingerbread golems as mascots, demonstrating their skill as a baker and artist. Such gingerbread golems are often designed to represent and promote the shop, sometimes venturing throughout the town to lure passersby to the bakery.

However, gingerbread golems are sometimes employed by far more nefarious individuals. Hags, child traffickers, and worse will employ gingerbread golems to lure prey to them. Occasionally, hags will even vary the recipe to make everlasting gingerbread huts with an alluring scent that draw unwitting victims towards it. Despite such instances being in the minority of usages for a gingerbread golem, their existence has soured opinion of gingerbread golems as a whole. Innocent bakers occasionally suffer undue persecution for their ownership of a gingerbread golem and some areas have even opened up the discussion of the legality of gingerbread golems. The mind-altering effects of their magical scent has been brought up by some as a dangerous precedent to allow and how it can be used.

Illustration by: Vildevitus#2346


Gingerbread Golem

Small construct, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 33 (6d6 + 12)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 14 (+2) 3 (-4) 8 (-1) 12 (+1)

  • Skills Acrobatics +6
  • Damage Resistances damage from spells
  • Condition Immunities charmed, exhaustion, frightened, paralyzed
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands the languages of its creator but can't speak
  • Challenge 2 (450 XP)

Alluring Scent. A gingerbread golem constantly emits a magically enhanced scent of freshly made gingerbread. Creatures within 30 ft of the golem need to make a DC 12 Wisdom saving throw or become charmed for 1 minute.

While charmed by the golem, a target is incapacitated and ignores the scent of other golems. If the charmed target is more than 5 ft. away from the golem, the must move on its turn toward the golem by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the golem, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this golem's scent for the next 24 hours.

Immutable Form. The golem is immune to any spell or effectthat would alter its form.

Magic Mutation. The gingerbread golem has an innate ability to change when harmed by certain spells;

  • A magical attack that deals cold damage slows the golem (as per the slow spell) with no saving throw for 1d4+1 rounds

  • A magical attack that deals fire damage hastens the golem (as per the haste spell) for 1d4+1 rounds.

Uncatchable. The gingerbread golem has advantage on escaping grapples.

Actions

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

WARNING

The following monster is designed as a Boss monster and was designed for a difficult encounter for a 4/5 person, 8-10th level party. It should not be treated lightly when using it as a "random" encounter if the party is 10th level or lower for 5th edition. This monster uses many special mechanics that are not commonly seen in D&D.

Martial Skill

Using the Martial Skill


Using Martial is similar in the application of using Investigation on your surroundings, except Martial is focused specifically on a creature. While you are able to use your action to make Wisdom (Martial) checks like any other skill, all players can choose to make one free Martial skill check at the start of each of their turns when in combat.

The results will vary, but things you might deduce about a creature include:

• Their power relative to you (Such as resistances, saving throws, immunties, hitpoints, etc.)

• Traits they possess (Such as levels in a class, special traits, reactions, etc.)

• Tactics they employ (Its demeanor, how it will go about on its next turn.)


On average a DC 13 should be the base line for learning information. On a high roll, the character should be able to learn multiple traits or hidden/secret traits a creature possesses.


It is also assumed that should the Martial check relate to another skill that you add the bonuses of each applicable skill to the Martial check when needed. Example:


• Such as if you had an Ent fight, you could use Martial + Nature because it is part tree


• If it was god or celestial then Martial + Religion


• For a ghost with historical or ritualistic purposes you could use Martial + Religion + History

And so on and so forth.


Once revealed, it is assumed that the GM will show or explain exactly how a certain ability works that is has and all Players/PCs become aware of this knowledge once a GM has revealed it.

Start and End of Turn traits/effects

The following monster has multiple abilities that do not count towards its action economy and occur on the beginning and end of its turn.

Combo Attacks

Certain attacks have a benefit if used after another.


Triune Spirit

A triune spirit is not a common occurance throughout the year, but one that comes around a season of giving and joy. But it does not come to share in the pleasantries or gifts, nor the warm hearths that families share or to shower those in need with delights. A triune spirit is a living omen to those who retain selfish and greedy lifestyles, ones who show uncaring to the world around them.

Often times, a ghostly emissary shows themselves before such people, informing them of the triune spirit who will come and show them why they should not ignore their fellow man. The emissary warns those who are chosen by the triune spirit, that should they follow down their path, that they will meet a terrible fate.

A triune spirit is a singular form of three parts; one of the past, one of the present and one of the future. This creature will show visions to the chosen individual of these time frames. And will attempt to coerce them into seeing a better path.

But not all triune spirits get this luxury, for some are halted in their steps by such individuals who use their wealth to hire adventurers to stop them. Many who fall under this employ come to realise the harsh danger of a triune spirit and quickly learn that their foe is one of terrible strength. A triune spirit is not a vengeful one, but one that teaches hard truths and won't back down from a fight should they be halted from their goal.

Illustration by Vildevitus#2346



Triune Spirit (First Form)

Small celestial, lawful neutral


  • Armor Class 16 (natural armor)
  • Hit Points 99 (18d6 + 36)
  • Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
4 (-3) 18 (+4) 15 (+2) 10 (+0) 20 (+5) 14 (+2)

  • Saving Throws Dex +7, Con +5, Int +3
  • Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned, prone
  • Senses darkvision 120 ft., truesight 120 ft., passive Perception 15
  • Languages all
  • Challenge 8 (3900 XP)

Antecedant Bombardment. At the start of the triune spirit's turn and every other turn after in combat, eight 10-foot radius blue glowing "zones" will appear within a 60 foot radius of the triune spirit. At the start of the triune's next turn, each zone will detonate, dealing 17 (5d6) radiant damage to all creatures within. These zones cannot overlap and must remain within the radius. The triune spirit is immune to the damage from the zones.

Can't run from the Past. When taking an attack of opportunity, the triune spirit gains the benefits of the Sentinel feat.

Flickering Memory. At the end of the triune spirits turn, if it has moved, it may return back to where it originally began its turn and regain half of any hitpoints it lost on its turn.

To Dwell on the Past. At the end of the triune spirit's turn, it can invade another creatures mind within 60 ft with doubt. That creature must make a DC 16 Wisdom saving throw or take disadvantage on all attack rolls, ability checks and saving throws until the start of its next turn.

Foregoing Attack. When the triune spirit makes an attack, it announces its target with what it shall do. The attack may occur at any point in combat before the triune spirit has died and rejuvenated. An attack that is withheld deals an extra d8 of damage. The attacks cannot be used once the first form has been defeated and must be used before it has been brought down to 0 hitpoints, otherwise they are lost.

Preordained Initiative. The triune spirit can start on any initiative count and remains the same for the rest of combat.

Magic Resistance. The triune spirit has advantage on saving throws against other magical effects.

Divine Rejuvenation. When the triune spirit drops to 0 hitpoints. Its body will dissipate. The triune spirit will than appear in its second form, in an unoccupied space within 60 feet of where it lost its first form. Their initiative count doesn't change.

Actions

Multiattack. The triune spirit makes two attacks or one attack and reminicsense. , it cannot use the same attack twice in a turn.

Prior Attack. Ranged Spell Attack: +8 to hit, range 30 ft., one creature. Hit: 13 (3d8) radiant damage.

Preceding Attack. Ranged Spell Attack: +8 to hit, range 60 ft., one creature. Hit: 13 (3d8) radiant damage. If used after prior attack, instead deal 27 (6d8) radiant damage.

Traditional Attack. Melee or Ranged Spell Attack: +8 to hit, reach 5ft. or range 90 ft., one creature. Hit: 9 (2d8) radiant damage.

Reminicsense. The triune spirit heals for 17 (5d6) hitpoints, disappears and then appears in a space it was previously in on its last turn.



Triune Spirit (Second Form)

Large celestial, neutral


  • Armor Class 17 (nautral armor)
  • Hit Points 157 (15d10 + 75)
  • Speed 30ft.

STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 20 (+5) 18 (+4) 12 (+1) 14 (+2)

  • Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 120 ft., truesight 120 ft., passive Perception 11
  • Languages all
  • Challenge 10 (5900 XP)

Advent Wreath. An evergreen wreath with four candles reside around the collar of this spirit. At the start of each turn, a candle of the spirit's choice shines in a 60ft radius aura centered on the triune spirit, granting one of these benefits:

Candle of Hope: Each creature of the triune spirits choice within the radius below 50% of their maximum hitpoints gains temporary hp equal to double their level that lasts until the end of the triune spirits next turn. The triune spirit gains 10 (3d6) hitpoints for each "hostile" creature it effects with this ability.

Candle of Peace: The triune spirit gains the benefits of the sanctuary (DC 16) spell, gains 40 temporary hitpoints and can take no hostile actions until the start of its next turn. While doing so, all attacks that would deal damage against it instead deal half damage. If no creatures attempt to harm the triune spirit while this candle is present, each "hostile" creature within the aura regains 3d6 hitpoints. Child of Ignorance cannot activate while this candle is activated.

Candle of Joy: The triune spirit emantes a joyous aura. "Hostile" creatures within the radius may choose to either gain temporary hitpoints equal to their level and +2 to their AC and saving throws until the start of the triunes next turn, or reduce the AC and saving throws of the triune spirit by 2 until the start of its next turn.

Candle of Love: The triune spirit emantes a peaceful wave of energy within the aura. Each "hostile" creature within the aura must succeed a Wisdom saving throw (DC 16) or be under the effects of the charm monster spell until the end of the triune spirit's next turn. Each creature who fails regains 7 (2d6) hitpoints. The triune spirit regains 7 (2d6) hitpoints for each creature who succeeds.

Each time a candle is used, it cannot be reused until all candles are used. Once all the candles are used, it cannot active a candle until the end of its next turn.

Child of Ignorance. At the end of a creature's turn in combat that did not engage in combat or aid an ally against the triune spirit causes the spirit to simmer with anger for their neglect. For each occurance this happens in combat the triune spirit adds an additional d6 of damage to its attack.

Child of Want. An apparition of desire floats above the head of the triune spirit. At the start of a "hostile" creatures turn within 60 ft of the triune spirit, they must make a Wisdom saving throw (DC 16) or become stunned. A creature can repeat this save on the end of their turn. A creature can also be aided with an action to "awake" them. A creature who has been affected or succeeded thier saving throw is immune to this effect for the next 24 hours.

Cornicopia of Wealth. At the end of the triune spirits turn, a vibrant, glowing piece of food falls from his sleeve. If taken and consumed as an action, a creature gains 20 temporary hitpoints and has advantage on Wisdom saving throws until the temporary hitpoints are depleted. When the triune spirit is destroyed, all food that was left unattended dissipates.

Divine Rejuvenation. When the triune spirit drops to 0 hitpoints. Its body will dissipate. The triune spirit will than appear in its third form, in an unoccupied space within 60 feet of where it lost its second form. Their initiative count doesn't change.

Actions

Multiattack. The Triune Spirit makes two fist attacks.

Fist. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 13 (2d6 + 6) bludgeonning damage + Ignorance (Xd6) Target creature must succeed a Strength saving throw (DC 18) or be knocked back 10ft and prone.



Triune Spirit (Third Form)

Medium celestial, chaotic neutral


  • Armor Class 19 (natural armor)
  • Hit Points 161 (19d8 + 76)
  • Speed 0 ft., fly 60 ft. (hover)

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

  • Saving Throws Str +3, Dex +9, Con +9, Wis +6
  • Skills Perception +9
  • Damage Resistances acid, cold, fire, lightning, necrotic, radiant, thunder; bludgeoning, piercing, and slashing
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 120 ft., truesight 120 ft., passive Perception 19
  • Languages all but cannot speak
  • Challenge 12 (8400 XP)

Daunting Tombstone. On the start of the triune spirits first turn in combat, a large sized tombstone appears on the battlefield in a location within 90 ft of the triune spirit. On the triune spirit's turn, each creature in combat within 60 ft of the tombstone must succeed on a Wisdom saving throw (DC 18) or suffer 9 (2d8) psychic damage. A creature who fails this DC by 5 or more suffers 13 (3d8) psychic damage and is frightened by the tombstone and must spend their reaction to move up to half their movement away from it. The triune spirit can cause the tombstone to disappear once it is out of combat.

Tethered. The triune spirit is connected to the tombstone by a darkened coil. The triune spirit can move no further than 90 ft away from the tombstone while the tombstone is present.

Grim Phylactery. The tombstone acts as the triune spirit's phylactery. While the tombstone remains on the battlefield, the triune spirit transfers half of all the damage that is dealt to the tombstone to itself, bypassing its resistances. The tombstone has an AC of 15, 75 hitpoints, resistance to cold, fire; bludgeoning, piercing and slashing from non magical weapons and immunity to necrotic, poison, psychic and radiant damage. Should the tombstone be destroyed, the triune spirit loses all its damage resistances.

Ruthless. The triune spirit is immune to any spell or effect that would cause it to change its demeanor or that would alter its form. It may choose to execute a fallen hostile creature if it is convenient.

Incorporeal Movement. The triune spirit 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.

No Rest for the Wicked. The triune spirit is aware of the alignment of each creature within 90 ft of it. When creatures with an evil alignment suffer damage from the triune spirit, they receive half the hitpoints restored from any magical healing means until the end of the triune spirit's next turn.

For Whom the Bell Tolls (Secret Trait). If the triune spirit is brought down to 0 hitpoints by a creature with an evil alignment, both the creature and the triune spirit shift to a demiplane where the triune spirit will show the consequences of their actions and how they effected those around it. If the creature wishes to change for the better after these visions are shown, the triune spirit will dissipate and return the creature back. If the creature refuses to change, they will suffer double the damage dealt to the triune spirit as radiant damage. If this brings the creature down to 0 hitpoints, the triune spirit suffers no damamge.

Divine Ressurection. When the triune spirit drops to 0 hit points after all other ability effects and traits, the triune spirit and the tombstone vanish. The triune spirit is dead until the next winter solstice, when it reappears at full health in its first form in a town where a heartless individual resides.


Actions

Multiattack. the triune spirit makes two attacks, one with fate and reposition.

Fate. The triune spirit points at a the tombstone while looking at a creature within 90 ft. That creature must succeed on a Wisdom saving throw (DC 18) or view a fate guided by their actions. If the creature is good aligned, they suffer 18 (4d8) radiant damage, 27 (6d8) radiant damage if neutral aligned or 40 (9d8) necrotic damage if evil aligned.

Guided Reposition. Melee Spell Attack: +9 to hit, reach 5ft., one target. Hit. A creature touched by the triune spirit will be magically transported exactly 60 ft from the tombstone along with the triune spirit.

Ukanlos

A vast creature worshipped as gods by some primitive cultures, ukanlos are rare creatures that are only found in remote, subzero habitats. Possessing a shovel-like chin, this immense beast uses its curious adaptation to dig through ice and snow and then uses its sturdy, streamlined carapace to swim through the frigid environs. The extremely efficient body of a ukanlos allows it to absorb minerals from the ice it eats but it requires more than ice to sustain its bulk. Ukanlos hibernate between their meals, but are highly aggressive and territorial, readily attacking any creatures that intrude upon it.

Credit: Monster Hunter Franchise



Ukanlos

Gargantuan monstrosity, unaligned


  • Armor Class 21 (natural armor)
  • Hit Points 259 (14d20 + 112)
  • Speed 50 ft., burrow 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
27 (+8) 8 (-1) 24 (+7) 4 (-3) 18 (+4) 6 (-2)

  • Saving Throws Con +14, Wis +9, Cha +3
  • Skills Athletics +18, Perception +9
  • Damage Vulnerabilities fire
  • Damage Immunities cold
  • Senses darkvision 90 ft., passive Perception 19
  • Languages -
  • Challenge 15 (13000 XP)

Ice Walk. The ukanlos is immune to difficult terrain composed of ice or snow.

Legendary Resistance (1/Day). If the ukanlos fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The ukanlos can make three attacks: one with its jaw slam, one with its claw and one with its tail. It can't make all three attacks against the same target.

Jaw Slam. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit 27 (3d12 + 8) bludgeoning damage. Target creature must succeed a DC 21 strength saving throw or be knocked prone.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit 21 (3d8 + 8) bludgeoning damage.

Breath Weapon (Recharge 6). The ukanlos exhales an icy beam in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) cold damage on a failed save, or half as much damage on a successful one. Creatures who failed become incapacitated as ice covers their frame for 1 round.

Crush (Recharge 6). The ukanlos does a mighty leap onto an area within 20 ft. Each creature under the ukanlos must succeed a DC 20 Dexterity saving throw or become grappled, restrained and prone under the ukanlos. Each creature under the ukanlos takes 27 (3d12+8) bludgeoning damage at the start of their turn. A creature can use their action to escape the grapple (DC 18) Strength check, otherwise, they remain grappled until the ukanlos decides to move off of the target.

Legendary Actions

The ukanlos can take 1 legendary action, choosing from the options below. The ukanlos cna only take a legendary action at the end of another creature's turn. The ukanlos regains spend legendary actions at the start of its turn.

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

Claw Attack. The ukanlos makes a claw attack.

Burrowing Breach (Requires to be Burrowed). The ukanlos breaches from under the earth, causing all creatures in a 30 foot sqaure to succeed on a DC 21 Dexterity saving throw or suffer 27 (3d12+8) bludgeoning damage on a failed save and knocked prone to a location within 10 ft of the ukanlos.


Smog Drake

Medium dragon, chaotic neutral


  • Armor Class 15 (Natural armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 40ft., climb 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 7 (-2) 12 (+1) 9 (-1)

  • Skills Perception +1, Stealth +6
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common, Draconic
  • Challenge 3 (700 XP)

Speed Surge (3/Day). As a bonus action, the smog drake doubles its movement until the end of its turn.

Stench Any creature other than a smog drake that starts its turn within 5 feet of the smog drake must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the smog drake's next turn. On a successful saving throw, the creature is immune to the stentch of all smog drakes for 1 hour.

Actions

Multiattack. The smog drake makes a bite attack and a claw attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or become diseased with Dead Lung.

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

Rot Spit (Recharge 6). The drake spits a ball of condensed pollution and rot to location within 60ft. Each creature within a 5ft radius of that location must succeed a DC 13 Dexterity saving throw, taking 13 (3d8) necrotic damage on a failed save, or half as much damage on a successful one.

Dead Lung Disease

After 24 hours of onset disease, target starts to suffer a heavy persistent cough. At the start of each day after the onset, target must succeed a DC 13 Consititution save or reduces their Constitution score by 1 for each day they fail. If they succeed two days worth of saves in a row, they are cured of the disease.


Smog Drake

A race of drake that has adapted to urban environments, stalking across rooftops and through alleys with deathly ease. They often linger about factories and alchemical laboratories, where they drink chemical runoff and feast on diseased, weakened animals. Their diet has left them sickly-looking with patches of their scales missing, but has inured them to more typical means of harm. When faced with more powerful creatures than their usual prey, most smog drakes back down and slink into the shadows of their home, waiting for the intruder to leave. However, when in a pack, their courage grows exponentially and this newfound confidence occasionally has them seeking larger meals – such as vagrants sleeping in the streets. A pack of smog drakes that get a taste for humanoid flesh can quickly grow from a nuisance to a regular danger. A smog drake is 4 feet tall, 3 feet long not counting its tail, and weighs 165 pounds.

When hunting, smog drakes often seek to claim high ground over their victims and will cling to walls to make attacks at creatures below them. They will often open combat with their rot spit before descending and attempting to infect prey with their bite. In cases where the prey is putting up a greater struggle, the smog drakes will often retreat after inflicting their disease only to follow the weakened prey at a distance. Some smog drakes have grown so used to the taste of rot and decay that fresh meat upsets them. These smog drakes often store their kills in drainage pipes, chimneys, or other places to encourage decay before they eat. They jealously defend these grounds, fighting with an uncommon bravery when they are intruded upon.


Jaggi

Small monstrosity, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 9 (2d6+2)
  • Speed 40ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 13 (+1) 2 (-4) 10 (0) 6 (-2)

  • Senses passive Perception 11
  • Languages -
  • Challenge 1/4 (50 XP)

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

Pack Tactics. The jaggi has advantage on attack rolls against a creature if at least one of the jaggi's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

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


Jaggia

Medium monstrosity, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 40ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 15 (+2) 2 (-4) 13 (+1) 6 (-2)

  • Senses passive Perception 11
  • Languages -
  • Challenge 1/2 (100 XP)

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

Actions

Tail Slap. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) bludgeoning damage.


Jaggi

Despite their reptilian appearance, jaggi, share a pack-like mentality akin to those of wolves or other wild dogs and work together to take down larger prey. Female jaggi eventually mature into jaggia while only males of the species, and even then only those that are able to develop into an alpha, which requires a number of conditions being met, can grow into a great jaggi.

Researchers have found that jaggi communicate with a surprisingly sophisticated system of barks and yips.


Great Jaggi

Large monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 76 (9d10 + 27)
  • Speed 50ft.

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

  • Senses passive Perception 12
  • Languages -
  • Challenge 4 (1100 XP)

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

Pack Tactics. The great jaggi has advantage on attack rolls against a creature if at least one of the great jaggi's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The great jaggi makes one bite attack and one tail slap attack.

Bite. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 11 (2d6 + 4) piercing damage

Tail Slap. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 9 (1d10 + 4) bludgeoning damage.

Cry of Aid (1/Day). If the great jaggi is within a forest, it can let out a few sharp cries. At the end of its next turn, 2 (1d3+1) jaggis appear within 40 ft of the great jaggi.

Mulcher

Swamps and marshes are home to a vast array of threats, whether it be treacherous terrain, the suffocating atmosphere, or the horrid creatures. One such creature that has largely escaped notice by most is an odious creature known as the mulcher. Mulchers are wicked, gluttonous creatures that have plants and fungi growing along and through their obese bodies. They stalk their swampy homelands for prey and while opportunistic feeders, mulchers’ have an odious preference for the flesh of humanoids. Despite the hunger that drives them, mulchers share their meals with ‘gardens’ within the swamp. Predominantly solitary creatures, each mulcher claims a stretch of land within its swamp as its garden, where it tends to and treats the flora there. It fertilizes this garden with the corpses of its victims, treating them with a tenderness that is grossly incongruous with the aplomb that it tears a living victim apart.

Mulchers are immense humanoid creatures, vaguely resembling hill or marsh giants with a grey-green hue to their rubbery hide. Plants of various sorts grow from their body, fully covering their backs and ranging intermittently elsewhere. Fungi sometimes grow between their rolls of fat and mulchers tend to these lifeforms as gingerly as they do to their plants. Dark beady eyes are perched above a wide maw that is filled with rows of dirty, needle-like teeth.

Art Credit: Vildevitus#2346



Mulcher

Large monstrosity, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 123 (13d10 + 39)
  • Speed 30ft.

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 16 (+3) 13 (+1) 17 (+3) 7 (-2)

  • Condition Immunities charmed, paralyzed, poisoned, stunned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages -
  • Challenge 6 (2900 XP)

Lashing Vines. The mulchers thick vines grasp at all it touches. A Huge or smaller creature grasped to the mulcher is also grappled by it (escape DC 16). Ability checks made to escape this grapple have disadvantage

False Appearnce. While the mulcher remains motionless in a swamp, it is indistinguishable from a Large sized island or mossy boulder.

Swamp Stride. The mulcher is immune to difficult terrain related to briars, deep mud, thickets and similar terrain in swamps.

Verdant Growth. Areas of vegetation within 30 feet of the mulcher become diffucult terrain.

Actions

Multiattack. The mulcher makes two attacks: one with its trident and one with its bite.

Trident. Melee or Ranged Weapon Attack: +8 to hit, reach 10ft., one target. Hit 12 (2d6 + 5) piercing damage, or 13 (2d8 + 5) piercing damage if used in two hands to make a melee attack.

Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 9 (1d8 + 5) piercing damage and the target is grappled (escape DC 16) Until this grapple ends, the target is restrained, and the mulcher can't bite another target.

Swallow. The mulcher makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the mulcher, and it takes 17 (5d6) acid damage at the start of each of the mulcher's turns. The mulcher can have only one target swallowed at a time. If the mulcher dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Serqekah

Lone wanderers in deserts must be wary to stock up on antidotes and other resistances against toxins, for those don’t run the risk of a swift sting or bite far from civilization. Death comes slow as their body is wracked with agony and left to the merciless desert, wasting away until only their spirit remains. This spirit, unable to move past the slow agony of its lonely death, lingers as a specter made cruel and twisted by the venom that coursed through it. These ghosts vaguely resemble the humanoid they were born from in life but with features drawn from venomous creatures. Spider-like fangs, a scorpion’s stinger, or even a tail ending in a cobra’s head are mixed with tattered garbs and translucent, humanoid features.

Driven mad by the pain of their end, serqekah linger around the area of their death, stalking those that intrude upon their domain before ambushing them. Using their immaterial state and ability to fly, serqekah sometimes appear to be burrowing through the sand and many prefer to attack their victims from below. Once engaged, a serqekah will move from foe to foe with the intent of spreading its venom and watching them waste away. With frightening regularity, a serqekah will form a bond with other venomous creatures of the desert and encourage them to help it in its wicked goals.

Art Credit: Vildevitus#2346


Serqekah

Medium undead, neutral evil


  • Armor Class 18
  • Hit Points 169 (26d8 + 52)
  • Speed 0 ft., fly 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 26 (+8) 15 (+2) 11 (+0) 16 (+3) 20 (+5)

  • Saving Throws Str +2, Wis +7
  • Skills Intimidation +9, Peception +7, Stealth +12
  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 17
  • Languages any languages it knew in life.
  • Challenge 12 (8400 XP)

Venomous Empathy. A serqekah can communicate with animals and vermin that naturally possess venom.

Virulence Aura. The serqekahs very presence makes poisons wuthin its area of influence more potent. The DC's of any poison or poison ability within 30 feet of the serqekah is increased by 2.

Incorporeal Movement. The serqekah 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

Stinging Tail. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 27 (6d8) necrotic damage and target must make a DC 16 Constitution saving throw or become poisoned for 1 minute. While poisoned, the target reduces their Charisma score by 1d3 at the start of their turn. The target dies if this reduces this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. Target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Call the Swarm (2/Day). The serqekah calls forth a swarm of poisonous snakes to appear within 30 ft of it.

Girros

Serpentine creatures that dwell in deep caverns, girros are relentless creatures that ferociously defend their territory even against more powerful creatures. They make use of their paralytic bite to immobilize attackers and either gang up, tearing it to shreds, or flee to preserve their own lives. Girros typically dwell in deep caverns, alongside dangerous miasma that they often take advantage of. The gill-like organs on the side of a girros’s neck helps it filter poisons out of the air, allowing them to survive in these harsh environments.

Girros follow a great girros, a significantly larger version of their kind that has a more developed hood and much more prominent fangs. Great girros are just as aggressive as their smaller kin and will readily fight creatures that the outmatch them, using their potent paralytic toxin to seize whatever advantage they can. The only conditions that researchers have found to give to the rise of a great girros is that a girros survive long enough to grow to the appropriate size. In most cases, a burgeoning great girros will have to fight the leader of its pit or be driven off to either fend for itself or find a new pit. Great girros often compete with odogaron for prey and territory and while they are rarely able to seize victory, they will use their girros and paralytic venom to take whatever advantage they can.


Girros

Medium monstrosity, neutral


  • Armor Class 12 (natural armor)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 2 (-4) 10 (+0) 6 (-2)

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

Pack Tactics. The girros has advantage on attack rolls against a creature if at least one of the girros's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage. If the target is a creature it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success


Great Girros

Large monstrosity, neutral


  • Armor Class 15 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 2 (-4) 14 (+2) 9 (-1)

  • Damage Vulnerabilities cold
  • Damage Immunities electricity
  • Senses passive Perception 12
  • Languages -
  • Challenge 5 (1800 XP)

Actions

Multiattack. The great girros makes one bite attack and one tail slap attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 5 (2d6 + 4) piercing damage. If the target is a creature it must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tail Slap. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 9 (1d10 + 4) bludgeoning damage.

Paralyzing Spit. Ranged Weapon Attack: +4 to hit, range 30 ft., one target. If the target is a creature it must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

Commanding Shriek (Recharge 6). The great girros rears back and unleashes a loud roar. All girros within 30 feet of the Great girros can, as a reaction, either move up to half their speed or make a bite attack.

Credit: Monster Hunter Franchise

Dodogama

A reptilian quadruped, dodogama are docile creatures that feed on rocks and other minerals that they dig out and crush with their powerful jaws. Its saliva mixes with the minerals that it regularly consumes to create a pyroclastic material that it can spit to defend itself.

The dodogama uses this powerful explosive to discourage predators from attacking it, allowing it to survive in harsher environments where territorial creatures usually dwell. When a threat still targets the dodogama, they will often spit out a pool of the molten minerals to slow down the creature and then flee. While dodogama only fight when they are attacked first, they are still notoriously difficult to train, especially in civilized settlements where they tend to view buildings and structures made of stone as smorgasbords.

Some societies make armor from the tough hide and rocky jaw of dodogamas, which mitigate fire damage and seem to enhance the explosive quality of certain weapons. Alchemists, gunslinger, and those who wield bombs tend to find use for dodogama hide armor. The rocky jaw means that dodogama hide can be used to make heavier types of armor such as plate armor.



Dodogama

Large monstrosity, neutral


  • Armor Class 16 (natural armor)
  • Hit Points 104 (11d10 + 44)
  • Speed 40 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 19 (+4) 2 (-4) 13 (+1) 8 (-1)

  • Skills Perception +4
  • Damage Immunities fire
  • Damage Vulnerabilities lightning
  • Senses passive Perception 14
  • Languages -
  • Challenge 7 (2900 XP)

Powerful Bite. A dodogoma applies double its strength modifier to its bite damage.

Charge. If the dodogoma moves at least 20 feet streight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Actions

Multiattack. The dodogoma makes one bite attack and one tail attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 19 (2d8 + 10) bludgeoning damage.

Tail. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) bludgeoning damage.

Pyroclastic Spit (Recharge 6). The dodogoma spits out a ball of molten material or spits out a pool of lava.

Ball: The dodogoma spits out a sphere of molten rock that exploes upon striking. The dodogoma chooses a creature within 60 ft. The target must succeed a DC 15 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much on a success. Each creature within 20 ft of the target must also make the save, suffering (2d8) fire damage on a failure.

Pool: The dodogoma spits out a pool of lava that fills an area, burning those that try to move through. The dodogoma fills an adjacent 10-foot square with lava that continues to burn for 2 (1d3) rounds. The square is difficult terrain and any creature that moves through it or starts their turn in it takes 4d10 points of fire damage. Once it has stopped burning, the terrain returns back to non difficult terrain.

Guardian of Pragma

Guardians of pragma are strange creatures who, while originationg from the Wylde, the realm of the fey, seem to share more in common with certain outsiders rather than other fey. Also known as pragmani, they seem to be linked to mortals, coming into being from the very fabric of the Wylde when a mortal couple first falls in love. Such pragmani begin small with light coloration of pink and white, but typically don't live long enough to mature, merely fading back into the ether of their home as the love between their bonded pair dwindles.

However, some pragmani are linked to a couple that develop a deeper, truer love, which allows them to graw and mature. Such pragmany usually find a means to travel to the Material Plane where they serve as caretakers and guardians of the couple that they are linked to. They protect them from threats both natural and otherwise -- whether it be ensuring a safe journey as one member makes their way home to their partner or keeping succubi and similarly evil creatuers from bringing ruin to the relationship.

Pragmani are content to live their entire life unobserved, simple helping their bonded pair flourish from the sidelines.



Guardian of Pragma

Medium fey, neutral good


  • Armor Class 20 (natural armor)
  • Hit Points 127 (15d8 + 60)
  • Speed 40 ft., fly 20 ft (hover).

STR DEX CON INT WIS CHA
20 (+5) 23 (+6) 18 (+4) 13 (+1) 17 (+3) 18 (+4)

  • Skills Acrobatics +9, Medicine +4, Perception +6, Persuasion +7, Stealth +9
  • Damage Resistances bludgeoning, piecrings and slashing from nonmagical weapons
  • Senses passive Perception 16
  • Languages Common, Sylvan
  • Challenge 8 (3900 XP)

True Love. A guardian of pragma affirms the love of its couple with its mere presence, protecting them from unnatural attempts to break that bond apart. Members of a guardian of pragma's bonded pair within 60 ft of it gain advatange on saving throws against charming effects.

Bonded Pair. Each guardian of pragma is bonded to a couple that has developed a deep and true love. The guardian of pragma's growth is based on the love shared between the two.

Innate Spellcasting. The guardian of pragma's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The guardian of pragma can innately cast the following spells, requiring no material components:

At will: catnap, detect thoughts, greater invisibility (self)

2/day each: aid (4th level), heroism (4th level), sleep (5th level)

Actions

Multiattack The guardian of pragma can make three attacks, one with its horns and two with its claws.

Tangling Horns. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 9 (1d8 + 5) piercing damage. If the target is a creature of large size or smaller, they become grappled. They can attempt escape as an action (DC 16). Only one creature can be grappled at a time with this attack.

Claws. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 8 (1d6 + 5) slashing damage

Art Credit: Vildevitus #2346

https://twitter.com/monstermonday1


Paguroi

Medium undead, neutral evil


  • Armor Class 17
  • Hit Points 60 (8d8 + 24)
  • Speed 30 ft., climb 10 ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 16 (+3) 9 (-1) 15 (+2) 16 (+3)

  • Damage Resistances bludgeoning from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities charmed, frightened, poisoned, stunned
  • Senses passive Perception 12, darkvision 60 ft
  • Languages Common
  • Challenge 5 (1800 XP)

Trudge. The paguroi treats difficult terrain caused by water as regular terrain.

Stench. Any creature other than a paguroi that starts its turn within 5 feet of the paguroi must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature's next turn. On a Successful saving throw, the creature is immune to the stench of all paguroi for 1 hour.

Actions

Multiattack. The paguroi makes 4 claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) slashing damage. If the target is a creature of medium size or smaller, it grapples the creature.

Bone Snap. The paguroi makes two claw attacks against a creature it is grappling. If both succeed, the paguroi attempts to break the limb. The target creature must succeed a DC 14 constitution saving throw or have their limb broken. Breaking an arm prevents that arm from being used, while breaking a leg inflicts half movement on that creature until healed. A creature can heal this wound with a DC 16 medicine check and a long rest.

Cask of Spirits (Recharge 5-6). The paguroi releases a wave of angry spirits over its victims in a 30 foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 21 (6d6) necrotic damage and becoming poisoned until the start of the creature's next turn on a failed save, or half as much damage on a successful save.


Paguroi

The Dusktide Dredgers are an infamous gang that rules large swaths of the harbors in the city of Nysk where they have a grisly means of disposing victims. The bones of their corpses are broken before they are shoved into a sturdy barrel that is secured with special chains that keep the spirits trapped within so that those with the power to contact the dead can’t learn of their murderers. Once a barrel is filled, packed with anywhere from three to seven corpses, it is sealed and then dumped in the harbor. Over time, the souls and bodies degrade, merging together in a horrid mass of flesh that is driven only by their desire for revenge. The spirits punch their way through part of the barrel, their mass of limbs dragging them back to the bay where they search for those who killed and imprisoned them.

Unfortunately, paguroi rarely have enough focus or memory to target their exact killers and instead lash out in a blind fury. Once paguroi have a hold of their victims, that snap their limbs until they can fit the unfortunate creature inside the mass of flesh trapped in their barrel. Even paguroi able to focus on the proper target of their ire often end up murdering a swath of victims in their rabid quest. They may even get a sense of those related to their killers, instead slaying their siblings, children, or other family in a case of mistaken identiy. A paguroi left unchecked can grow to vast sizes from the victims it adds to its mass, potentially outgrowing its barrel and becoming a vast pile of undead flesh and clawing limbs.

Art Credit: Vildevitus #2346 https://twitter.com/monstermonday1

Jagras's


Jagras

Medium monstrosity, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 40ft.

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

  • Skills Athletics +3, Stealth +4
  • Senses darkvision 30 ft., passive Perception 11
  • Languages -
  • Challenge 1/2 (100 XP)

Pack Tactics. The Jagras has advantage on attack rolls if atleast one of the jagras's allies is within 5 feet of the creature and isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Smaller and much slimmer than the leader of their packs, jagras operate as a unit to ambush larger prey. They will often prowl around fights between larger monsters, waiting for an opportunity to attack a wounded creature. However, they will never attack a great jagras in this manner and will attempt to defend their larger variant.


Resembling a yellow-scaled iguana, the great jagras leads packs of jagras and is driven wholly by its hunger. A great jagras will attack a creature stronger than itself when hungry and inflates its belly to swallow meals almost as large as it. By swallowing unusually large prey, the great jagras can leverage greater force against foes. Despite this hunger, the great jagras rarely makes a meal of humanoids and will also regurgitate food to share with its pack.


Great Jagras

Large monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 76 (8d10 + 32)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 19 (+4) 2 (-4) 13 (+1) 8 (-1)

  • Skills Perception +4
  • Senses darkvision 60ft., passive Perception 11
  • Languages -
  • Challenge 4 (1100 XP)

Inflatable Stomach. The Great jagras can swallow creatures equal to its size. When doing so, it becomes Huge in size, has a -1 to its AC and -10 to its movement speed until it vomits up the creature, or dissolves it after 1 hour.

Actions

Multiattack. The great jagras makes two attacks, one with its claws and one with its bite.

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

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (1d10 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the great jagras can't bite another target.

Swallow. The great jagras makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the great jagras, and it takes 13 (4d6) acid damage at the start of each of the great jagras's turns. The great jagras can have only one target swallowed at a time. If the great jagras dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone

Throw Up. While a great jagras has a creature or the remains of a creature swalloed, it can throw it up in a 15-foot cone. Creatures in the cone take 2d6 acid damage and 2d6 bludgeoning damage. If the thrown up creature is alive, it takes this damage aswell.

Actinaris

A blue-skinned humanoid gracefully swims through the water, its body dotted with patches of short yellow tendrils and black quills. Above its solid black eyes are a pair of fearsome antlers that appear to be made of coral.

Actinaris are a breed of reclusive, aquatic fey that dwell in the warm waters of coral reefs where they tend to the colorful lifeforms. An actinaris will typically spend its entire life in the water even though it is able to go on land. It feeds on local wildlife and is even willing to allow fisherman who are respectful of the reef to fish there. When mortals are wasteful or cause harm to the reef, the actinaris will strike back at them, drowning those that intrude upon its domain and using their bones to decorate the reef.

The actinaris will eat anything that enters its domain, including humanoids it has slain. Actinaris who consistently encounter those who mistreat and abuse their coastal homes can become violent to mortals on sight and will sabotage boats and drown the passengers on sight. An actinaris is 5 feet tall and weighs 140 pounds.

While lacking in typical feyish capriciousness, actinaris will sometimes pretend to be sea monsters, butt against boats, or even capsize small vessels when feeling impish. These pranks are rarely done with malice though those that have encountered mortals poisoning or ruining their homes tend to add a cruel twist to their mischief. While actinaris prefer solitude, they occasionally form into groups that live in and guard a reef together. These groups are usually formed along familial lines of the actinaris though young are encouraged to seek out their own home when they come of age.



Actinaris

Medium fey, neutral


  • Armor Class 15
  • Hit Points 82 (11d8 + 33)
  • Speed 20ft., swim 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 11 (0) 14 (+2) 13 (+1)

  • Skills Perception +4
  • Senses blindsight 30 ft, passive Perception 14
  • Languages Sylvan
  • Challenge 4 (1300 XP)

Stinging Reprisal. When a creature makes a melee attack against the actinaris while within 5 feet of it, it must make a DC 13 Dexterity saving throw or become poisoned until the end of its next turn.

Drowning Aura. When a creature underwater and holding its breath enters the actinaris's drowning aura, it must succeed a DC 13 Constitution saving throw or reduce the amount it can breathe for by 5 rounds. A creature that succeeds a save is immune to this effect for 24 hours.

Innate Spellcasting. The actinaris's spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The actinaris can innately cast the following spells, requiring no material components:

2/day: water breathing

1/day: fear

Actions

Multiattack. The actinaris makes two attacks,one with its gore and one with its spine.

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

Spine. Ranged Weapon Attack: +4 to hit, range 20/60ft., one target. Hit 5 (1d4 + 2) piercing damage and 5 (2d4) poison damage. Target must succeed DC 13 saving throw or become poisoned for 1 minute.

Kulu-Ya-Ku

A notorious egg thief often found wandering dry deserts or forests, the kulu-ya-ku survives on its speed and questionable wits. While often low on the food chain of their preferred environments, kulu-ya-ku demonstrate surprising bravery in the eggs they choose to steal, targeting creatures such as the rathian. Although clever enough to use simple tools and weapons, such as digging rocks from the ground to deflect attacks, other habits they display suggest a substandard intellect.


The rocks and other weapons that a kulu-ya-ku digs up varies depending on its environment. For example, those found in volcanic environments will dig up pyroclastic rocks that fling sparks and explode when destroyed or thrown. When encountering most other creatures, kulu-ya-ku are surprisingly docile and unless provoked at which point they will defend themselves with surprising ferocity.


Kulu-ya-ku require a considerable number of eggs per day, having to find three to four to feed their large appetites. They will even fight among each other for eggs, stealing eggs of their own kind to feed upon. Female kulu-ya-ku lay eggs in pairs with each parent carrying one of them during their long incubation period, protecting them from predators. However, as the kulu-ya-ku won’t eat until their young hatch, hunger will sometimes overtake them and drive them to eat their own unhatched children. The kulu-ya-ku chicks that do manage to survive and hatch will use rocks to break open eggs to eat the insides until their beaks are strong enough to crack the hard shells.

Credit: Monster Hunter Franchise


Kulu-Ya-Ku

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 76 (9d10 + 27)
  • Speed 40ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 16 (+3) 3 (-4) 13 (+1) 10 (0)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages -
  • Challenge 4 (1100 XP)

Leaping Charge. If the kulu-ya-ku moves at least 20 feet straight toward a creature then hits it with a claw or heavy object attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the kulu-ya-ku can make one bite attack attack against it as a bonus action.

Crude Armament. As an action, a kulu-ya-ku can dig up a heavy stone or similar object that it uses as a primitive weapon. While wielding this weapon, the kulu-ya-ku gains +2 to its AC. Due to the makeshift nature of this weapon, it breaks after the kulu-ya-ku makes 5 attacks.

Actions

Multiattack. The kulu-ya-ku makes two attacks, one with its bite and one with its claws or heavy object.

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

Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d6 + 4) slashing damage

Heavy Object. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 9 (2d6 + 2) bludgeoning damage.

Cauldron Golem

A robust, blackened cauldron sits atop a gangly, metallic frame, its contents bubblings and frothing beneath its lid.


Favored by witches, alchemists, and hags, cauldron golems are helpful assitants and guardians who excel at the crafting of potions and poultices.


As part of its role as a helper in the alchemy lab, the cauldron golem can fold up its body into a stand for its central cauldron to better allow its master access. While arranged this way, a cauldron golem is still able to move its arms to assist its master in preparing potions by stirring the mixture, holding other ingredients and likewise.


While difficult to melt down even after it is defeated and the magic holding it together sundered, the cauldron at the center of the golem is typically still worth selling. The other parts of it are typically easier to melt down and can be sold as scrap to any who are willing to buy it. Sometimes enough magic lingers in the cauldron that it is able to generate further temporary reagents. This effect is exceedingly rare and typically only the result of an extremely powerful mage creating a cauldron golem.


Cauldron Golem

Medium construct, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 85 (10d8 + 40)
  • Speed 30 ft.

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

  • Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from non-magical attacks.
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60ft, passive Perception 10
  • Languages -
  • Challenge 5 (1800 XP)

Magic Mutation. The golem has an innate ability to change when harmed by certain spells;

  • A magical attack that deals cold damage slows the golem (as per the slow spell) with no saving throw for 1d3+1 rounds

Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to half the fire damage dealt.

Brew Potion. At the start of each day, a cauldron golem creates up to two potions from the following list;

potion of climbing, potion of swimming, potion of growth, potion of fire breath, potion of animal friendship, potion of giants strength (hill), potion of water breathing.

Any potions created by the golem lose their potency within 24 hours.

Actions

Multiattack. The cauldron golem makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) bludgeoning damage.

Slosh. The cauldron golem choose one 5ft square within 20 feet of it. A creature in that square must make a DC 14 Dexterity saving throw or take 9 (2d8) acid or fire damage on a failed save.

Overflowing Cauldron (Recharge 5-6). As an action, the cauldron golem can fill with a boiling liquid that sprays from it in a 15 foot cone. Each creature in that area must make a DC 14 Dexterity saving throw or take 17 (5d6) fire damage on a failed save or half as much on a successful one.

Deviljho

As one, the party ducks as a purple worm comes crashing through the trees before gathering in a pile against a cliff face. Drawing their weapons they turn upon the worm only to stare in confusion as it rights itself and quickly slithers away. Puzzled looks are exchanged before a low, rumbling growl from behind them draws their gaze instead.

Caustic saliva drips onto toppled trunks, hissing and burning as the tiny, golden eyes fix them with a hungry glare. Black smoke crackling with red lightning wafts from the looming deviljho’s bristling jaws before it unleashes a bone-shattering roar.


A curiously nomadic creature, the deviljho is an apex predator in almost any environment that invades. Its body burns energy rapidly, leaving it almost constantly hungry and it will readily eat, any meal available, which some will take advantage of to poison the beast. It is a savage foe, willing to use prey it has already captured in its jaws as a bludgeon through it will readily consume its prey to sate its unending hunger.


Because of its nomadic nature, Deviljho are known to inhabit a wide variety of environments, such as Tundra, Deserted Islands, and Volcanos, and has even been seen as far as the New World. Its presence is often disruptive to the natural ecosystem due to its hyper metabolism and increased aggression. Deviljho is always in search of food sources.

It is known to be cannibalistic, and is also prone to eating prey alive in order to waste as little time as possible in replenishing its energy.

Art Credit:

Monster Hunter Franchise

Cosme "Aeflus" Lucero



Deviljho

Gargantuan monstrosity, neutral


  • Armor Class 18 (natural armor)
  • Hit Points 264 (16d20 + 72)
  • Speed 60ft.

STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 23 (+6) 3 (-4) 18 (+4) 9 (-1)

  • Skills Perception +10
  • Damage Resistances Cold
  • Senses darkvision 60ft, passive Perception 14
  • Languages -
  • Challenge 15 (13000 XP)

Enraged (Recharge 4) As an action, the deviljho may enter into an enraged state. While enraged, the deviljho gains these benefits;

The Deviljho gains 20 temporary hitpoints.

The Deviljho can use a legendary action to make a melee strike or tail swipe.

The Deviljho can use its Draconic Breath.

If the Deviljho uses its Consume legendary action, it counts as 2 Consume actions.

If the Deviljho takes 50 damage or more on a single turn, the deviljho leaves the enraged state. The Deviljho loses this state at the end of its third turn of being enraged.

Massive Creature. This creature is so large, four creatures that are medium or smaller may occupy the space it takes at the same time.

Actions

Multiattack. The deviljho makes 2 melee strikes and a tail swipe.

Melee Strike. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit 22 (3d8 + 8) bludgeoning damage.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit 34 (4d12 + 8) piercing damage.

Tail Swipe. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit 24 (3d10 + 8) bludgeoning damage.

Draconic Breath (Recharge 5-6 Requires Enraged). The deviljho exhales a dark-red electrifying breath in a 90-foot cone. Each creature in that area must make a DC 19 Dexterirty saving throw, taking 56 (16d6) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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

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

Rile. The deviljho riles itself up. You can reroll its recharge for its enraged ability. You can only use this if enrage requires a recharge.

Chomp (Costs 2 Actions). The Deviljho makes a bite attack against the target creature. If the creature is a Huge or Large creature, the deviljho grapples and restrains the creature and can use them as a buldgeon, increasing its melee strike damage by 2d8 for 2 rounds. Both the creature it is grappling and attack take the damage on hits.

Consume. The Deviljho starts to eat a large of huge deceased creature within 10 ft of it. If it is a large corpse it requires two consume actions, while a huge corpse requires three. If the deviljho successfully eats the body, it regains 40 hitpoints with a large corpse and 60 with a huge corpse.

Fulgralisk

Fulgralisks claim to be creations of The Winds, one of her first attempts at life who now dwell in the deserts of the world. Within their sandy environments, they build nests of glass that will decorate with prizes they gather from their hunts. Some fulgralisks will decorate their layers with the glass-encased corpses of their prey, leaving their bodies encased as glittering statues. While fulgralisks see most other creatures as beneath them, they are willing to negotiate especially if one appeals to their status as artists


Glittering jewels in the desert, fulgralisk nests are carefully constructed abodes of glass made from the sand of their environments. Fulgralisks fastidiously sculpt and decorate their nests with treasures that they acquire from their hunts, including glass-encased sculptures of their victims. Male fulgralisks in particular decorate their nests as it is one of their main ways of attracting a mate.


Art by Daniel Larios



Fulgralisk

Gargantuan Monstrosity, Chaotic Neutral


  • Armor Class 21 (natural armor)
  • Hit Points 246 (21d20 + 126)
  • Speed 50ft., 120 ft fly

STR DEX CON INT WIS CHA
27 (+8) 22 (+6) 23 (+6) 10 (0) 20 (+5) 17 (+3)

  • Skills Perception +10
  • Saving Throws Int +5, Cha +8
  • Damage Immunities fire, lightning
  • Senses darkvision 120ft, passive Perception 20
  • Languages Auran, Common
  • Challenge 15 (13000 XP)

Innate Spellcasting. The fulgralisk's spellcasting ability is Wisdom (spell save DC 20, +10 to hit with spell attacks). The fulgralisk can innately cast the following spells, requiring no material components:

At will: lightning bolt (5th level).

3/Day: call lightning (7th level).

Actions

Multiattack. The fulgralisk can make a bite and constrict attack.

Bite. Melee Weapon Attack: +13 to hit, reach 20ft., one target. Hit 30 (4d10 + 8) piercing damage

Constrict. Melee Weapon Attack: +13 to hit, reach 20ft., one target. Hit 21 (3d8 + 8) bludgeoning damage plus 11 (2d10) lightning damage. The target is grappled (escape DC 20) Until this grapple ends, the creature is restrained, and the snake can't constrict another target

Bolt (Recharge 3-4). The fulgralisk converts itself into pure electricity and streaks across the field. The fulgralisk moves up to its movement speed, ignoring difficult terrain and not provoking any attacks of oppurtunity. The first time it moves through a creatures space, it deals 18 (4d8) lightning damage to the creature if it fails a DC 19 Constitution saving throw, or half as much on a successful save.

Breath Weapon (Recharge 5-6). The fulgralisk exhales an electrifying breath in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

Glass Casket (Recharge 6, Requires Breath Weapon). The fulgralisk launches a mass wave of sand and exhales its electric breath upon it. Creatures in a 30-foot cone take 22 (4d10) fire damage and must succeed on a DC 19 Dexterity saving throw, taking half damage and no additional effects on a success. On a failure, the creature takes full damage and becomes blinded, restrained and suffocating. It has total cover against attacks and other effects outside of the glass casket. While restrained, the target cannot breathe and takes 14 (4d6) fire damage at the start of their turn. A creature can attempt to break free from the glass casket with a DC 20 Strength check. After 5 rounds, the glass casket no longer burns the target at the start of its turns. If the glass casket has 30 hitpoints and and AC of 10.

Paschial

Paschials are strange creatures with chimeric qualities, resembling a mix of several creatures along with a few unique qualities. Willing and usually able to just about anything, paschials tend to linger around settlements where the presence of humanoids deters predators and food is abundant.


While typically solitary, paschial periodically meet to mate before going their separate ways once more. The females lay a clutch of eggs, usually numbering between eight and twelve, but have developed the curious habit of laying these eggs in hidden places within humanoid settlements where their eggs are safe from predators and surrounded by food. Upon hatching, these young paschial rabidly devour everything around them before scampering away, protected by their shells. For this reason, humanoids will go on an egg hunt after spotting a paschial in the vicinity of their home, ensuring it hasn’t left behind any eggs.

An adult paschial is approximately seven feet long from snout to tail and weighs around 215 lbs.


Paschial

Medium Monstrosity, neutral


  • Armor Class 16 (natural)
  • Hit Points 67 (9d8 + 27)
  • Speed 30 ft., 15 ft climb.

STR DEX CON INT WIS CHA
17 (+3) 11 (0) 16 (+3) 2 (-4) 14 (+2) 6 (-2)

  • Damage Resistance damage from spells
  • Senses darkvision 60ft, passive Perception 12
  • Languages -
  • Challenge 5 (1800 XP)

Extreme Omnivore. The paschial's bite attack ignores resistance to piercing.

Powerful Bite. The paschial's bite adds double its strength modifier to its damage roll.

Actions

Mutliattack. The paschial makes a bite and a tail attack.

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

Tail. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage

Curl. As an action, the paschial can curl into a defensive ball, increasing its AC by 2 but preventing it from moving. It can uncurl itself as an action.


Paschial Hatchling

Tiny Monstrosity, neutral


  • Armor Class 13 (natural)
  • Hit Points 17 (5d4 + 5)
  • Speed 20 ft., 10 ft climb.

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 12 (+1) 2 (-4) 10 (0) 7 (-2)

  • Damage Resistance damage from spells
  • Senses darkvision 60ft, passive Perception 10
  • Languages -
  • Challenge 1/2 (200 XP)

Extreme Omnivore. The paschial's bite attack ignores resistance to piercing.

Actions

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

Curl. As an action, the paschial can curl into a defensive ball, increasing its AC by 2 but preventing it from moving. It can uncurl itself as an action.

Art by Vildevitus#2346

Kurt Zisa

Cold eyes peer from a serpentine head perched atop a six-armed and armored body as the looming creature brandishes a pair of curved blades.


This strange fiend is part of a type of fiends known as the heartless, creatures manifested from the deepest darkness within mortals. True to their name, heartless typically lack emotion and most are simple creatures that are born when darkness within the heart of a mortal consumes them. Kurt Zisa are referred to as emblem heartless, which are created through the careful manipulation and fusion of pureblood heartless. Kurt zisa are fearsome guardians typically found in desert regions who wield sword and spell in tandem, their flashing blades are able to quickly carve away foes.


Art Source: Kingdom Hearts



Kurt Zisa

Huge fiend (heartless), neutral evil


  • Armor Class 20 (natural armor)
  • Hit Points 243 (18d12 + 126)
  • Speed 50ft.

STR DEX CON INT WIS CHA
25 (+7) 17 (+3) 24 (+7) 13 (+1) 20 (+5) 14 (+2)

  • Saving Throws Dex +9, Int +7, Cha +8
  • Skills Perception +11
  • Damage Resistances cold, fire
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses passive Perception 21
  • Languages telepathy 120 ft.
  • Challenge 17 (18000 XP)

Innate Spellcasting. The kurt zisa's spellcasting ability is Wisdom (spell save DC 21, +11 to hit with spell attacks). The kurt zisa can innately cast the following spells, requiring no material components:

At will: fireball (5th level), levitate

2/Day: dust devil (5th level).

Magic Weapons. The kurt zisa's weapon attacks are magical.

Actions

Multiattack. The kurt zisa makes three attacks, two with its shotel and one with its bite

Shotel. Melee Weapon Attack: +15 to hit, reach 15ft., one target. Hit 19 (3d6 + 9) slashing damage.

Bite. Melee Weapon Attack: +13 to hit, reach 25ft., one target. Hit 14 (2d6 + 7) piercing damage.

Antimagic Sphere (Recharge 5-6). A kurt zisa can use an action to create an orb of dark energy that it holds in one of its unoccupied hands. This orb grants it the effects of an antimagic field spell, but it can be targeted. When a character makes a successful attack against the kurt zisa, they can choose to target its antimagic sphere instead. The antimagic sphere has 45 hitpoints and dissipates if it leaves the kurt zisa's grasp. The kurt zisa cannot use this ability again while an antimagic sphere still exists.

Path of Devastation (Recharge 6). As an action, the kurt zisa moves up to its speed swinging it's blades about as it moves to all creatures within 15 feet of its chosen path. Each creature within the range must succeed a single DC 21 Dexterity saving throw or take 66 (12d10) slashing damage as the shotels cut through them.

Spinning Swords. As a bonus action, if the kurt zisa has not moved on this turn, it can start spinning its blades in a protective manner around itself. Any physical attacks with be contested by the kurt zisa's Shotel attack roll, if the attack roll of the shotel is higher than that of the physical attack, the attack misses. While the blades are spinning the kurt zisa cannot perform a bite attack. The kurt zisa can stop spinning its blades as a free action or until it moves.

Aknosom

Identifiable for its beautiful crest, the aknosom is a crane-like creature that spit globules of burning venom.


Aknosom

Large monstrosity, unaligned


  • Armor Class 16 (natural)
  • Hit Points 70 (8d10 + 18)
  • Speed 50ft., 40 ft fly.

STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 16 (+3) 2 (-4) 11 (0) 10 (0)

  • Skills Acrobatics +7, Perception +3
  • Damage Vulnerabilities lightning
  • Damage Immunities fire
  • Senses passive Perception 13
  • Languages -
  • Challenge 5 (1800 XP)

Single Leg Stance. An aknosom is able to easily support its body weight on one leg and does so when wandering. It has advantage on saves against being shoved or tripped.

Charge. If the aknosom moves at least 25 feet straight toward a target then hits it with a bite attack on the same turn, the target takes an extra 9 (2d8) piercing damage.If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

Multiattack. The Aknosom makes two bite attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 12 (2d8 + 4) piercing damage.

Breath Weapon (Recharge 5-6). As an action, the aknosom can unleash spheres of flaming venom. Each creature in a 30-foot cone or a 10-foot radius must succeed a DC 16 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much on a successful one.

Sweeping Wing. As an action, the aknosom can use its powerful wings and legs to make a spinning motion. Each creature within 10-feet must succeed a DC 14 Strength saving throw be be knocked prone.

Reactions

Shield Crest. As a reaction, the aknosom can spread it's head crest to protect itself, granting it a +3 to its AC. It cannot use any actions until it drops the crest, which it can do so freely on its turn.



Aknosoms are often likened to two different creatures. Most commonly is the basan, a type of giant, fire-breathing chickens that are said to disappear when looked at. Sages believe that basan and aknosoms may have common ancestors.


More oddly however is the comparison to the kasa-okabe, a kami that resides within an umbrella, granting it sentience andmotion. An aknosom's strange stance, with its wings drawn up and crest flared as it stands on one legs, sometimes lend to this comparison.

Art credit to the Monster Hunter franchise

5e version by Rasconza/Blue of Monster Monday

Gogmazios

The gogmazios is an ancient dragon that feeds on sulfur in its various forms, even raiding armories and consuming gunpowder to sate its bizarre appetite. Its body refines these materials while the impurities are expunged from its body through its tarry sweat. While not intrinsically aggressive, they are callous creatures that will destroy entire cities simply to feed.

The gogmazios is an ancient dragon that feeds on sulfur in its various forms, even raiding armories and consuming gunpowder to sate its bizarre appetite. Its body refines these materials while the impurities are expunged from its body through its tarry sweat. While not intrinsically aggressive, they are callous creatures that will destroy entire cities simply to feed.



Gogmazios

Gargantuan monstrosity, unaligned


  • Armor Class 19 (natural armor)
  • Hit Points 332 (19d20 + 133)
  • Speed 60ft., 100 ft. fly

STR DEX CON INT WIS CHA
26 (+8) 10 (0) 24 (+7) 3 (-4) 16 (+3) 14 (+2)

  • Saving Throws Dex +7, Cha +8
  • Damage Vulnerability fire
  • Senses darkvision 60 ft., passive Perception 10
  • Languages -
  • Challenge 19 (22000 XP)

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

Massive Creature. This creature is so large, four creatures that are medium or smaller may occupy the space it takes at the same time. It also occupies a 30 ft by 30 ft size on a battlemap.

Tarry Trail. All squares in a 10ft radius surrounding and within the gogmazios are covered with a thick tar. This tar also covers all terrain the gogmazios moves over when on the ground. This terrain becomes difficult terrain and remains as such until the start of its next turn. After a gogmazios uses its breath weapon, all difficult terrain created by the gogmazios tarry trail deals 4 (1d8) fire damage for each 5ft square a creature passes through or ends their turn in. A gogmazios is immune to the effects of its difficult terrain and its damage.

Actions

Multiattack. The Gogmazios makes 2 attacks, one its bite, and one with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 20ft., one target. Hit 23 (3d10 + 8) piercing damage

Claws. Melee Weapon Attack: +14 to hit, reach 15ft., one target. Hit 18 (3d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 25ft., one target. Hit 21 (3d8 + 8) bludgeoning damage.

Breath Weapon (Recharge 5-6) The gogmazios exhales a beam of fire in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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

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

Tail Attack. The gogmazios makes a tail attack.

Tar Expulsion (Costs 2 Actions). The gogmazios launches a stream of sticky tar in a 60 ft by 5 ft wide line. Creatures in that line must attempt a DC 21 Dexterity saving throw or become covered in tar and knocked prone. When a creature covered in tar takes fire damage, the tar ignites and they catch fire, taking 9 (2d8) fire damage at the start of their turn. The fire can be extinguished as an action and the tar can be removed as such aswell.

Cancer Dragon

In ages long past, cancer dragons had much in common with their other draconic kin before they started dividing themselves among metallic, chromatic, and otherwise. After delving into an unknown domain, thought by many sages to be the Negative Energy Plane or one of the fiendish realms, their magic turned inward to grant them powerful regenerative capabilities. This allowed them to survive the conditions they found themselves in, but when they returned to the Material Plane, their boon became a curse. Their regeneration resulted in the rampant overgrowth of their body, creating tumorous lumps, gnarled bones that shove through their flesh, and similar hideous protuberances. The over-whelming pain of this growth drives cancer dragons to seek out harmful habitats or constant battle to counter their regeneration. When able to think through their pain, cancer dragons are capable scholars who conduct considerable research in healing and a way to alleviate their condition, but this is rare for them.

Cancer dragons can vary wildly in shape and form from each other depending on how their regeneration has affected them, but most are 50 feet long and can weigh 22,500 lbs.

ECOLOGY

Cancer dragons are encountered only rarely and almost never together. These solitary creatures only come together to discuss a means of solving their condition but quickly grow irate with each other upon learning that none of them have reached a solution. Cancer dragons don’t mate but new ones are sometimes born when a large enough piece of a cancer dragon is separated from its main body and it regenerates into a whole new cancer dragon. These cancer dragons usually have a mind of their own, but occasionally retain memories of their progenitor.


This can sometimes lead to an adversarial relationship between the cast-off and the original as the former tries to claim the hoard and lair of the latter, believing it to be their own. Originals often seek to destroy such offshoots as they try to save them from the curse they live with, but such battles usually end in a draw with one being driven off. Cancer dragons have a variety of appearances, greatly differing due to how their regeneration warps them. Scales cling almost desperately to their tumorous form but the hardened, overlapping flesh protects them from numerous attacks. This is further reinforced by wildly growing bones that push through their flesh and muscle. The insides of a cancer dragon are as horrific as their exterior – numerous, excess organs are choked by veins that go nowhere among misplaced bones. While this often leaves the cancer dragon in pain, it also makes them near immune to killing blows as their body just drags an excess organ into place of the ruined one. They can also expel their blood and organs in powerful torrents.

HABITAT AND SOCIETY

Cancer dragons dwell in dangerous domains and can be found near volcanoes, pools of acid, or in fonts of negative energy. They use these features to try to manage their regeneration, taking the break from pain to focus their minds and cover their lair with scribbled theories on how to fix themselves. In place of gold, gems, and other riches, cancer dragons focus entirely upon collecting magical artifacts and items that they think will help them and have surprising medical knowledge. While normally focused on their own concerns, cancer dragons are occasionally approached for this knowledge by humanoids suffering plague or some other effect, but cancer dragons never go their services for free.



Cancer Dragon

Gargantuan dragon, neutral


  • Armor Class 21 (Natural Armor)
  • Hit Points 280 (17d20 + 102)
  • Speed 40ft., 80 ft. fly

STR DEX CON INT WIS CHA
27 (+8) 8 (-1) 23 (+6) 21 (+5) 19 (+4) 16 (+3)

  • Saving Throws Dex +4, Con +11, Wis +9, Cha +8
  • Skills Perception +14
  • Condition Immunities diseased, paralyzed, stunned
  • Senses passive Perception 24
  • Languages Common, Draconic, Giant
  • Challenge 19 (22000 XP)

Regeneration. The dragon regains 30 hitpoints at the start of its turn if it has at least 1 hitpoint

Adaptive Resistance. After the dragon takes damage from a source, it gains resistance to the triggering damage. The dragon can have resistance up to three different types of damage at a time from this ability. If it gains another resistance while it has three, it removes the earliest one it received. These resistances last up to 1 minute.

Spellcasting. The dragon is a 14th-level spellcaster. It's spellcasting ability is Wisdom (spell save DC 19, +9 to hit with spell attacks). The cancerous dragon can cast the following spells, requiring no material components:

Cantrips (at will): mage hand, mending, message, resistance, true strike

1st level (4 slots): bane, cure wounds, detect magic, mage armor, magic missile, shield

2nd level (3 slots): invisibility, lesser restoration

3rd level (3 slots): dispel magic, fireball, vampiric touch

4th level (3 slots): dimension door, vitriolic sphere

5th level (2 slots): cloudkill, hold monster

6th level (1 slot): heal

7th level (1 slot): fire storm (Poison damage and Con Save instead), plane shift

Survival Instincts. When a cancer dragon is reduced to 70 hitpoints or lower, it goes into a berserk frenzy. While in this frenzy, it gains +2 to its AC, attack and damage rolls. It cannot recharge its abilities or cast spells while it is in a frenzy.

Actions

Multiattack. The dragon makes three attacks, one with its bite and two with its claws

Bite. Melee Weapon Attack: +13 to hit, reach 15ft., one target. Hit 24 (3d10 + 8) piercing damage

Claw. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit 18 (3d6 + 8) slashing damage

Tail. Melee Weapon Attack: +13 to hit, reach 20ft., one target. Hit 21 (3d8 + 8) bludgeoning damage.

Cancerous Breath (Recharge 6). The dragon exhales in a 90-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, succumbing to Draconic Cancer on a failure.

Organ Eruption (Recharge 5-6). The dragon expels numerous, extra organs in a tide of blood that its regenrative capabilities has created in a 60-foot cone. Each creature in that area must succeed a DC 21 Dexterity saving throw or take 71 (13d10) bludgeoniong damage on a failed save, or half as much on a successful one. The first time a creature witnesses this ability, regardless if they succeed or failed the save, must succeed a DC 16 Wisdom saving throw or become frightened of the cancerous dragon for 1 minute. A creature can repeat teh saving throw at the end of each of its turns, ending the effect on a success.

Legendary Actions

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

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

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Draconic Cancer

Creatures effected by Draconic Cancer feel a enhanced sense of self as they gain regeneration 5 immediately after becoming infected as long as they have 1 hitpoint. However, at the end of each long rest, an infected creature can make a DC 17 Constitution saving throw or suffer -1d6 Con score on a failure.

On a successful save, the DC for this save and for future saving throws is reduced by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease.
Creatures who are effected by the reduced Con score regain 1 Con score per day of no longer being infected, up to their original amount.

Rathalos And Rathian

A sexually dimorphic species of simplistic dragon, raths are split between the male rathalos and his female counterpart, the rathian. While the former is referred to as the 'King of the Skies,' the females are known as ‘Queen of the Land,’ each deriving the title from their preferred habitat. Despite these separated habitats, rathian and rathalos share a close bond with each other and will fiercely protect each other and any spawn that they sire. Beyond their savagery in defending each other, both are highly territorial and will patrol their domain, often claiming large swaths of land and reigning as apex predators. The only creatures able to challenge them, especially a mated pair, are similar creatures that reign in the top of the food chain.

Whether due to an ability to rapidly adapt and grow within their environment or because of them being prone to mutation, both raths can occur in a wide variety of variant species. The most well-known of these are the pink rathian and azure rathalos, raths born with unique coloration in their scales as well as notably more power than their counterparts. An azure rathalos and pink rathian can be created by applying the advanced simple creature template to the monsters respectively. Gold rathians and silver rathalos are even more powerful, sometimes even strong enough to challenge true dragons through sheer primal ferocity. Another common variant species is the dreadking rathalos and dreadqueen rathian. Notably larger than typical members of their species, they wield their fire and poison in more effective tandem and can release hotter flames than typical, setting the land ablaze about them. In particular, a dreadqueen rathian can detach the poisonous barbs on her tail. These versions are even more aggressive than regular and will brutally attack their own kind that intrude upon their territory.


Rathalos

Huge monstrosity, neutral


  • Armor Class 17 (natural)
  • Hit Points 168 (16d12 + 64)
  • Speed 40 ft., 80 ft. fly

STR DEX CON INT WIS CHA
21 (+5) 13 (+1) 19 (+4) 4 (-3) 15 (+2) 11 (0)

  • Damage Immunities fire
  • Damage Resistances cold
  • Senses darkvision 60ft., passive Perception 12
  • Languages -
  • Challenge 11 (7200 XP)

Widower's Fury. If a rathian dies while a rathalos is able to observe it, the rathalos gains an extra damage die to all of its melee attacks, reduces its AC by 1 and immediately recharges its breath attack if it is unavailable. This bonus lasts for 1 hour.

Actions

Multiattack. The rathalos makes three melee attacks, one with its bite, one with its claws and one with its tail.

Bite. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 14 (2d8 + 5) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) slashing damage and the creature must make a DC 17 Constitution save or become poisoned. While the creature is poisoned, they take 5 (2d4) poison damage at the start of their turns. They can repeat the saving throw again at the end of their turns.

Tail. Melee Weapon Attack: +9 to hit, reach 15ft., one target. Hit 12 (2d8 + 5) bludgeoning damage.

Breath Weapon (Recharge 5-6). The rathalos exhales in a 30-foot cone. Each creature in that area must succeed a DC 17 Dexterity saving throw, taking 49 (11d8) fire damage on a failed save, or half as much on a successful one.



Rathian

Huge monstrosity, neutral


  • Armor Class 16 (natural)
  • Hit Points 149 (13d12 + 65)
  • Speed 50 ft., 60 ft. fly

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 21 (+5) 4 (-3) 14 (+2) 11 (0)

  • Damage Immunities fire
  • Damage Resistances cold
  • Senses darkvision 60ft., passive Perception 12
  • Languages -
  • Challenge 10 (5900 XP)

Widow's Fury. If a rathalos dies while a rathian is able to observe it, the rathian gains an extra damage die to all of its melee attacks, reduces its AC by 1 and immediately recharges its breath attack if it is unavailable. This bonus lasts for 1 hour.

Actions

Multiattack. The rathian makes three melee attacks, one with its bite, one with its claws and one with its tail.

Bite. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 13 (2d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) piercing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit 13 (2d8 + 4) bludgeoning damage and the creature must make a DC 17 Constitution save or become poisoned. While the creature is poisoned, they take 5 (2d4) poison damage at the start of their turns. They can repeat the saving throw again at the end of their turns.

Breath Weapon (Recharge 5-6). The Rathian exhales in a 30-foot cone. Each creature in that area must succeed a DC 17 Dexterity saving throw, taking 36 (7d8) fire damage on a failed save, or half as much on a successful one.

Immolating Breath. As an action, the rathian builds up her breath weapon, allowing her to cause a explosion of flame when she uses her breath weapon on her next turn. While she is building up her flame, she cannot move. Her breath weapon deals an addtional 9 (2d8) fire damage and creature must also success a DC 17 Dexterity saving throw or be caught on fire. Creatures on fire take 7 (2d6) fire damage on the start of their turns and must use an action to put it out.

After gathering the fire but before releasing her breath weapon, if the rathian is damaged, she must succeed a DC 5 + the damage dealt Constitution saving throw. If she fails, the build up is lost and she cannot use her breath weapon until the end of her next turn.

Edrammi

Arising from origins unknown, edrammi are gangly, hideous humanoids whose most prominent features are their long, knife-like claws. Favoring cities and large communities where the people within them are not as tightknit, they stalk the gutters and alleys in search of victims. Generally cowardly, edrammi rarely attack groups, only doing so when they hold a clear advantage.

However, when faced with a singular target, edrammi relish in the opportunity to indulge in their near universal sadism. Typically operating within established hunting grounds within their home, which typically spans a few blocks, edrammi will usually find or build labyrinthine areas that they lair in. When feeling particularly cruel, an edrammi will drag its prey back here where it will stalk it through the twisting corridors in a cruel game of cat and mouse.

Unfortunately, murder is not the end of an edrammi’s wicked deeds. Once a victim is slain, they are swiftly taken back to the edrammi’s lair where it methodically skins them and then prepares the skin with its intrinsic magic. After it is fully prepared, the edrammi can wear this flesh to take on the form of the slain creature, but most simply do so as a means of conducting their other business. Many edrammi will sell the flesh they strip from their victims to others, allowing them to step into new lives and experiences. Edrammi often find clients in aging nobles seeking to recapture their youthful beauty, thieves hiding their identity for a heist, or covetous individuals trying to steal away the life of another.


An average edrammi is almost 7 feet tall and weighs up to 250 pounds.


Illustration by Daniel Larios


Edrammi

Medium monstrosity, neutral evil


  • Armor Class 15 (Natural armor)
  • Hit Points 90 (12d8 + 36)
  • Speed 30ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 14 (+2) 12 (+1) 15 (+2)

  • Saving Throws Dex +5
  • Skills Acrobatics +5, Deception +8, Perception +4, Stealth +5
  • Senses darkvision 60ft., passive Perception 14
  • Languages Common and one other language
  • Challenge 5 (1800 XP)

Flensing Rend. If an edrammi hits a single creature with two claw attacks in a round, it deals an extra 7 (2d6) slashing damage and the target must succeed a DC 14 Constitution saving throw or begin to bleed profusely, taking 3 (1d6) damage at the end of their turns. They can repeat this saving throw at the start of their turns or as an action.

Skin Suit. As a part of a long rest, an edrammi can strip away the flesh of a medium humanoid or monstrous humanoid that has been dead no longer than 4 hours. As part of this process, it weaves a gentle repose spell into it. While wearing this skin, visually, it is indistinguishable from the original creature.

Shed Skin. While weaing a skin suitm an edrammi can shed it as a bonus action, revealing its true form but destroying the skin. Creatures who are unaware of an edrammi's true nature are frightened until the end of their turn.

Sneak Attack. The edrammi deals an extra 10 (3d6) damage when it hits a target with its claw attack and has advantage on the attack roll, when the target is within 5 feet of an ally of the edrammi that isn't incapacitated or if the target creature is frightened.

Actions

Multiattack. The edrammi makes two claw attacks.

Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) slashing damage


Tetranadon

Large monstrosity, unaligned


  • Armor Class 17 (Natural armor)
  • Hit Points 70 (1d4 + 5)
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (0) 17 (+3) 2 (-4) 13 (+1) 10 (0)

  • Saving Throws Dex +3, Con +6
  • Skills Perception +4
  • Damage Vulnerabilities electricity
  • Senses passive Perception 14
  • Languages -
  • Challenge 6 (2300 XP)

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

Actions

Multiattack. The tetranadon can make 2 slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 12 (2d6 + 5) bludgeoning damage.

Swallow, Spit out and Slam (Recharge 4-6). The tetranadon attempts a grapple check. If successful, the tetranadon places the creature in its mouth and temporarily discombobulates the creature. They must succeed a Constitution saving throw (DC 15) or be paralyzed until the end of the tetranadons turn. The Tetranadon then spits out the creature and makes one slam attack against them.

Swell (Recharge 4-6). As a bonus action, the tetranadon gulps down water and gravel to swell in size, increasing its size catergory to huge as thought it were under the Enlarge spell for 1 minute.

Torrent (Requires Swell). As an action, the tetranadon exhales in a 60-foot by 5-foot line. Each creature in that area must succeed a DC 15 Dexterity saving throw, taking 18 (4d8) bludgeoning damage on a failed save, or half as much on a successful one. This cannot be used on the same turn it has used Swell.


Tetranadon

An extremely voracious creature, tetranadon consume anything that they see moving, even scooping gravel and dirt into their bills in their fervor. Their inflatable stomach allows them to devour larger prey, but they have also learned to use this added weight to their advantage in fights and seem to employ basic wrestling principles.


Some believe that tetranadons are primeval cousins of kappa and, like them, they hold a fascination with wrestling. Tetranadons will wrestle with each other to settle a dispute between them, enlarging themselves by swallowing water and gravel and then trying to force one of its territory. This grappling has a notable similarity to sumo wrestling and some scholars believe that it was originally developed from watching these powerful beasts.

Art credit to the Monster Hunter franchise

5e version by Rasconza/Blue of Monster Monday

Dinn


The dinn are otherworldly invaders from beyond the stars who are beings of pure sound, each one vibrating at a unique frequency that most creatures can’t hear. They supposedly travel on spacefaring ships that they can manipulate with sound alone, venturing to different worlds for a sinister purpose. Fortunately small in number, dinn seek to wipe out all life on the planet so that they can ‘hear’ the planet itself. The plots they employ to this end can span centuries as dinn show no signs of aging and work to ensure these insidious plots aren’t uncovered until its too late to stop them.

Dinn usually hold a superior attitude to other creatures who they tend to view as useless ‘noise’ and ‘clutter’ outside of the immediate aid they can provide to them. However, despite this, most dinn have little interest in sadism and are instead wholly dedicated to their plan, focusing their time on its completion rather than engaging in petty torture.

Ecology

While they may be more regularly encountered elsewhere, dinn are fortunately rare on Htrae but nevertheless still an incredibly deadly force. Commonfolk tend to unaware of such creatures and the scholars, sages, and others that do know of them often have more questions than answers about the mysterious creatures. Their origin is a mystery that many have tried to unlock. Some believe that they are manifestations of the first sounds in the galaxy and this is occasionally supported by the names that dinn use to identify themselves to other creatures, such as Clamor-of-War, Peals-of-Maddening-Laughter, and First-Cry-of-the-Newborn. Some even display specific abilities centered around their name. Infamously, the Clamor-of-War was able to compel an almost endless battle, forcing others to join when they sought to stop it until a brave band of adventurers were able to resist its influences to defeat it.

The form that people can see of a dinn is actually a visual hallucination brought upon by each dinn’s specific frequency. This can cause them to have wildly differing appearances to the point that those who have met one may not be able to identify another upon encountering them unless they pay close attention to specific signs. Dinn are accompanied by a faint whine or buzzing that only the sharpest of ears can detect. Sometimes these noises take on aspects akin to what they are named for, but more often than not, they are too faint to be discernable. Through the modulation of their own personal frequency, dinn are able to alter their appearance somewhat but it requires their concentration to do so.


Habitat and Society

Hailing from beyond Htrae, the nature of the dinns’ homeworld is as much a mystery as they themselves are. They are able to survive almost anywhere, only endangered by vacuums or places where sound cannot travel. Dinn are even adept at navigating in aquatic environments and some have even found themselves drawn into conflict with alghollthu as their plots tend to overlap with each other. Only the most foolhardy or arrogant dinn linger around urban environments where they can be easily spotted and identified, but they are more common along outskirts or smaller villages where they are less likely to be recognized.

Dinn have enough agency and knowledge to operate on their own, but have no issue working in choirs, functioning with surprising cooperation despite their wicked schemes. They operate without any recognizable social structure, sharing ideas freely with each other and deciding as a group upon the best course of action. When a disagreement happens, the dinn in the minority will often still continue to work on their idea as a side project while supporting the main plan. However, some dinn strike out completely on their own or seek to recruit other creatures into their designs – though rarely do they share the full details unless they are as hellbent on the destruction of their home as the dinn are.

Illustration by Daniel Larios


5e version by Rasconza/Blue of Monster Monday



Dinn

Medium Aberration, neutral evil


  • Armor Class 21 (natural armor)
  • Hit Points 228 (24d8 + 120)
  • Speed 0ft., 60 ft. fly

STR DEX CON INT WIS CHA
1 (-5) 23 (+6) 21 (+5) 18 (+4) 19 (+4) 25 (+7)

  • Skills Deception +12, Intimidation +12, Perception +9
  • Damage Resistances acid, fire, lightning; bludgeoning, piercing, and slashing from non-magical attacks
  • Damage Vulnerabilities thunder
  • Condition Immunities charmed, grappled, paralyzed, petrified, prone, restrained
  • Senses blindsight 120ft., passive Perception 18
  • Languages Abyssal, Common, Draconic
  • Challenge 16 (15000 XP)

Disquieting Tone. The sound produced by a dinn's very presence can result in an array of emotions or sensations in creatures within 30 ft. Each creature other than the dinn within this aura must succeed a DC 20 Wisdom saving throw or become confused (as per the confusion spell) while within the aura or 1 hour has passed. Creatures can repeat the saving throw at the end of their turns. Creatures that succeed on the saving throw are immune to the effects for 24 hours.

Susceptible to Silence. If the dinn starts its turn in an area affected by silence, it takes 14 (4d6) fore damage. in addition, silence also negates a dinn's blindsight.

Tune. As a bonus action, a dinn can tune itself to one of the following options within its blindsights radius; weapons, spells or a specific creature or object.

-Weapons: When tuned to weapons, any physical attack that successfully hits the dinn requires a d20 check. On a 15 or lower, any non-magical weapon or ammunition is destroyed, dealing only half as much damage to the dinn.

-Spells: When tuned to spells, the dinn gains a 30 ft aura, which creatures that attempt to cast a spell with a verbalcomponent must make a DC 20 Constitution saving throw. On a failure, the creature fails to cast the spell.

-Creature or Object: When tuned to a specific creature or object, the dinn deals an additional 11 (2d10) thunder damage any time it would deal thunder damage.

Actions

Resonating Touch. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 35 (10d6) thunder damage.

Threnody (Recharge 5-6). As an action, a dinn can create a resonance in a single creature within 60 feet that it has tuned itself to for two consecutive rounds. The target of the threnody must attempt a DC 20 Constitution saving throw. On a success, the creature takes 45 (8d10) thunder damage and is stunned until the end of its next turn. On a failure, the creautre is immediately taken down to 0.

Reactions

Reverb. As a reaction, when the dinn is targeted with or included in the target of a thunder damaging or language-dependent ability that allows a saving throw, it may attempt a Charisma check against the DC. On a success, it causes the effect to fail. On a failure, the effect takes place as normal and the dinn must make a save against it.

Bishaten


Bishatens are mischievous and curious residents of lush jungles and forests where they are weaned from a young age on fruits that most other creatures refrain from eating. Over time, bishaten build up an immunity to this fruit and will often carry a large supply of it with them though their omnivorous nature occasionally sees them seeking sustenance elsewhere. Surprisingly intelligent, bishaten enjoy playing pranks on any creature that wander into their domain.

Art credit to the Monster Hunter franchise

5e version by Rasconza/Blue of Monster Monday



Bishaten

Large monstrosity, unaligned


  • Armor Class 14
  • Hit Points 110 (13d10 + 39)
  • Speed 40ft., 20 ft climb., 20 ft fly.

STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 16 (+3) 3 (-2) 13 (+1) 8 (-1)

  • Skills Athletics +6, Perception +4
  • Damage Vulnerabilities cold
  • Damage Resistances electricity
  • Senses passive Perception 14
  • Languages -
  • Challenge 7 (2900 XP)

Glide. A bishaten can't use its flyspeed to hover. When flying, a bishaten must end its movement at least 5 feet lower in elevation than where it started.

Uncanny Climber. A bishaten's tail is powerful enough to support its entire weight upon, even when climbing. A bishaten doesn't need its hands free to climb as long as it isn't holding anything in its tail.

Potent Fruit. Bishaten carry fruit in their marsupial-likepouches that they can fling at enemies. These fruit also carry debilitating effects, one of which the bishaten chooses whenever throwing a fruit;

  • Dazefruit: The target must succeed on a DC 14 Constitution saving throw or become stunned until the end of their next turn.

  • Flashfruit: The target and each creature within 5ft of the target must succeed a DC 14 saving throw or become blinded until the end of their next turn.

  • Poisonfruit: The target is poisoned for 2 (1d4) turns and ends at the end of their turn.

Actions

Multiattack. The bishaten makes one tail slam and one claw attack.

Tail Slam. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 12 (2d8 + 3) bludgeoning damage

Claws. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 6 (1d6 + 3) slashing damage

Fruit. Ranged Weapon Attack: +7 to hit, range 20/40 ft., one target. Hit 12 (2d8 + 3) bludgeoning damage plus one potent fruit.

Totem Warden


The totem warden is a construct often made by tribes who dwell within the wilderness. Carved with symbols that carry meaning to the tribe, or occasionally to their neighbors, the warden is animated through a magical ritual that involves a local shaman calling a spirit of nature to inhabit and animate the construct.


The shaman typically summons a spirit friendly to the tribe that it beseeches with watching over and guarding their lands. Some totem wardens last beyond the tribe that created them, leaving them to wander and guard abandoned lands.


Art credit to Xavier 'Lozano' Ribeiro

5e version by Rasconza/Blue of Monster Monday



Totem Warden

Huge construct, neutral


  • Armor Class 17 (Natural armor)
  • Hit Points 172 (15d12 + 75)
  • Speed 40ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 20 (+5) 3 (-4) 20 (+5) 1 (-5)

  • Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons.
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120ft., passive Perception 15
  • Languages Understands the languages of its creator but can't speak
  • Challenge 10 (5900 XP)

Immutable Form. The totem warden is immune to any spell or effect that would alter its form.

Shamanic Magic. The totem warden has advantage on saving throws against spells and other magical effects.

Magic Weapons. The totem warden's weapon attacks are magical.

Overgrowth. In the presence of a totem warden, all plants and wildlife within 60 ft. All natural terrain in the aura becomes difficult terrain. All non hostile beasts in the aura gain +2 to their AC, Attack and Damage rolls and ignore natural difficult terrain.

Totem Carvings. A totem warden is typically made up of four totem carvings from which it draws a variety of powers. The totem warden picks one of these totems to empower itself on the start of each of its turns. Each totem grants the warden the following abilities based on which totem is currently active;

  • Buffalo: The totem warden gains a gore attack and can cast conjure animals twice per day.

  • Stag: The totem warden increases all methods of movement it gains by 10 feet and can cast freedom of movement twice per day.

  • Troll: The totem warden regains 10 hitpoints at the start of its turn if it has at least 1 hit point and can cast melf's acid arrow or scorching ray at 3rd level twice per day.

  • Wolf: The totem warden gains the Pack Tactics trait. It also can increase the damage of its slam attacks by 1d8 for 1 minute or until it changes its totem. It can do this twice per day.

Actions

Multiattack. The Totem Warden makes two slam attacks and a gore attack if in the Buffalo totem.

Slam. Melee Weapon Attack: +10 to hit, reach 15ft., one target. Hit 15 (2d8 + 6) bludgeoning damage

Gore (Requires Buffalo Totem). Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 17 (2d10 + 6) piercing damage.

Tobi-Kadachi


This elegantly flowing creature loosely resembles a cross between a snake and a ferret, its body covered in pale scales and fur with a shocking twist.


A largely arboreal predator, the tobi-kadachi prowls through jungle canopies in search of prey before pouncing down upon it and savaging it. It often getes into conflicts with other large predators but it struggles in most of these fights and is typically driven off. Normally quite reclusive, they become aggressive when threatened and will wildly charge their foes, building up static electricty within their fur that they can use to enhance their attacks.


Tobi-Kadachi

Huge monstrosity, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 93 (11d12 + 22)
  • Speed 50 ft., 30 ft fly

STR DEX CON INT WIS CHA
19 (+4) 23 (+6) 15 (+2) 3 (-4) 13 (+1) 11 (0)

  • Skills Perception +4
  • Damage Immunities lightning
  • Senses passive Perception 14
  • Languages -
  • Challenge 6 (2300 XP)

Static Current. Whenever the tobi-kadachi moves 20 feet along a solid surface, it generates 1 point of static current. Upon reaching 5 points of static current, the tobi-kadachi becomes charged with static electricity and cannot generate further charges until it is no longer charged. While in a charged state, the following effects apply;

  • The tobi-kadachi's melee attacks deal 3 (1d6) extra lightning damage.

  • When attacked by a creature within melee distance, they must make a DC 13 Constitution saving throw, or be slowed until the end of their next turn as electricity rus through their body.

The tobi-kadachi loses 1 point of charge at the end of each turn since it has become charged. Upon reaching 0 charges, it must wait atleast 1 minute before it can perform this feature again.

Glide. A tobi-kadachi can't use its fly speed to hover. When flying, a tobi-kadachi must end its movement at least 5 feet lower in elevation than where it started.

Actions

Multiattack. The tobi-kadachi makes three attacks, one with its bite, one with its claw, and one with its tail.

Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 13 (2d8 + 4) piercing damage

Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damagge

Tail. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit* 13 (2d8 + 4) bludgeoning damage.

Slide-Rock Bolter


Stories and tall tales are plentiful in mountains, the flights of fancy almost a counterpoint to the rugged, harsh environments. Among these fables is the story of a slide-rock bolter, a bizarre beast that clings to peaks and rocky outcroppings along steep slopes, drooling in hunger as it waits for prey to wander across its path. Once it does, it releases its tenacious grasp and with the lubrication provided by its drool as well as its own mass, rapidly slides down the mountain with its mouth wide open, scooping up everything in its path. Many folk laugh at these stories, believing the concept too bizarre and outlandish, but slide-rock bolters are very real and surprisingly efficient. The reason behind the lack of concrete proof regarding their existence is that slide-rock bolter’s leave very few survivors in their sudden attacks.

Those that are privy to the existence of slide-rock bolters often ponder upon their bizarre abilities, physiology, and habits. Some stories claim that slide-rock bolters were whales that lived in what would become mountain ranges. When that even happened, they were stranded upon the peaks of the world and would have died if a god sympathetic to their plight had changed them into a form that could survive in their new environment. Others say the ambient magic of the world at the time led to the changes in the slide-rock bolters. While such arguments distract scholars and old storytellers, slide-rock bolters remain a threat for unaware adventurers in mountainous regions

Illustration by Vildevitus#2346 on discord

5e version made by Rasconza/Blue of Monster Monday



Slide-Rock Bolter

Gargantuan Beast, unaligned


  • Armor Class 19 (natural armor), 15 while prone
  • Hit Points 181 (11d20 + 66)
  • Speed 20ft.

STR DEX CON INT WIS CHA
27 (+8) 12 (+1) 23 (+6) 2 (-4) 16 (+3) 7 (-2)

  • Skills Perception +7
  • Damage Resistances piercing, slashing
  • Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 17
  • Languages -
  • Challenge 11 (7200 XP)

False Appearance. While a slide-rock bolter remains motionless, it is indistinguishable form an a rocky outcropping or part of a mountainside.

Powerful Bite. The slide-rock bolter applies double its strength modifier to its bite damage.

Actions

Bite. Melee Weapon Attack: +12 to hit, reach 15ft., one target. Hit 35 (3d12 + 16) bludgeoning damage. The target is grappled (escape DC 20) and the target is restrained until this grapple ends.

Swallow. The slide-rock bolter makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the slide-rock bolter, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A slide-rock bolter can have only one large creature or 2 medium creatuers swallowed at a time.

If the slide-rock bolter takes 30 damage or more on a single turn from the swallowed creature, the slide-rock bolter must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the slide-rock bolter. If the slide-rock bolter dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Spittle. As an action, the slide-rock bolter can expel a glob of spit in a 20-foot wide square up to 60 feet away from it. Any creatures in that area must succeed a DC 16 Dexterity saving throw or fall prone. A creature attempting to move at full speed through this area must also succeed the saving throw or fall prone. Moving at half-speed ignores this property. While a slide-rock bolter moves through this spittle, it increases its base movement speed by 20ft.

Somnacanth

A primarily nocturnal creatures, somnacanths have beenn mistaken for mermaids due to the haunting melodical songs they sing and vaguely feminine appearance. These cunnig creatures primarily feed upon shells, which they crack open on a hardened surface along their belly.

Somnacanths are highly territorial and readily attack any that intrude upon their home. Among its arsenal, it produces an incredibly potent sleepig powder that induces unconsciousness in creatures that inhale it. Injured somnacanths will often use this opportunity to run while more aggressive members will launch into a fearsome attack.


Somnacanth

Large monstrosity, unaligned


  • Armor Class 18
  • Hit Points 127 (15d10 + 45)
  • Speed 20ft., swim 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 20 (+5) 17 (+3) 3 (-4) 15 (+2) 10 (0)

  • Damage Vulnerabilities electricity
  • Damage Immunities cold
  • Condition Immunities unconscious
  • Senses darkvision 60 ft., passive Perception 17
  • Languages -
  • Challenge 8 (3900 XP)

Hold Breath. The somnacanth can hold its breath for 20 minutes.

Sneak Attack. The somnacanth deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll.

Actions

Multiattack. The somnacanth makes 2 claw attacks and a tail attack.

Claw. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 7 (1d8 + 3) slashing damage

Tail. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 10 (2d6 + 3) bludgeoning damage

Sleep Breath (Recharge 5-6). The somnacanth exhales sleep gas in a 60-foot cone or down at its feet in a 30 ft radius. Each creature in that area must succeed on a DC 16 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Crack Shell. As an action in a suitable environment, a somnacanth can grab a shell and crack it open on its belly to create one of the following effects;

  • Explosive Shell: The shell explodes as it opens, dealing 18 (4d8) fire damage to the somnacanth and in a 10-foot radius around it. Each creature within that area must make a DC 16 Dexterity saving throw or take that damage on a failure.

  • Flash Shell: A blindninng light burstts from the shell. Creatures other tha the somnacanth must make a DC 16 Constitution saving throw or be blinded for 2 (1d4) rounds.

  • Regenrative Shell: Revitalizing powder erupts from this shell and dances through the air, restoring 19 (2d8+10) hitpoints to the somnacanth and all creatures in a 5-foot radius around it.

Lamplighter


Hailing from the First World, lamplighters are frequent travelers among the Material and Shadow Planes where they deal in souls captured in their lanterns. Cruel and devious, lamplighters enjoy gathering new souls to light their lanterns, but always honor bargains that they strike. For this and their ability to travel, many adventurers seek to make bargains with them. While a lamplighter will keep to the letter of any deals it makes, it will often seek to exploit loopholes in them.


Aside from adventurers, lamplighters will often bargain with outsiders and other monsters with souls they capture in their lanterns though many often develop a favorite soul they will refuse to trade. A lamplighter is around 7 feet tall but rarely weighs more than 280 lbs.


Illustration by Daniel Larios


5e version by Rasconza/Blue of Monster Monday



Lamplighter

Medium Fey, Lawful Evil


  • Armor Class 19 (natural armor)
  • Hit Points 135 (18d8 + 54)
  • Speed 40ft.

STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 16 (+3) 15 (+2) 11 (+1) 22 (+6)

  • Skills Deception +10, Perception +9, Stealth +10
  • Damage Resistances bludgeoning, piercing and slashing from non-magical weapons
  • Senses darkvision 120ft., passive Perception 19
  • Languages Abyssal, Aquan, Auran, Celestial, Common, Ignan, Infernal, Sylvan, Terran
  • Challenge 12 (8400 XP)

Sneak Attack (1/Turn). The lamplighter deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the lamplighter that isn't incapacitated and the lamplighter doesn't have disadvantage on the attack roll.

Light the Way. When a lamplighter successfully kills a creature, it can trap that creatures soul withi an unlit lantern or replace a soul in a lit lantern. Any attempt to resurrect a creature whose soul is bound in a lantern requires a DC 24 spellcasting ability check, failing to cast the spell on a failure.

Lanterns. A lamplighter customarily carries six lanterns crafted from an unknown metal. These lantern count as spellcasting foci for its innate spells. When a lantern contains a soul, it sheds light as a normal lantern that can be doused or restored at-will. The lamplighter can use speak with dead at-will as with any creatures soul it holds in its lantern. As an action, the lamplighter can consume a soul within a lantern to use one of the following abilities;

  • Summon a will-o'-wisp that obeys the lamplighter that summoned it and disappears once the lamplighter is slain.

  • Regain 32 (5d8+10) hitpoints

  • Regain one use of it's innate spells that has been spent.

Innate Spellcasting. The lamplighters spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The lamplighter can innately cast the following spells, requiring only a single latern with a soul:

At will: darkness, passwall, plane shift (self only, shadowfell)

2/day: negative energy flood, spirit shroud

Actions

Multiattack. The lamplighter makes 4 claw attacks.

Claws. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 13 (2d6 + 6) slashing damage

Goss Harag


A chilling creature of the ice and snow, the goss harag is a brutal beast known in some parts of the world as the ‘limb reaper’ for its habit of cutting apart its prey. While its powerful claws are its most common weapons, its ability to form simplistic weapons of ice upon its limbs are one of the most feared weapons in its arsenal. The intelligence and awareness of the goss harag is hotly debated among some groups of scholars, with some arguing that its habit of using weapons, and the way it seems to revel in the fear of its victims, make it more sapient than others give it credit for.


However, research on such topics is often difficult as goss harags are highly territorial that don’t take kindly to any intrusion upon their domain. Those that have managed to study goss harags unobserved reporting that the disquieting hunting habit of the creature is very unusual and makes little to no use of stealth or ambushes. Instead, the goss harag makes it presence obvious, stalking through its frozen demesne to spread fear and disquiet among its potential prey. Once the terror it has sown leads to a victim to making a mistake, the goss harag leaps into the fray with wanton savagery. Sites of its hunts look less like a fight between beasts and more like the remains of a ferocious battle.


Credit: Monster Hunter Franchise

5e version by Rasconza/Blue of Monster Monday



Goss Harag

Huge monstrosity, unaligned


  • Armor Class 14
  • Hit Points 172 (15d12 + 75)
  • Speed 40ft.

STR DEX CON INT WIS CHA
23 (+6) 16 (+3) 20 (+5) 3 (-4) 17 (+3) 10 (0)

  • Skills Perception +7
  • Damage Immunities cold
  • Damage Vulnerabilities fire
  • Senses passive Perception 17
  • Languages -
  • Challenge 10 (5900 XP)

Enraged (Recharge 4). As an action, the Goss harag may enter into an enraged state. While enraged, the Goss harag gains these benefits;

The Goss harag gains 20 temporary hitpoints.

The Goss harag gains resistance to bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons.

If the Goss harag takes 45 damage or more on a single turn, the Goss harag leaves the enraged state. The Goss harag loses this state at the start of its third turn of being enraged.

Greater Cleave. Creatures attacked by the Goss harag claws or ice weapon that are within 5 feet of the original target but not out of the attacks range, are also attacked.

Ice Weapon. As a bonus action before its movement, the Goss harag forgos its movement this turn. The Goss harag can create a blade of ice upon its paw. This weapon lasts for 2 rounds or until it is thrown.

Actions

Multiattack. The Goss harag makes two melee attacks with its claws or ice weapon.

Claws. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 15 (2d8 + 6) slashing damage.

Ice Weapon. Melee/Ranged Weapon Attack: +10 to hit, reach 15ft./range 20/60., one target. Hit 10 (1d8 + 6) slashing damage plus (2d8) cold damage.

Ice Breath (Recharge 4). As an action, the Goss harag exhales a cold breath in a 60-foot by 10-foot wide line. Each creature in that area must succeed on a DC 17 Dexerity saving throw or take 36 (8d8) cold damage. Creatures who succeed the saving throw take half damage.

Earth-Shattering Slam. As an action, the Goss harag slams both its fists into the earth. Each creature in a 30-foot by 15-foot wide line. Each creature in that area must succeed a DC 18 Strength saving throw or be knocked prone.

Grim Maw


Occasionally, particularly gluttonous individuals who suffer an untimely death, such as a rabid ogre that devoured townsfolk ceaselessly or a noble who feasted while their subjects starved until they rose in bloody revolt, will be possessed by their hunger even after their end. If that spirit finds its way back to its body, it can reanimate it as a grim maw, a grotesque undead that knows only the briefest respites from its hunger. These creatures prefer warm, fresh flesh as a meal but will make a move of anything that falls within their reach. While powerful servitors, a necromancer raises a grim maw only when fully assured in his powers - a grim maw that slips control will devour its former master as gladly as any other meal.


Illustration by Daniel Larios

5e version by Rasconza/Blue of Monster Monday



Grim Maw

Large undead, unaligned


  • Armor Class 16 (18 while a creature is swallowed)
  • Hit Points 161 (17d10 + 68)
  • Speed 40ft.

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 19 (+4) 3 (-4) 6 (-2) 15 (+3)

  • Saving Throws Wis +2
  • Damage Resistances slashing
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands giant but can't speak
  • Challenge 10 (1068 XP)

Grasping Intestines. The grim maw can have up to one target grappled at a time. The intestines can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying the inestines deals no damage to the grim maw, which can extrude replacment intestines on its next turn. The intestines can also be broken if a creature takes an action and succeeds on a DC 17 Strength check against it.

Undead Fortitude. If damage reduces the grim maw to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the grim maw drops to 1 hit point instead.

Profane Hunger. As long as a grim maw doesn't have a creature swallowed, it gains +2 to its attack rolls, damage rolls and wisdom saves, and -2 to its AC. It loses these bonuses when it successfully swallows a creature, but regains these effects immediately if the creature is freed early. If it kills a creature with its swallow ability, it doesn't regain use of this ability for 1 minute.

Actions

Multiattack. The grim maw makes one attack with its intestines, uses Reel, and makes one slam and bite attack.

Slam. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 12 (2d6 + 5) bludgeoning damage

Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 18 (3d8 + 5) piercing damage

Intestines. Melee Weapon Attack: +9 to hit, reach 30ft., one target. Hit The target is grappled (escape DC 17). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws.

Reel. The grim maw pulls a creaure it has grappled up to 25 feet straight towards it.

Swallow. The grim maw makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the grim maw, and it takes 21 (6d6) acid damage at the start of each of the grim maw's turns. A grim maw can have only one creature swallowed at a time.

If the grim maw takes 30 damage or more on a single turn from the swallowed creature, the grim maw must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the grim maw. If the grim maw dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Rakna-Kadaki


Spider-like beasts that dwell in underground caverns of volcanoes and along other places of intense heat, rakna-kadaki are apex predators that trap their unfortunate victims in webs before they engulf them in their fiery breath. Most encountered rakna-kadaki are females or their immature form known as rachnoids. Fully grown male rakna-kadaki are unknown, and some scholars believe that they are eaten by larger females after mating, as is the case with more mundane arachnids.


While this theory is widely accepted among the academic community, it comes as a surprise that rakna-kadaki are such good mothers. Although rachnoids can be found in far-ranging environments, rakna-kadaki mothers carry their children in large, protective web sacs along with them. The mother will regurgitate prey for her children to feed upon and defends them ferociously.


However, rakna-kadaki also teach their children how to hunt, somehow communicating with them to leap from her back to spit web or fire at prey. Rakna-kadaki usually reserve such instances for when they feel as though their children wouldn’t be threatened in the encounter, otherwise preferring to keep them safe in their web sac.


The natural ferocity of rakna-kadaki and their expansive, at times intrusive, hunting grounds often draws them into conflict with humanoids and other creatures. While they are able to acquit themselves against most threats, certain creatures such as mature magma dragons or powerful heroes, can prove a challenge or even slay rakna-kadaki. The former will occasionally make meals of them while the latter usually intercede when they incidentally become prey of a rakna-kadaki or one strays too close to a human settlement.


Both the chitin and webbing of rakna-kadaki are highly valued, having a wide variety of uses including the creation of clothes, weapons, and armor. In particular, the silk produced by the rakna-kadaki is held in high esteem, used in lightweight but highly functional clothes and has even found use in specially designed bows. Brave and foolhardy entrepreneurs have been known to sneak into rakna-kadaki’s lairs to collect their silk. Others have attempted to raise a rachnoid from birth for the purpose of spinning silk as a commodity, but these efforts consistently end in disaster as rakna-kadaki seem to struggle to form bonds with creatures other than their own kind.


Art credit:

Monster Hunter Franchise

Cosme "Aeflus" Lucero (pg2)



Rakna-Kadaki

Huge monstrosity, unaligned


  • Armor Class 19 (natural armor)
  • Hit Points 195 (17d12 + 85)
  • Speed 40ft., climb 40ft.

STR DEX CON INT WIS CHA
23 (+6) 16 (+3) 20 (+5) 3 (-4) 19 (+4) 6 (-2)

  • Damage Vulerabilities cold
  • Damage Immunities fire, electricity
  • Senses passive Perception 10
  • Languages -
  • Challenge 14 (11500 XP)

Web (9/9). The rakna-kadaki's webbing is much greater than any webbing seen before. Creatures trapped by the webs take 7 (2d6 fire) damage at the start of their turns until they are doused. It can also be attacked and destroyed (AC 16; hp 20; immunity to bludgeoning, fire, poison, and psychic damage). Recharges per Day.

Web Slide (Costs 1 Web). Instead of moving on her turn, the rakna-kadaki can use its web to move up to her speed without provoking attacks of opportunity. A rakna-kadaki can use this ability to move in any direction as long as she has an anchor point for her web to pull herself towards.

Actions

Multiattack. The rakna-kadaki makes three melee attacks, one bite and two claw attacks.

Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 20ft., one target. Hit 13 (2d6 + 6) slashing damage.

Thick Web (Costs 1 Web). Ranged Weapon Attack: +9 to hit, range 30/60ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 18 Strength check, bursting the webbing on a success.

Web Spray (Costs 2 Web). The rakna-kadaki can unleash a spray of webbing in a 30-foot cone. The rakna-kadaki makes a single Thick Web attack and uses that roll against all targets in the effected area.

Fire Breath (Recharge 6). The rakna-kadaki exhales fire in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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

Quick Swipe. The rakna-kadaki makes a claw attack.

Rachnoids (Requires Gown, Costs 2 Actions). The rakna-kadaki can spawn 1d3 rachnoids upon the field, depending on the number rolled determines what action they take.

If 1 rachnoid is spawned, place the rachnoid 40 ft away from the rakna-kadaki and immediatly makes 1 web slide move upon it.

If 2 rachnoids are spawned, place the rachnoids within 10 ft of the rakna-kadaki, her and the rachnoids each make a 30 ft by 5ft line breath attack dealing 22 (5d8) fire damage unless they succeed a DC 15 Dex save.

If 3 rachnoids are spawned, place the rachnoid all within 10 ft of the rakna-kadaki, within 10 ft of another rachnoid. Each rachnoid makes a web attack on a target within 20 ft (+6 to hit; target is restrained on hit; DC 14 to break free; AC 12; hp 5; immunity to bludgeoning, poison, and psychic damage)

Weave (Costs 2 Actions). Rakna-kadakis are experts in manipulating their webbing to create proective threads or forming them into heavy weapons. She can choose to end any of these weaves freely at anytime. Choose from the two options;

  • Gown (Costs 2 Web): The rakna-kadaki creates a gown of webbing that covers her entire body. While wearing this gown, she gains 65 temporary hitpoints.
  • Weapon (Costs 1 Web): The rakna-kadaki creates a heavy weapon upon her claws. Her claw attacks deal 20 (2d10+9) bludgeoning damage instead of her natural damage. These weapons break after 3 successful claw attacks.

WitchWillow

Large plant, neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 85 (9d10 + 36)
  • Speed 20ft.

STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 18 (+4) 14 (+2) 15 (+2) 19 (+4)

  • Skills Perception +5
  • Damage Vulnerabilities fire
  • Damage Resistances slashing
  • Condition Immunities charmed, frightened, paralyzed, poisoned, stunned, unconscious
  • Senses passive Perception 15
  • Languages Common
  • Challenge 8 (3900 XP)

Witchwalker. The Witchwillow constantly has the detect magic, pass without a trace and speak with plants spells upon it. If any of these effects are dispelled, they return after 2d4 hours.

Innate Spellcasting. The witchwillows's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The witchwillow can innately cast the following spells, requiring no material components:

3/day: detect thoughts, stinking cloud, summon beast (3rd level).

1/day: entangle

Thorny Entanglement. Creatures who are within or enter the area of a witchwillows entangle spell suffer 7 (2d6) piercing damage for every 5 feet of movement within the area.

Actions

Multiattack. A witchwillow makes 2 claw or splinter attacks.

Forests Cursed Claw. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 12 (2d6 + 5) slashing damage. Target creature must succeed a DC 16 Con save or reduce the target's dexterity score by 1d6. If the targets dexerity is reduced to 0, they become a immobile tree.

Everyday, a creature transformed by this curse may attempt another saving throw to recover, at which point the victim returns to flesh with 1 Dexterity and recovers all of its dexterity after a long rest. A creature who has not turned into a tree also recovers the same way. A creature who fails this save three days in a row after turning into a tree has the effect become permanent and can only break the curse with a wish spell.

Splinter. Ranged Weapon Attack: +8 to hit, range 20/60ft., one target. Hit: 8 (2d4 + 5) piercing damage.

Witchwillow

The evil of hags can live long past their death in the form of witchfires, fell minions, or even the curses that they leave upon their unfortunate victims. Witchwillows are another possibly remnant of slain hags, born from their blood soaking into the soil in which a seed is growing. As the seed drinks in the blood as sustenance, a cruel and malignant intellect begins to take form, growing slowly as the seed does. When a witchwillow first breaks the soil, it appears no different from other trees of its types, but by that point, it has already hatched dozens of wicked schemes and plots.


It will brood on these plans for years before its body finally fully develops and it can unleash its malignance upon the world. Many witchwillows will hide among common treefolk in an effort to lead them astray, but some prefer the company of like-minded creatures and will take company with other witchwillows if not actual hags, who welcome witchwillows into their covens.


Illustration by Vildevitus#2346 on discord


5e version made by Rasconza/Blue of Monster Monday

Bongo-Bongo


Knowledge of Bongo-Bongo is rare to begin with and ideas as to how the powerful shadow came to be is a mystery. Given its appearance and penchant for percussion, a common theory is that Bongo-Bongo is the remnant of an ancient cyclopean civilization, one that placed a heavy focus on musical traditions that Bongo-Bongo vainly tries to keep alive. Another common suggestion is that Bongo-Bongo is an executed criminal, explaining his lack of a head and dismembered hands.

Art credit:

Legend of Zelda: Ocarina of Time

Credit:

5e version by Rasconza/Blue of Monster Monday



Bongo-Bongo

Huge undead, neutral evil


  • Armor Class 17 (natural armor)
  • Hit Points 120 (16d12 + 16)
  • Speed 0ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
27 (+8) 12 (+1) 13 (+1) 13 (+1) 18 (+4) 20 (+5)

  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60ft., passive Perception 14
  • Languages understands giant but cannot speak
  • Challenge 12 (8400 XP)

Immaterial. Bongo-Bongo's body has a pseudo connection with the ethereal plane, effectively allowing him to remain there aswell as on the material plane aswell. Because of this. Bongo-Bongo's body is immune to harm or any effect that would target its body. Bongo-Bongo can see 120ft into the ethereal and material plane at all times.

Hands. Bongo-Bongo's hands are corporeal and able to be attacked on the material plane. Any attack that is not an attempt to target a hand affects the body, including area attacks. The hands have an AC of 17, and 80 hitpoints. If both hands are damaged within 1 round, Bongo-Bongo loses the effects of its immaterial ability for 1 round. If a hand is reduced to 0 hitpoints, it is destroyed though Bongo-Bongo can regenerate 1 hand after a long rest. If both hands are destroyed, it loses the effects of its immaterial ability until it regains at least one hand.

Magic Being. Bongo-Bongo's attacks count as magical for the purpose of bypassing resistances.

Shrouded Form. Bongo-Bongo's body, but not his hands, is under the effects of the greater invisibility spell and this cannot be dispelled for any reason other than if Bongo-Bongo wishes it.

Actions

Multiattack. Bongo-Bongo can make a one different attack for each hand he has.

Punch. Melee Weapon Attack: +12 to hit, reach 20ft., one target. Hit: 16 (4d8 + 8) bludgeoning damage.

Sweeping Slap. Melee Weapon Attack: +12 to hit, reach 20ft., one target. Hit: 18 (3d8 + 8) bludgeoning damage. Bongo-Bongo places his hand within his reach and moves it in a 10ft wide by 20 ft long line and makes an attack roll against each creature in that area.

Grasp. Melee Weapon Attack: +12 to hit, reach 20ft., one target. Hit: 15 (2d6+8) bludgeoning damage. If the target is medium size or smaller, the target is grappled (escape DC 21). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws. At the beginning of Bongo-Bongos next turn, if the target is still grappled, immediately take the Hurl action with that hand.

Hurl. Bongo-Bongo launches a grappled creature 40 ft in any direction. Target creature can make a DC 21 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage and is knocked prone, on a success, target creature takes half that damage and is not prone.

Bongo Beats (Requires 2 Hands). Bongo-Bongo causes creatures in a 20 ft radius of the reach of its hands to fall prone by slapping the ground repeatedly (DC 21 Strength save). If a creature fell prone within that area and is also still within reach of his hands, Bongo-Bongo follows this attack up with a Punch.

Errant Eye


Errant Eye

Tiny abberation, neutral


  • Armor Class 14 (natural)
  • Hit Points 7 (2d4 + 2)
  • Speed 30ft., 30 ft climb., 30 ft swim.

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

  • Skills Perception +4
  • Senses truesight 60ft., passive Perception 14
  • Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elvish, Infernal (can't speak)
  • Challenge 1/2 (100 XP)

Repeition Vulnerability. When a creature that the errant eye can observe performs the same actions in the same order as its previous turn, if the errant eye observed it during its previous turn, the errant eye takes a -2 on all ability checks for 1 round. These actions don’t have to have the same outcome as long as they are the same actions, including spells being cast and weapons being used. For example, if the errant eye sees a creature move and cast lightning bolt and the target fails its save then the same creature moves and casts lightning bolt again, if the target saves, the errant eye would still take the penalty.

Actions

Overwhelming Visions. An errant eye can transmit the vast array of sights and visions its has collected into the mind of another creature it can see within 60ft. Target creature must succeed a DC 12 Wisdom saving throw, taking 5 (2d4) psychic damage and is slowed for 1 round on a failure or half as much damage on a success.


Illustration by Vildevitus#2346 on discord


5e version made by Rasconza/Blue of Monster Monday


Errant eyes are bizarre creatures with an insatiable curiosity that are found the world over though their skill at keeping themselves hidden means they are still very much a mystery. They lurk in darkened corners, simply watching and observing the world with an unnerving dedication before skittering away to take in new sights.


Errant eyes typically have little interest in combat and their first tactic is always to flee, but if forced into an encounter, they readily wield their feeble claws and ability to transmit the sights they’ve seen against their foes, hoping to leave them dazed long enough to escape. Their ability to see the truth of things is highly valued by many, particularly mages, and is more pronounced given their otherwise weak nature.


Despite the value errant eyes hold, attempts to capture and tame them have been met with little luck. Some scholars have put forth the suggestion that errant eyes essentially feed off of visual stimuli and the doldrums of captivity often results in them perishing before any sort of training can be completed. Even when this is taken into account, errant eyes are surprisingly stubborn and will escape at the earliest opportunity.

Moder


The child of an ancient and powerful god, Moder is typically found on the Material Plane with a cult of followers. While Moder often serves as a herald of her father, she seems intent on creating cults that directly worship her. She will allow woodland settlements to grow within her domain before making her presence known and terrorizing them before demanding worship from any survivors. Her followers are said to be granted eternal life without youth and they live in fearful reverence, refusing to touch the mutilated corpses that she decorates her forest with, like some malevolent shrike.


Art by Keith Thompson


5e version made by Rasconza/Blue of Monster Monday



Moder

Large abberation, neutral evil


  • Armor Class 17 (natural)
  • Hit Points 207 (18d10 + 108)
  • Speed 50ft.

STR DEX CON INT WIS CHA
25 (+7) 17 (+3) 22 (+6) 15 (+3) 18 (+4) 23 (+6)

  • Saving Throws Con +11, Wis +9
  • Skills Perception +9, Stealth +13
  • Condition Immunities charmed, exhaustion, frightened, poisoned, stunned
  • Senses passive Perception 19
  • Languages -
  • Challenge 15 (13000 XP)

Bound. Moder is bound to a forest in which her worshippers have summoned her. She is unable to pass beyond the border of the forest but is able to move to different planes as long as she returns to the forest she is bound to when returning to the material plane.

Mask of the Wild. Moder can attempt to hide even when she is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Immutable Form. Moder is immune to any spell or effect that would alter her form.

Magic "Weapons". Moder's weapon attacks are considered magical.

Trampling Charge. If the moder moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, moder can make one hooves attack against it as a bonus action.

Innate Spellcasting. Moder's spellcasting ability is Charisma (spell save DC 21, +11 to hit with spell attacks). Moder can innately cast the following spells, requiring no material components:

At will: minor illusion (120ft)

3/day: fear, phantasmal killer, mental prison.

1/day: weird

Actions

Multiattack. Moder makes a gore, a hooves and a claw attack.

Gore. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 14 (2d6 + 7) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 11 (1d8 + 7) slashing damage.

Hooves. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 20 (3d8 + 7) bludgeoning damage.

Legendary Action

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

Antlers. Moder makes 1 gore attack.

Impale (Costs 3 actions). Moder impales a creature it has grappled of its size or smaller onto a branch, stone or ohher appropriate piece of terrain, dealing 27 (6d8). She then releases the grapple but the creature remains restrained and must free themselves (DC 20).

Sorrow (Costs 3 actions). Moder casts the fear or phantasmal killer spell from its innate casting.

Breathless


Relentless titans of the depths, the desires and drives of a breathless are a mystery. While many undead are compelled by unfulfilled desires from their life or lingering hungers, breathless seem to lack such motivations. The forces that drive them may be related to whatever entity has granted their foul, second lease upon life. However, their goals remain esoteric and without apparent purpose, leading to the continued confusion of those unfortunate enough to encounter them.


Breathless are formed from undead who die deep beneath the surface, far from any friends and deprived of any oxygen. In this state, as the breathless slowly and painfully dies, they make contact with something beyond then ken of mortals that brings them back from the dead. This force drives the breathless slowly back to the surface with terrible purpose.



Breathless

Large undead, neutral evil


  • Armor Class 18 (plate mail)
  • Hit Points 209 (18d10 + 110)
  • Speed 20ft.

STR DEX CON INT WIS CHA
24 (+7) 10 (0) 20 (+5) 10 (0) 17 (+3) 10 (0)

  • Damage Resistances piercing
  • Damage Immunities cold
  • Condition Immunities poisoned
  • Senses passive Perception 15
  • Languages Aquan, Common, Dwarven
  • Challenge 14 (11500 XP)

Drowned. A creature that begins its turn or enters within 30ft of the breathless can feel their lungs filling with fluid. A creature must succeed a DC 19 Constitution saving throw or begin suffocating. As an action, a creature may make a Constitution check against the saving throw to expel the liquid. A creature who succeeds the save is immuue to this effect for 24 hours.

Trudge. The breathless treats difficult terrain caused by water as regular terrain.

Actions

Multiattack. The breathless makes 3 attacks, two with its pickaxe and one with its slam.

Anchor (+1). Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit 17 (2d8 + 8) piercing damage.

Slam. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit 14 (2d6 + 7) bludgeoning damage.

Voice of the Deep (Recharge 5-6). As an action, the breathless can begin speakin in an ancient and unknowable tongue. Each creature within 60 ft must succeed a DC 20 wisdom saving throw or be confused as per the confusion spell for 2 (1d4) rounds.

Reactions

Last Grasp. If attacked within 5 feet of the breathless, the breathless may attempt a grapple check against that creature with the writhing tentacles within it. A creature who is grappled by this immediately suffers the effects of drowning as per the Drowned ability, regardless if it has saved prior. A breathless can only grapple up to two creatures of equal size or smaller with this ability.

Breath Taker


The Winds is a goddess of many and oft-changing facets, but one of the most common is her association with lust and desire. In turn, breath takers appear to be manifestations of that aspect, beauteous figures that appear wrapped in wind-whipped silks and scarves who lure mortals too them – and suffocate them with a breath-stealing kiss.


While their grander motivations seem unclear, breath takers are often found to be fickle and tempestuous, just as their progenitor. A breath taker may choose to leave its victim merely light-headed and out of breath or to ruthlessly murder it at a whim and accounts on why this is the case vary widely. Breath takers are capable of speech, but those that are able to communicate with them report that they don’t say much beyond seductions and whispers of desire.


Breath takers will occasionally form into groups that will descend upon large groups of mortals, like at parties and banquets, they rarely interact with each other. In general, they remain largely disinterested in creatures other than their prey, which consists mostly of humanoids. Some breath takers will even develop a preference for certain traits and continually seek out victims possessing those traits – or repeatedly target a single individual that meets their preferences.


Illustration by Vildevitus#2346 on discord

5e version made by Rasconza/Blue of Monster Monday



Breath Taker

Medium elemental, Chaotic Neutral


  • Armor Class 16 (natural)
  • Hit Points 127 (17d8 + 36)
  • Speed 0 ft., fly 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 22 (+6) 16 (+3) 9 (-1) 14 (+2) 21 (+5)

  • Damage Resistances lightning, thunder, bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Auran
  • Challenge 9 (5000 XP)

Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Love is in the Air. Creatures that enter or begin their turn within 30 feet of the breath taker muust succeed a Charisma saving throw (DC 17) or become charmed by the breath taker. A creature can repeat his saving throw if they are harmed. A creature has advantage on the save if they are engaged in combat. A creature who succeeds on the save is immune to this effect for 24 hours.

Innate Spellcasting. The breath taker's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The breath taker can innately cast the following spells, requiring no material components:

3/day: charm person, gust of wind, wind wall

1/day: dominate person

Actions

Multiattack. The breath taker can make two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) bludgeoning damage.

Breathtaking Kiss. As an action, the breath taker performs a kiss on a charmed or willing creature. The kissed creature must make a DC 17 Constitution save or immediately begin suffocating and then reduces the amount of rounds it can maintain its breath for by 3 (1d4+1). If this does not render the kissed creature unconcious, they are unable to speak for one round.

Brambleback


Brambleback

Large plant, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 104 (11d10 + 44)
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 5 (-3) 14 (+2) 5 (-3)

  • Damage Resistances fire
  • Condition Immunities blinded, deafened, exhaustion
  • Senses passive Perception 12
  • Languages -
  • Challenge 6 (2300 XP)

Fan the Flames. If the brambleback takes fire damage, its attacks deal an extra 3 (1d6) fire damage for 1 round.

Actions

Multiattack. The brambleback makes two attacks.

Scorching Sap Claw. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 10 (2d4 + 5) slashing damage. Target creature must make a Dexterity save (DC 15) or become grappled by burning resin in the location they stand. A creature who is grappled in such a way takes 4 (1d8) fire damage at the start of their turns while they remain grappled. As an action they may attempt to break the grapple.



Cinderling

Small plant, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 11 (2d6 + 4)
  • Speed 20ft.

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

  • Damage Resistances fire
  • Condition Immunities blinded, deafened, exhaustion
  • Senses passive Perception 10
  • Languages -
  • Challenge 1/2 (100 XP)

Fan the Flames. If the cinderling takes fire damage, its attacks deal an extra 3 (1d4) fire damage for 1 round.

Actions

Claw. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 3 (1d4 + 1) slashing damage.

Bramblebacks, and their premature forms known as cinderlings, are a strange mix of flora, fauna, and flame that occupy realms rife with magical energy. While typically non-aggressive, they are highly territorial and have little patience with trespassers. When provoked, they will fight fiercely to defend their home and young, but will usually not chase adversaries beyond the scope of their domain. The sap of a brambleback contains many of its properties even after the creature’s passing and savvy hunters will carefully collection it for use in their own efforts or to sell to alchemists who often use it to make tangleburn bags.

5e Version made by Blue/Rasconza

Valstrax


Sometimes mistaken for comets or shooting stars, valstrax are a breed of primitaive dragon not commonly encountered aside from those that seek them out. Information on a valstrax is limited as they can settle in almost any environment, feeding on large prey animals within the area. Normally calm creatures, a valstrax will grow extremely aggressive when threatened and will readily defend themselves before abandoning their meal. However, if a fight begins to go south for a valstrax, its incredible speeds ensures that it is almost impossible to catch. Curiously, valstrax don't fly in a conventional manner but by ejecting a strange energy from the tips of their wings, making minor adjustments to alter their flight pattern with ease. This energy has been found to have similarities akin to that expelled by a deviljho as it is able to cancel out magic of those that are caught within it. A valstrax will often vent this energy around itself, making it naturally immune to spells.



Valstrax

Huge monstrosity, unaligned


  • Armor Class 22 (natural)
  • Hit Points 378 (28d12 + 196)
  • Speed 40ft. fly 240 ft.

STR DEX CON INT WIS CHA
27 (+8) 20 (+5) 25 (+7) 6 (-2) 18 (+4) 13 (+1)

  • Saving Throws Dex +11, Int +4, Cha +7
  • Skills Acrobatics +17, Perception +10
  • Damage Vulnerabilities cold, electricity, fire
  • Senses passive Perception 20
  • Languages -
  • Challenge 18 (20000 XP)

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

Magic Resistance. A valstrax has advantage on saving throws against spells and other magical effects.

Razor Wings. A valstrax's wings have a crit range of 19-20.

Actions

Multiattack. The valstrax makes three attacks; one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit 22 (3d8 + 8) piercing damage

Claw. Melee Weapon Attack: +14 to hit, reach 15ft., one target. Hit 14 (2d6 + 8) slashing damage

Wing. Melee Weapon Attack: +14 to hit, reach 25ft., one target. Hit 17 (2d8 + 8) slashing damage

Homing Barrage (Recharge 5-6). The Valstrax unleashes six homing projectiles at any creature within 120 feet. Each projectile deals 13 (3d8) fire damage and multiple projectiles can be directed at a single target, for a maximum of 78 (18d8) fire damage on a failed Dex save (DC 22), or half as much on a successful save.

A creature who takes any damage from a homing projectile is treated as if they are within an antimagic field for 1 round.

Legendary Reactions

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

Heightened Detect. The valstrax makes a Wisdom (Perception) check at advantage.

Wing Strike. The valstrax makes a wing attack.

Around the World (Costs 3 Actions)*. The valstrax rockets itself up into the air, flying up double its movement speed without provoking attacks of opportunities and then rockets itself back into the earth. The valstrax must end its movement on a solid surface. When it ends its movement, each creature in a 20-foot radius around it takes 33 (6d10) fire and 33 (6d10) bludgeoning damage on a failed Dex save (DC 22). The valstrax is then stunned until the start of its next turn.

*If the valstrax uses this ability just before its next turn, it is instead stunned until the end of its next turn.

Art credit: Monster Hunter Franchise

5e version made by Rasconza/Blue of Monster Monday

Vorcinnkar


Found in the tundra and icy mountains, vorcinnkar are strange, chimeric creatures that vaguely resemble a cross between a polar bear and an ape but possess only a lump for a head featuring a trio of glowing, vertical eyes. Lacking a traditional mouth, vorcinnkar instead survive by consuming the heat of their nearby surroundings, but favor the warmth of living creatures. Surprisingly social creatures, vorcinnkar often hunt in packs but have been known to strike up a symbiotic relationship with remorhazes. However, if a remorhaz doesn’t turn on its companions and devour them before it grows into a frost worm, they are like to gang up and do the same to it after it has changed.

While possessing only limited intelligence, vorcinnkar have a certain cunning that they often use to lure or force victims into an ambush. Particularly devious vorcinnkar, usually those that have lost their pack or been cast out, have been known to silently stalk lost travelers during blizzards or at night, sapping their heat until they succumb to the cold and die without ever even realizing the beast following them. Vorcinnkar also have a strange hobby of collecting trinkets from creatures they kill, such as bones or things they carried.

Capable diggers with shovel-like claws, vorcinnkar will work together to dig out intricate warrens where they lair when not hunting. They often dig these tunnels with the intent of finding geo-thermal springs or other hot spots that they can drain heat from. These lairs are frequently decorated with prizes that vorcinnkar have claimed from their hunts. The higher up in a pack’s hierarchy a vorcinnkar is, the closer they are allowed to be to the warmest part of the caverns that they have dug out.


Vorcinnkar

Large monstrosity, neutral


  • Armor Class 16 (Natural)
  • Hit Points 104 (11d10 + 44)
  • Speed 30ft., burrow 15 ft.

STR DEX CON INT WIS CHA
21 (+5) 13 (+1) 18 (+4) 5 (-3) 15 (+2) 10 (+0)

  • Skills Perception +5, Stealth +4
  • Damage Resistances fire
  • Damage Immunities cold
  • Senses blindsense 60ft., darkvision 60ft., passive Perception 15
  • Languages -
  • Challenge 7 (2900 XP)

Arctic Sride. A vorcinnkar is immune to natural difficult terrain while within a arctic or snowy terrain.

Heatsink. A creature that starts its turn or enters within 10ft of vorcinnkar takes 13 (3d8) cold damage or half as much on a successful (DC 15) Con save. After taking this damage, the vorcinnkar takes the same amount as fire damage (before resistances).

Vent. If a vorcinnkar takes 14 or more fire damage, its claw attacks deal an additional 3 (1d6) fire damage for 1 round.

Actions

Multiattack. The vorcinnkar makes two claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 12 (2d6 + 5) slashing damage.

Focused Chill. As an action, target creature within the vorcinkars heatsink aura must succeed a DC 15 Con save. On a failed save, they take 26 (6d8) cold damage and become slowed until the end of their turn. On a success, they take half as much damage and are otherwise unaffected. In either case, the vorcinnkar takes the same amount of damage as fire damage (before resistances).

Illustration by Vildevitus#2346 on discord

5e version made by Rasconza/Blue of Monster Monday

Scagdead


The scagdead is a pitiable creature born from a humanoid that possesses a natural resilience to the magically engineered disease known as the T-virus. Those normally afflicted by the virus became mindless, zombie-like creatures, but the scagdead’s resistance causes the virus to spread slowly but more deeply.

Their body becomes distorted with excess flesh, and eventually the virus settles so deep inside them, it causes a mental split that, after full mutation, tends to leave the human portion unaware of its current situation. While slow, the scagdead hampers its foes with organic bear traps that it can spit and those struck by its bite can be left with lasting effects as it transmits the T-virus. Zombies often gather around a scagdead, either from those it has created or others infected by the T-virus that seem drawn to it.

While the vast majority of creatures afflicted with the T-virus develop into a strange breed of zombies, the highly mutable state of the disease means it can lead to a number of bizarre creatures. The licker is another example of this, being a creature with a powerful, prehensile tongue and extremely sensitive hearing but lacking any eyes. Non-humanoids infected by the T-virus often grow to immense sizes and will occasionally develop additional, unnatural features.

T-Virus

This disease takes 1 day to become apparent on a creature. Symptoms include mild blindness and paleness of the skin to a somewhat ashy gray with a deep hunger for raw flesh. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest.

At the end of each long rest, an infected creature must make a DC 15 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease.


If a creature should die while infected with this disease, they return as a zombie in 1 hour of their death.



Scagdead

Medium abberation, neutral evil


  • Armor Class 16 (Natural)
  • Hit Points 102 (12d8 + 48)
  • Speed 20ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 19 (+4) 11 (+0) 16 (+3) 7 (-2)

  • Saving Throws Int +3, Wis +6
  • Damage Resistances damage from spells
  • Senses darkvision 60ft., passive Perception 13
  • Languages Common
  • Challenge 8 (3900 XP)

Splint Mind. The scagdead has advantage on mind-altering or illusion spell saving throws.

Actions

Multiattack. A scagdead makes one bite, one rotating blade and one snaptrap attack.

Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 12 (2d6 + 5) piercing damage and become grappled by the scagdeads jaws. It must also succeed a DC15 Constitution saving throw or become infected by the t-virus disease.

Rotating Blade. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Snaptrap. Ranged Weapon Attack: +4 to hit, range 30ft., one target/location. Hit: 8 (2d6 + 1) piercing damage. A scagdead can target an empy squuare with one of its snaptraps to leave a snaptrap in that square until a creature enters that space. A creature that steps in a snaptrap or is hit by one is considered restrained until it uses an action to escape (DC 15). If a creature doesn't step into a snaptrap within 1 minute, it dissolves and dissapears.

Art credit: Resident Evil

5e version made by Rasconza/Blue of Monster Monday

Nargacuga


Most commonly found in deep forests or jungles, nargacugas are apex predators that prowl their domains from the shadows before launching savage attacks. It nests in tall trees, dragging prey that it has hunted into the treetops to feed at its leisure. While the nargacuga has developed wing blades, which it uses as both a tool and a natural weapon, its greatest weapon is its tail, powerful enough to shatter the bones of even other large beasts.

Some nargacuga demonstrate extraordinary abilities that set them apart even from others of their own kind. The most well-known has been referred to as the lucent nargacuga, a nargacuga that has the advanced simple template, can cast invisibility as a spell-like ability three times per day, and has night venom on its tail.

Night Venom:

Target must succeed a DC 17 Con save or become poisoned and take 7 (2d6) poison damage at the start of their turn for 1 minute.



Nargacuga

Large monstrosity, neutral


  • Armor Class 17 (natural)
  • Hit Points 157 (15d10 + 60)
  • Speed 40ft., climb 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
21 (+5) 17 (+3) 18 (+4) 4 (-3) 17 (+3) 11 (+0)

  • Saving Throws Dex +7
  • Skills Perception +7, Stealth +7
  • Damage Vulnerability lightning
  • Senses darkvision 60ft., passive Perception 17
  • Languages -
  • Challenge 11 (7200 XP)

Enraged (Recharge 4). As an action, the nargacuga may enter into an enraged state. While enraged, the nargacuga gains these benefits;

The Nargacuga gains 20 temporary hitpoints.

The Nargacuga increases its land movement speed by 20 ft.

The Nargacuga makes an addtional attack of its choosing.

The Nargacuga can use its impaling slam attack.

If the Nargacuga takes 40 damage or more on a single turn, the nargacuga leaves the enraged state. The Nargacuga loses this state at the start of its third turn of being enraged.

Glide. A nargacuga can't use its fly speed to hover. When flying, a nargacuga must end its movement at least 15 feet lower in elevation than where it started.

Actions

Multiattack. The Nargacuga makes 3 seperate melee attacks or 2 Quill attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) piercing damage.

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

Tail Slam. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 14 (2d8 + 5) bludgeoning damage.

Quills. Ranged Weapon Attack: +9 to hit, range 30ft., one target. Hit 8 (1d6 + 5) piercing damage.

Eviscerating Quills (Recharge 6). As an action, the nargacuga flings its quills in a 30-foot line that is 10 feet wide. Each creature in that line must succeed a DC 17 Dexterity saving throw or take 36 (8d8) slashing damage on a failed save, and half as much on a success.

Impaling Slam (Requires Enraged). The nargacuga extends the spikes on its tail and makes a Tail Slam attack against a creature within its range. On a hit, the target is considered grappled and moves up to the nargacuga. The creature is grappled until it escapes (DC 16) or until the nargacuga moves from its space, uses its tail slam again or attacks with either of its quill attacks.

Art credit: Monster Hunter Franchise

5e version made by Rasconza/Blue of Monster Monday

Aper


A cruel and envious fey, the aper is a collector of masks and other disguises as it loathes its own, hideous form. Apers fixate on targets that they view as more comely or capable than them and stalk them into they find an opportune moment to strike, at which point they will seize the target and force one of their masks upon them. These masks, specially made by the aper and imbued with their innate magic, suck away the souls of those they affect, trapping them within the mask and allowing the aper to call upon their appearance and abilities at their leisure. Folklore says that mortals already wearing masks confuse aper as it prevents them from determining whether it is a face they want to steal or not. This belief has been built into a larger tradition of some reasons where mortals will wear not only masks, but elaborate costumes in both celebration and to confound apers.



Aper

Medium fey, neutral evil


  • Armor Class 16
  • Hit Points 120 (16d8 + 48)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 22 (+6) 16 (+3) 14 (+2) 16 (+3) 19 (+4)

  • Saving Throws Con +7, Int +6, Wis +7
  • Skills Acrobatics +10, Athletics +6, Deception +12, Persuasion +12, Sleight of Hand +10,
  • Damage Resistances bludgeoning, piercing and slashing from non-silvered weapons
  • Senses passive Perception 14
  • Languages Common, Sylvan
  • Challenge 10 (5900 XP)

Innate Spellcasting. The aper's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The Aper can innately cast the following spells, requiring no material components:

2/day: hideous laughter, invisibility

1/day: power word pain

Actions

Multiattack. The aper makes two claw attacks or two with a weapon it has gained proficieny in.

Claw. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 13 (2d6 + 6) slashing damage.

Don Mask. As a bonus action, the aper may don one of its masks and draw upon the abilities of the soul trapped within. When an aper dons a shaped mask, it gains one** of the following abilities;

  • A single feat.

  • +4 bonus of the trapped souls highest ability score.

  • A weapon proficiency.

  • A spell of the trapped soul (5th level or lower) that it can cast twice.

While wearing a shaped mask, the aper may cast disguise self at will to appear as the creature whose soul is trapped within. The duration for this spell effect is permanent, until the mask is removed, dispelled or is dismissed by the aper.

The aper must meet the prerequisites and requirements for any ability it gains with this effect. The ability ranted by each mask is determined by the GM.

**Generally a shaped mask provides only one ability, but that is subject to the GM's discretion.

Place Mask. If the aper has a creature grappled, it may choose to place a mask upon the creature, either of a shaped or unshaped mask. A mask can be removed as an action as if to escape a grapple (DC 15).

  • Shaped Mask: The creature becomes confused as per the spell confusion until the mask is removed.

  • Unshaped Mask: A creature that begins its turn wearing must succeed a DC 16 Wisdom saving throw or reduce the wearers Wisdom score by 2d2. The target the target dies if this reduces its Wisdom to 0 and their soul essence of who they were becomes trapped within the now shaped mask.

Illustration by Vildevitus#2346 on discord

5e version made by Rasconza/Blue of Monster Monday

Capracion


A capracion is a humble, unassuming celestial often found in the lofty places of Nirvana or the Material World. While preferring solitude, the capracion lends its aid in the battle against villainy but prefers addressing evil at the root of its problem, trying to lead those who can be redeemed onto a new path.

Sometimes it will seek out those it believes can be redeemed and bring them back to its home, forcibly if need be, to guide them on this path. In other instances, the capracion will wait for those seeking to change to come to it. The capracion possesses an almost preternatural sense for those seeking redemption and knows where to be to help them. Alone on their mountaintop sanctuaries, capracions practice martials, honing their body, mind, and spirit to their peak. In addition to the students they intentionally seek out, some capracions are occasionally sought out by others who hope to learn from them.

They accept these students with silent acceptance even though they focus much of their attention on their troubled pupil. While the capracion will take little action to encourage it, schools will almost seem to rise around them though the capracion often leaves this school to its pupils to continue its own wanderings.

Illustration by Sethmonster

5e version made by Rasconza/Blue of Monster Monday



Agathion, Capracion

Medium celestial, neutral good


  • Armor Class 19 (natural armor)
  • Hit Points 143 (19d8 + 57)
  • Speed 55ft., fly 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 20 (+5) 16 (+3) 14 (+2) 18 (+4) 17 (+3)

  • Saving Throws Str +7, Dex +9, Con +7, Int +5, Wis +8, Cha +7
  • Skills Athletics +7, Acrobatics +9, Insight +12, Perception +12, Religion +10
  • Damage Resistances cold, thunder
  • Damage Immunities lightning poison
  • Condition Immunities diseased, petrified, poisoned
  • Senses darkvision 60ft., passive Perception 22
  • Languages Celestial, Draconic, Infernal, speak with animals, Tongue of the Sun and Moon
  • Challenge 11 (7200 XP)

Innate Spellcasting. The Capracion's spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The Aper can innately cast the following spells, requiring no material components:

Constant: speak with animals, fly

At will: call lightning, detect magic, detect thoughts

1/day: summon celstial (defender, 6th level)

Ascetic Master (14/14 Ki). A capracion has all the following benefits of the monk class; martial arts, ki, unarmored movement, deflect missiles, slow fall, stunning strike, ki-empowered strikes, evasion, stillness of mind, purity of body, tongue of the sun and moon, and diamond body.

Nurturing Teacher. A capracion can spend 1 hour wih a single creature and can lead it in meditation or introspective instruction on a myriad of matters during which the creature can take no other actions. After completing this instruction, the creature has advantage on skill checks for the next 24 hours.

Actions

Multiattack. The capracion makes two unarmed attacks and one gore attack.

Unarmed Attack. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 9 (1d8 + 5) bludgeoning damage.

Gore. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 10 (2d4 + 5) piercing.

Ki Actions

As a bonus action, the capracion may spend 1 ki to perform the one of following actions;

Immediately after taking the Attack action on its turn, it can spend 1 ki point to make two unarmed strikes as a bonus action.

Take the Dodge action on its turn.

Take the disengage or dash action, doubling its jump distance.

Shakalaka


This small, green skinned creature resembles a goblin with a rougher hide, a notably stockier build, and a mask obscuring its face.


Savvy hunters and ingenious alchemists, shakalaka make use of explosives, poisons, and anything else they can find of use in their hunts.


Shakalaka

Small humanoid, chaotic neutral


  • Armor Class 11
  • Hit Points 11 (2d6 + 4)
  • Speed 20 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 15 (+2) 12 (+1) 11 (+0) 8 (-1)

  • Skills Stealth +3
  • Damage Vulnerabilities cold
  • Senses passive Perception 10
  • Languages Lynian
  • Challenge 1/2 (100 XP)

Actions

Machete. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d4 + 2) slashing damage and the target must succeed a DC 11 Constitution save or take 2 (1d4) poison damage.

Malicious Trickster (Recharge 5-6). As an action, a shakalaka can move or burrow up to twice its speed while leaving behind an explosive trap in its original square. Disguised as a piece of treasure (such as a sack of coins or other trinket), this trap sets off after one round or if a creature uses an action to interact with the trap. Each creature within 5ft of the trap takes 5 (2d4) fire damage upon activation. A DC 11 Perception check reveals this "treasure" to be a trap.

The reason behind a shakalaka developing a king shakalaka is not quite known, but these stronger and sturdier versions of their lesser kin are known to possess a strange ability to manipulate fire. They tend to wield weapons created from remnants of beasts they've hunted.


Art by the Monster Hunter Franchise


King Shakalaka

Small humanoid, chaotic neutral


  • Armor Class 15 (Natural)
  • Hit Points 44 (7d6 + 21)
  • Speed 30 ft., burrow 15 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 12 (+1) 14 (+2) 11 (+0)

  • Skills Intimidation +4, Stealth +3
  • Damage Vulnerabilities cold
  • Damage Resistances fire
  • Senses passive Perception 12
  • Languages Common, Lynian
  • Challenge 3 (700 XP)

Actions

Multiattack. The King Shakalaka makes two attacks with its greatclub.

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

Hothead (Recharge 5-6). As an action, the king shakalaka launches an orb of fire in a 10ft radius. Each creature in that area makes a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save or half as much on a successful one.

5e version made by Rasconza/Blue of Monster Monday

Elder Mimic


Despite its name, an elder mimic is not a mimic of advanced age but one that has somehow gained power beyond anything that would otherwise accessible to them. Like their lesser kin, elder mimics are most commonly driven by hunger and base desires, but some have been known to craft grander schemes.

The exact origins of elder mimics are difficult to pin down as few seem interested in discussing their methods. However, their link they hold to eldritch horrors beyond the ken of most mortals and the horrors their minds hold, as some survivors have seen, suggest a link to elder beings. A mimic that, whether intentionally or not, comes into contact with these beings or that absorbs energy from artifacts associated with them are believed to be able to start the process of becoming an elder mimic though it repeated effects beyond the first.


Illustration by Daniel Ljunggren

5e version made by Rasconza/Blue of Monster Monday



Elder Mimic

Gargantuan monstrosity, neutral


  • Armor Class 19 (Natural armor)
  • Hit Points 214 (13d20 + 78)
  • Speed 40ft.

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 23 (+6) 13 (+1) 15 (+2) 21 (+5)

  • Saving Throws Str +14, Con +12, Int +7, Wis +8
  • Damage Resistances bludgeoning, piercing and slashing from non-magical or adamantine weapons.
  • Condition Immunities charmed, diseased, frightened, paralyzed
  • Senses darkvision 60ft., passive Perception 12
  • Languages Common
  • Challenge 18 (20000 XP)

Massive Creature. This creature is so large, four creatures that are medium or smaller may occupy the space it takes at the same time. It atleast takes up a 40 foot by 40 foot space on a battlemap.

Soul Drain (Structure Form Only). A creature that long rests within the elder mimic while it is disguised as a structure must succeed a DC 21 Constitution saving throw or reduce their Constitution score by 2. A creature who has failed this save is then immune to this ability for the next 24 hours. A greater restoration or a wish spell can restore this loss.

False Structure (Structure Form Only). While the mimic remains motionless, it is indistinguishable from a normal structure such as an inn, tavern or manor with appropriate furnishings.

Serving Staff (Structure Form Only). Within the structure, ten staff members seek to aid and provide hospitality towards any creatures entering the structure.

These staff members can take the appearance of any creature the mimic desires, but function equivalently to an unseen servant spell. The elder mimic may speak through these staff with any voice it desires.

Innate Spellcasting. The elder mimics's innate spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no components:

At will: modify memory

3/day: bestow curse, confusion, phantasmal killer

1/day: gate, weird

Actions

Multiattack. A elder mimic can make two slam attacks.

Bite. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit 19 (2d12 + 6) piercing damage and the creature is swallowed. A creature swallowed by the elder mimic has total cover against attacks and other effects outside the elder mimic and is trapped within the halls and rooms immediately as if it were subject to the maze spell (DC 21). A creature starting their turns within the mimic takes 14 (4d6) acid damage. A creature must succeed against against the save of the maze spell before it can attempt to break out of the elder mimic. If the elder mimic takes 45 damage or more on a single turn from a creature inside it, the mimic muust succeed on a DC 22 Constitution savig throw or immediately regurgitate all swallowed creatures, which fall prone within 10 feet of the elder mimic.

Slam. Melee Weapon Attack: +14 to hit, reach 30ft., one target. Hit 21 (3d8 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +14 to hit, range 60/240ft., one target. Hit 28 (4d10 + 6) bludgeoning damage.

Almudron


An almudron is a surly and reclusive beast found to dwell in swamps and marshes. Found in a variety of environments, almudrons are believed to prefer mountainous environments. They are able to secrete a solution from their tail with acidic properties that breaks dirt and even stones into a thick, muddy slurry that it makes its home in. Almudrons are highly protective of their home and will ferociously defend it, fighting for it even at the risk of their own life.


Art credit: Monster Hunter Franchise

5e version made by Rasconza/Blue of Monster Monday



Almudron

Huge Monstrosity, neutral


  • Armor Class 16
  • Hit Points 189 (18d12 + 72)
  • Speed 40ft., burrow 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 20 (+5) 19 (+4) 3 (-4) 18 (+4) 7 (-2)

  • Saving Throws Con +8, Cha +2
  • Skills Perception +8
  • Damage Vulnerabilities fire
  • Damage Immunities acid
  • Senses darkvision 60ft., tremorsense 60ft., passive Perception 19
  • Languages -
  • Challenge 12 (8400 XP)

Mire Stride. An almudron is immune to natural difficult terrain while within mud or a swamp. It is no immune to magically created difficult terrain.

Enraged (Recharge 4). As an action, the almudron may enter into an enraged state. While enraged, the almudron gains these benefits;

The Almudron gains 25 temporary hitpoints.

The Almudrons tail and muddy rock attack deal 5 (2d4) extra acid damage. The Almudrons mud wave attack deals 9 (2d8) acid damage.

All difficult terrain tiles made by the Almudron deal 5 (2d4) acid damage upon a creature entering or starting its turn there.

A creature effected by the thick mud from the muddy rock attack takes 5 (2d4) acid damage at the start of its turn until the mud is removed.

If the Almudron takes 40 damage or more on a single turn, the almudron leaves the enraged state. The almudron loses this state at the start of its third turn of being enraged.

Actions

Multiattack. The Almudron makes one bite, one claw and one tail attack.

Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 22 (3d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 16 (3d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 20ft., one target. Hit 19 (3d8 + 6) bludgeoning damage

Muddy Rock. Ranged Weapon Attack: +10 to hit, range 40/120ft., one target. Hit 25 (3d12 + 6) bludgeoning damage. Creatures must succeed a Dexterity saving throw (DC 18) or become covered in thick mud. While covered, the creaures movement speed is halved and they have -2 to their AC. A creature can remove this mud as an action.

Fling Mud. As an action, the almudron flings mud into three 10 by 10 foot squares within 30 feet of itself. Those areas count as difficult terrain for 1 minute.

Mud Wave (Recharge 5-6). As an action, the almudron flings a wave of mud in a 30-foot cone. Each creature in that area must succeed a DC 18 Constitution save, taking 33 (6d10) bludgeoning damage and being knocked prone on a failed save. A creature that succeeds only takes half damage. The area of the cone becomes natural difficult terrain for 1 minute.

Burrowing Breach (Requires Enraged, Recharge 6). When the almudron is underground, as an action, it can attack a 15 by 15 foot area within its movement range. It makes a bite attack against all creatures within that area. Each creature hit by this attack must succeed a DC 18 Strength save or be sent up into the air 20 feet and then fall prone. The almudron then move all creatures in that space to the nearest unoccupied adjacent spaces.

Gargomon


Believed to originate from another plane of existence, gargomons are a humanoid creature that are never seen without their gargo gatlings. These advanced weapons have caused some to hypothesize that gargomon hail from another planet or plane of existence. Despite their gregarious nature, gargomon are talented hunters who use their precise aim and incredible jumping ability to catch foes.


Many gargomon are skilled strategists that utilize hit-and-run tactics against their targets, often firing from afar before disappearing. Those who try to close the distance and take advantage of the gargomon’s apparent lack of melee weapons often find them surprisingly adept at mixing up close-combat with the firing of their gargo gatlings. A standard gargomon is 4 feet tall and weighs around 200 pounds.


Gargomon occasionally display a strange ability to rapidly evolve into a more powerful form when placed into extreme situations. This different form is recognized by a different name with the most common one being rapidmon, a heavily armed and armored creature that somehow naturally develops a suit of power armor around itself. Occasionally, a gargomon can evolve into an antylamon, a beast able to transform its limbs into blades instead of its typical gargo gatlings



Gargomon

Medium monstrosity, neutral


  • Armor Class 17 (Natural)
  • Hit Points 115 (13d8 + 52)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 18 (+4) 13 (+1) 14 (+2) 12 (+1)

  • Skills Acrobatics +7, Perception +5
  • Senses passive Perception 15
  • Languages Common
  • Challenge 7 (2900 XP)

Standing Leap. Gargomon's long jump is up to 30 feet and its high jump is up to 20 feet, with or without a running start. While at the apex of gargomons jump, it can choose to descend at a speed of 10 feet at the end of its turn, allowing it to briefly glide.

Close Quarter Combatant. Gargomon does not suffer disadvantage for using their ranged attacks within 5 feet of a hostile creature.

Bunny Pummel. If Gargomon hasn't moved on its turn, it can make a slam attack followed up by a gargo gatling attack as an atack action. Gargomon then reduces its speed to 0 for the rest of its turn.

Actions

Multiattack. Gargomon can make 2 slam attacks or one Gargo Gatling attack.

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

Gargo Gatlings. Melee Weapon Attack: +7 to hit, range 40/160 ft., one target. Hit 18 (4d6 + 4) piercing damage or bludgeoning damage (if the attack is made within 5ft).

Spray and Pray (Recharge 4). Gargomon can fire a hail of rounds from its gargo gatlings in a 30 foot cone. Each creature in that area must succeed on a DC 15 Dexterity save, taking half as much damage on a success. If gargomon is gliding during this attack, it instead attacks in a 15 by 15 foot sqaure. After using this, gargomon cannot use its gargo gatlings until it spends an action to prepare its guns again.

Art by the Digimon Franchise

5e version made by Rasconza/Blue of Monster Monday

Skarn


The reptilian skarn is a solitary beast able to harness the very power of earth and stone to both defend itself and bring to bear as a weapon. Despite their intimidating appearance, skarn are content to feed on the natural energy of leylines and can commonly be found in areas where they intersect. However, skarn are also heavily territorial and will rise from their burrowed feeding to attack those that intrude upon it. The sound of fighting skarn has been mistaken for an avalanche over great distances.


Skarn show some ability to adapt to their environment beyond the scale most other creatures do. Deepfrost skarn, also known as isgryth, are able to manipulate ice and snow as readily as their cousins control earth. The spikes of ice that isgryth cause to erupt from the ground will detonate in freezing bursts. These species of skarn are notably hardier than their cousins and resistant to the cold rather than acid. They also attack with horns made of ice rather than just relying on their strong jaws and limbs.



Skarn

Large Monstrosity, neutral


  • Armor Class 18 (Natural)
  • Hit Points 97 (13d10 + 26)
  • Speed 40ft., burrow 30ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 14 (+2) 2 (-4) 17 (+3) 8 (-1)

  • Saving Throws Str +7, Con +5
  • Damage Immunities acid
  • Damage Vulnerabilities lightning
  • Senses darkvision 60ft., passive Perception 13
  • Languages -
  • Challenge 6 (2300 XP)

Stomping Burrow. When the skarn first breaches the ground to burrow, each creature within 10 ft. of it must make a DC 15 Strength Saving Throw or be knocked prone.

False Appearance. While the skarn remains motionless, it is indistinguishable from a stony outcropping.

Actions

Multiattack. The skarn can make one bite attack and two claw attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (1d8 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 7 (1d6 + 4) slashing damage.

Rock. Ranged Weapon Attack: +7 to hit, range 60/120ft., one target. Hit 11 (2d6 + 4) bludgeoning damage.

Carapace. As an action before movement, the skarn shapes stones into armor around its body. The skarn gains 25 temporary hitpoints and resistance to bludgeoning. A skarn generally starts combat with a carapace. A skarns speed is reduced to 0 for the turn it uses this ability.

Cyclone of Stone (Recharge 6). As an action before its movement, the skarn spins rapidly while summoning whirling rocks, dirt and earthen matter. All creatures within 30 feet must succeed on a DC 15 Strength saving throw or be pulled 10 feet closer to the skarn. Creatures within 10 feet of the skarn at the start of their turn take 22 (4d10) bludgeoning damage. A DC 15 Dexterity save halves the damage. Each creature within the cyclones range is also affected by difficult terrain. A skarn can maintain this cyclone, reducing its speed to 0, to repeat this ability at the start of its turn. This ability cannot recharge until it has concluded.

Erupting Spike. As an action, the skarn causes a spike of stone to erupt from a square within 40 feet. This deals 14 (4d6) piercing damage and moves them into an adjacent square of the skarns choosing. A DC 15 Dexterity saving throw halves the damage and allows the creature to choose where it moves to. The spike occupies the square for 1 minute or until an action is used to break it.

Art credit: Dauntless

5e version made by Rasconza/Blue of Monster Monday

Seltas


A sturdy green carapace covers the body of this immense insect that buzzes through the air, its scything claws at the ready.

Art credit: Monster Hunter Franchise

5e version made by Rasconza/Blue of Monster Monday


Seltas

Large monstrosity, neutral


  • Armor Class 15 (natural armor)
  • Hit Points 45 (6d10 + 12)
  • Speed 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 15 (+2) 2 (-4) 13 (+1) 6 (-2)

  • Damage Vulerabilities electricity
  • Damage Resistances cold
  • Senses darkvision 60ft., passive Perception 11
  • Languages -
  • Challenge 3 (700 XP)

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

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

Actions

Multiattack. The seltas can make one attack with its horn and one with its claws.

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

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

Corrosive Bile (Recharge 3-4). As an action, the seltas can launch some caustic bile to a 5 foot square wihin 60 ft. Creatures in that area must succeed a DC 13 Dexterity save taking 10 (4d4) acid damage on a failure, or half as much on a success.

An example of extreme sexual dimorphism, seltas are separated into the smaller, flight capable males that vaguely resemble mantids and the power, looming females that resemble a cross between a crab and a scorpion. While decidedly fewer in number, seltas queens are the unquestionable rulers of their species who use their potent pheromones to reign over the seltas males.



Predatory by nature, seltas prey upon humanoids and other smaller monsters though queens tend to sit significantly higher in the food chain – even eating their own mates seemingly at a whim. Organs within their bodies produce a digestive fluid that they are able to spray at prey which, in conjunction with their stingers and fearsome claws, make them formidable foes.


While dangerous on their own, it is when they are encountered in numbers that they truly demonstrate the threat they present. A seltas queen will plant a male seltas atop her carapace, inject them with pheromones to ensure they stay there, and force them to fight alongside them in a terrible tandem.


In arid, desert environments, seltas have adapted a heavier shell that limits their flying capability but enhances their defense. Their single horn is replaced by a curving pair and they are able launch paralyzing spray rather than just acid. Meanwhile, the desert seltas queen possesses a longer tail with more articulate pincers that she drives into the ground to pull up sleeping seltas that she launches as ammunition. When the day is at its hottest, the desert seltas will burrow beneath the sand to avoid heating, and to hide from prey. Their tremorsense, even more refined than that of a regular seltas queen, helps them pinpoint targets.


The hard, sturdy shells of seltas and seltas queens can be harvested and readily crafted into both armor and weapons, making use of their spines and jagged carapace. Seltas armor can be used to make any type of medium or heavy armor and can be used to craft any sort of weapon. Additionally, the mucus-producing organs within a seltas can be harvested for use in the crafting of acid flasks and similar items. The components of seltas queens can occasionally be used in the crafting of more potent items.



Seltas Queen

Huge monstrosity, neutral


  • Armor Class 16 (natural armor)
  • Hit Points 95 (9d12 + 36)
  • Speed 40 ft., burrow 20 ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 19 (+4) 2 (-4) 17 (+3) 6 (-2)

  • Condition Immunities charmed, frightened
  • Senses darkvision 60ft., tremorsense 30ft., passive Perception 13
  • Languages Common
  • Challenge 6 (1800 XP)

Actions

Multiattack. The Seltas queen make two claw attacks and one tail attack (and one gore attack in symbiosis).

Claw. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 11 (2d4 + 6) slashing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 15ft., one target. Hit 13 (2d6 + 6) slashing damage plus the target creature is grappled (DC 17 Escape, only one creature may be grappled at a time).

Dearly Devoured. As an action before movement, the seltas queen can kill and devour a seltas within reach. The seltas queen regains 26 (3d10+10) hitpoints and cannot move until the start of its next turn.

Acid Spray (Recharge 5-6). The seltas queen exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one.

Pheromone Cloud (Recharge 6). As an action before movement, the seltas queen releases a cloud of concentrated pheromones in a 10 ft radius surrounding it. Each creature in that area must succeed a DC 15 Constitution saving throw or become poisoned for 1 minute. Within 2 (1d4) rounds, a seltas is called upon the battlefield to aid the queen. A seltas queen cannot move until the start of its next turn after this ability.

Symbiosis. As an action, the seltas queen can force a seltas within reach to land on her shell to fight as one. While she has this partner upon her, she gains a 40 ft flying speed, a gore attack (+9 to hit, 2d6+6 piercing). If she moves up to 20 feet before making this gore attack, she can deal an extra 14 (4d6) damage.

Art credit: Monster Hunter Franchise

5e version made by Rasconza/Blue of Monster Monday

Caritas


Kindly outsiders of ice and snow, caritas are linked to winter holidays and generosity as well as deities and demigods that hold domain over such areas. Despite their alien, at times frightening, appearances, caritas are well-meaning and seek to spread and preserve cheer. When not busy with seasonal duties, caritas spend their time on their home plane, building toys and other gifts to be delivered during the holidays – moments of joy and color during the bleak winter months.


While caritas prefer working with their hands when creating presents, they possess the power to manifest simple gifts from thin air. They have an almost preternatural sense for what presents a creature wants the most, able to call forth a present that even the most hardened criminal once dreamed and longed for.


Diminutive in size, most caritas are three feet in height and weigh only 40 pounds.


Art credit: https://twitter.com/vildevitus

5e version made by Rasconza/Blue of Monster Monday



Caritas

Small celestial, neutral good


  • Armor Class 16
  • Hit Points 57 (1d4 + 5)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 23 (+6) 16 (+3) 16 (+3) 17 (+3) 20 (+5)

  • Skills Acrobatics +10, Persuasion +9, Stealth +10
  • Damage vulerabilties fire
  • Damage Immunities cold
  • Senses darkvision 60ft., passive Perception 12
  • Languages None
  • Challenge 11 (7299 XP)

Snow Storm Native. A Caritas is immune to all negative effects created by a snow storm.

Shapechanger. A caritas can use its action to polymorph into a snowy mist, or back into its true form.

While in mist form, the caritas can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage.

Spellcasting. The caritas's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no components:

Constantly: detect evil and good

At will: frostbite, ray of frost, cure wounds (2nd level), innvisibility, snowball swarm (2nd level)

3/day: snowball swarm (4th level), wall of ice

1/day (Each): ice storm (5th level), cone of cold

Actions

Multiattack. A caritas makes three attacks with its holy ice shortspear.

Holy Ice Shortspear. Melee or Ranged Weapon Attack: +8 to hit, reach 5ft or range 20/60ft., one target. Hit 7 (1d6 + 4) piercing damage plus 10 cold damage.

Frostbite. Ranged Spell Attack: +9 to hit, range 60ft., one target. Hit 10 (3d6) cold damage. Target creature must succeed a Con save (DC 17) or it has disadvatage on its next attack roll before the end of its next turn.

Ray of Frost. Ranged Spell Attack: +9 to hit, range 60ft., one target. Hit 13 (3d8) cold damage and target creature reduces it movement by 10 feet until the start of the caritas's next turn.

Create Gift. As an action, a caritas can manifest a simple present, toy, or game for a creature it can see. If the targeted creature can see the caritas, it must succeed a DC 17 Charisma saving throw or become charmed by the gift. If the caritas is within 5ft of the target creature, it can use a bonus action to give the creature its present, causing it to drop any objects it may be holding in its hands. It can repeat the saving throw at the end of its turn or when it takes damage.

Hive Golem


Despite their names, the majority of a hive golem’s heavy body is typically made of honey, leading to some calling them honey golems. The vast quantity of honey is produced by the bees that inhabit the hives that are included within the golem’s body.


These hives can range from those collected in the wild to the constructed hives of apiaries. Typically, there is only a single queen that governs all the hives linked to the golem she inhabits to avoid conflict between the hives.


The bizarre nature of honey golems and how they came to be is explored in a fanciful tale regarding a reclusive druid. This druid carefully tended to and raised bees that he cared for deeply, but often found townsfolk and even beasts of the region stealing his precious honey.


In a fit of magical rage, the druid began a careful watch of his hives, protecting their rich honey from any takers. When he finally had enough, he magically bound the hives and honey together into a form meant to serve as their own golden guardian.

Art credit: https://twitter.com/vildevitus

5e version made by Rasconza/Blue of Monster Monday



Hive Golem

Medium Construct, unaligned


  • Armor Class 9
  • Hit Points 82 (11d8 + 33)
  • Speed 20ft.

STR DEX CON INT WIS CHA
17 (+3) 9 (-1) 17 (+3) 3 (-4) 10 (0) 2 (-4)

  • Damage Vulnerabilities fire
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 4 (1100 XP)

Adhesive. The golem adheres to anything that touches it. A Huge or smaller creature adhered to the golem is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Magic Weapons. The golem's weapon attacks are magical.

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

Actions

Multiattack. The golem makes two slam attacks.

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

Honey Glob. As an action, the golem can fling an orb of honey into a 5-foot sqaure within 50ft of itself. A large or smaller creature in that area is coated in this honey and must succeed a DC 13 Str save or be considered restrained.

Unleash Swarm (Recharge 5-6). As an action, the hive golem releases a swarm of bees in a 30 foot cone. Each creature in that area must make a DC 13 Dex save, taking 14 (4d6) piercing damage on a failed save, or half as much damage on a successful one. A creature stung by the bees must succeed a DC 13 Con save or also become poisoned for 1 round.

Reactions

Protective Swarm. The bees within thegolem retaliate. A creature that made an attack against the golem within 5 feet takes 5 (2d4) piercing damage and must succeed a DC 13 Con save or become poisoned for 1 round.

Lagiacrus


A ferocious and savage beast of waters both deep and shallow, the lagiacrus wields electricity as weapon and defense alike. It uses its electrically charged mucus and ability to stir up its aquatic habitat to control and corral its prey before striking out with its deadly jaws. When hunting, a lagiacrus will create a whirlpool to draw in prey before blasting them with electricity and swooping in to devour the stunned and weakened creatures.

While undoubtedly a master of its domain, the two variants that exist of lagiacrus focus on further dominating a specific environment. The ivory lagiacrus lives an almost exclusively terrestrial lifestyle and spreads its electrical attacks over a wider span. Deep beneath the waves, in remote areas of the ocean, dwells the abyssal lagiacrus that continuously channels electricity through its body.



Lagiacrus

Huge monstrosity, neutral


  • Armor Class 17
  • Hit Points 207 (18d12 + 90)
  • Speed 40ft., swim 60 ft

STR DEX CON INT WIS CHA
25 (+7) 16 (+3) 20 (+5) 3 (-4) 3 (-3) 5 (-2)

  • Damage Vulnerabilites fire
  • Damage Immunities lightning
  • Senses darkvision 60ft., passive Perception 9
  • Languages -
  • Challenge 13 (10000 XP)

Hold Breath. The lagiacrus can hold its breath for 5 hours.

Enraged. As an action, the lagiacrus may enter into an enraged state. While enraged, the lagiacrus gains these benefits;

The lagiacrus gains 25 temporary hitpoints.

The lagiacrus's Bite attack crits on a 19-20

The lagiacrus can use its Jolt reaction twice.

If the lagiacrus takes 45 damage or more on a single turn, the lagiacrus leaves the enraged state. The lagiacrus loses this state at the start of its third turn of being enraged.

Actions

Multiattack. The lagiacrus makes one attack with its bite and one with its bodycheck.

Bite. Melee Weapon Attack: +12 to hit, reach 15ft., one target. Hit 18 (2d12 + 5) piercing damage and 10 (3d6) lightning damage.

Body Check. Melee Weapon Attack: +12 to hit, reach 15ft., one target. Hit 16 (2d10 + 5) bludgeoning damage.

Charged Spit. As an action, the lagiacrus spits on the ground within 30 feet of itself. This takes up 3 connected 5-foot squares that become difficult terrain for 3 rounds. A creature that starts its turn or enters into the space for the first time takes 9 (2d8) lightning damage.

Electric Burst (Requires Enraged, Recharge 5-6). As an action, the lagiacrus launches a ball of electricity up to 100-feet that explodes in a 20-foot radius. Each creature in that area must succeed a DC 20 Dex save, taking 52 (8d12) lightning damage on a failure, and half as much on a success.

Lightning Spheres (Recharge 6). As an action, the lagiacrus creates three lightning spheres (as if they were flaming spheres, 4th level)[DC 20 Dex save], dealing lightning damage instead of fire and not causing objects to catch o fire. Forgoing its movement, the lagiacrus can move these spheres but not further away than 60 feet from itself.

Vortex (Recharge 6). As an action while fully submerged underwater, the lagiacrus can create a whirlpool. Each creature that starts its turn within 20 feet of the lagiacrus must succeed a DC 20 Strength saving throw or be pulled 15 closer towards it, take 16 (3d10) bludgeoning damage and cannot swim away without succeeding on the saving throw. This lasts for 1 minute or until the lagiacrus takes 40 damage in a single turn.

Reactions

Jolt. Deal 9 (2d8) lightning damage to target creature who has attacked dealt damage in melee to the lagiacrus. Target creature takes half damage on a successful DC 20 Constitution saving throw. Target creature makes the save at disadvantage if it is wearing metal armor.

Art credit: Monster Hunter Franchise

5e version made by Rasconza/Blue of Monster Monday

Koshai


Glowing eyes set in a beaked face sit below a pair of curling antlers comprised of thorn-covered bbranches. The beast prowls upon powerful limbs, green scales blending with the underbrush.


Koshai, sometimes referred to as the Sovereigns of Thorns, are equal parts beast and play whose body rapidly regenerate thanks to the foliage making up their body. Their control over plant and earthen matter allows thhem to maipulate their environment, creating protective barriers or calling forth thorny brambles to entrap their prey. Koshai use the plats in their body to modify themselves with antlers and claws.


Art credit: Dauntless


5e version made by Rasconza/Blue of Monster Monday



Koshai

Large mostrosity, neutral


  • Armor Class 19
  • Hit Points 168 (16d10 + 80)
  • Speed 50ft., burrow 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 18 (+4) 20 (+5) 4 (-3) 20 (+5) 6 (-2)

  • Damage Vulnerabilities fire
  • Condition Immunities paralyzed, poisoned, stunning
  • Senses darkvision 60 ft., passive Perception 15
  • Languages -
  • Challenge 14 (11500 XP)

Regeneration. The koshai regains 15 hit points at the start of its turn if it has at least 1 hit point. If the koshai takes fire damage, this trait doesn't function at the start of the koshai's next turn.

Briar Patch (Recharge 5-6). While in combat, the koshai creates a 20-foot radius field of thorns within 60 feet of itself. This functions as a entangle spell with a DC 20 Strength check required to escape. Upon failing to escape, target creature takes 7 (2d6) piercing damage.

Plantsense. A koshai can automatically pinpoint the location of any creature within 120 feet that is in contact with vegetation.

Woodlad Stride. A koshai is immune to all natural and magical difficult terrain and damage it may cause if it relates to undergrowth (Such as thorns, briars, overgrown areas and similar terrain/effects).

Actions

Multiattack. The koshai makes one attack with its antlers, one with its claws and one with its tail or three with its thorns.

Antlers. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 17 (3d6 + 7) piercing damage.

Claws. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 12 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15ft., one target. Hit 14 (2d8 + 7) bludgeoning damage.

Thorns. Ranged Weapon Attack: +12 to hit, range 30/90ft., one target. Hit 12 (1d10 + 7) piercing damage. A creature targeted by this ability makes a DC 20 Dex save. On a failure, the thorn is lodged inside the creature's body and can be removed as an action with a DC 18 Medicine check or 20 hitpoints worth of healing. While a creature has a thorn lodged in its body, it takes 3 (d6) additional piercing damage whenever it takes physical damage.

Whirling Barrier (Recharge 5-6). As an action, the koshai can stir up the earth and wind around it to create a barrier in a 20-foot radius surrounding itself. This barrier lasts for 3 (1d4+1) turns and has 100 hitpoints. While the barrier is active, all ranged attacks deal damage to this barrier instead of the koshai. Creatures entering this space must succeed a DC 20 Constitution saving throw or begin suffocating due to the vacuum of the whirlwind.

Feycap


Starting its life in the Material Plane, feycaps are a strange breed of sentient fungus that are deeply tied to both teleportation magic and the primal world of the Glade. In their first stage of life, the feycap runt, they gather around areas where the barrier between the Material Plane and the Glade are thin. They feed off the ambient energy of portals between the realms opening and try to slip into the Glade when they can. Once within the Glade, they absorb the natural energy of the plane until they can mature into a feycap sprout.


Feycap Runt

Small plant, neutral


  • Armor Class 12
  • Hit Points 22 (4d6 + 8)
  • Speed 20ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 14 (+2) 12 (+1) 11 (0) 15 (+2)

  • Skills Nature +3, Perception +2, Stealth +4
  • Condition Immunities paralyzed, poisoned, stunning
  • Senses passive Perception 12
  • Languages Sylvan
  • Challenge 2 (450 XP)

Spellcasting. The caritas's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no components:

At will: dimension door

3/day: color spray (2nd level), hideous laughter

1/day: phantasmal force

Actions

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


In its central lifestage as a sprout, a feycap spends much of its time in the Glade, feeding off the wild magic of the realm until it matures into its next stage. However, sprouts are eager explorers who use their newly developed powers to go to places they never could before. The innate curiosity of a sprout often leads them into troublesome places as they teleport into places where they aren’t meant to be. In such cases, most sprouts react with fear and violence, lashing out at anything they perceive as a threat. Some sprouts are prone to troublemaking, using their teleportation powers to play what they see as harmless pranks.


Feycap Sprout

Medium plant, neutral


  • Armor Class 13
  • Hit Points 60 (8d8 + 24)
  • Speed 30ft.

STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 17 (+3) 14 (+2) 13 (+1) 18 (+4)

  • Skills Nature +5, Perception +4, Stealth +6
  • Condition Immunities paralyzed, poisoned, stunning
  • Senses passive Perception 14
  • Languages Sylvan
  • Challenge 7 (2900 XP)

Spellcasting. The caritas's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no components:

At will: dimension door

3/day: color spray (3rd level), hideous laughter

1/day each: phantasmal killer, plane shift (Self only)

Feycap Burst. When the feycap dies, it bursts out its spores. All non-plant or non-fey creatures in a 10-foot radius must make a saving throw (DC 14 Con) or reduce their Constitution score by 1d4. The target dies if this reduces its Constitution to 0. Otherwise, the reductio lasts until the target finishes a short or long rest.

Actions

Multiattack. The Feycap makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (2d4 + 4) bludgeoning damage.

Once a sprout has absorbed enough energy from the Glade, it will develop into a feycap goliath. Slower but stronger than its previous forms, a goliath is a lumbering behemoth whose size belies its mobility thanks to its mastery over teleportation magic. While most have matured out of their predilection for pranks, feycap goliaths have their own plains that are not always benevolent.

Art credit: Sethmonster

5e version made by Rasconza/Blue of Monster Monday



Feycap Goliath

Huge plant, neutral


  • Armor Class 17 (Natural Armor)
  • Hit Points 162 (13d12 + 78)
  • Speed 30ft.

STR DEX CON INT WIS CHA
27 (+8) 16 (+3) 23 (+6) 17 (+4) 16 (+3) 21 (+5)

  • Skills Nature +9, Perception +8, Stealth +8
  • Condition Immunities paralyzed, poisoned, stunning
  • Senses passive Perception 18
  • Languages Sylvan, Common, Inferal, Abyssal Celestial
  • Challenge 13 (10000 XP)

Spellcasting. The caritas's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no components:

At will: dimension door, phatasmal force

3/day: color spray (3rd level), hideous laughter, phantasmal killer

1/day each: plane shift, hallucinatory terrain

Feycap Burst. When the feycap dies, it bursts out its spores. All non-plant or non-fey creatures in a 20-foot radius must make a saving throw (DC 19 Con) or reduce their Constitution score by 1d4. The target dies if this reduces its Constitution to 0. The spores continue to sap at the affected creatures constitution after each long rest until the creature has taken a long rest in a realm of fey. In addition, if a creature fails against this save, they must succeed a DC 19 Wisdom save or be plane shifted over to a realm of fey. If this effect occurs while in a realm of fey, they are instead plane shifted over to the material realm.

Actions

Multiattack. The Feycap makes two slam attacks.

Slam. Melee Weapon Attack: +13 to hit, reach 15ft., one target. Hit 21 (3d8 + 8) bludgeoning damage.

A trio of bright eyes stare out from underneath the brim of this creature's wide mushroom cap, filled with curiosity and vigor.

Barioth

The highly aggressive and territorial barioth dwells in the frozen reaches of the world where it tends to establish itself as the apex predator, feasting on large herbivores of its habitat. Their white pelt helps them blend into their icy environment and they attack in a sudden fury, mostly relying on their powerful tusks and razor-sharp claws. They also use these natural tools along with the spikes along their body to control their movement across ice and snow.


They often climb atop glaciers or snowy cliffsides before pouncing upon creatures below, unleashing a devastating flurry.


Frostfang Barioth: The violet and brutal lifestyle of barioths and their environ-ments usually means that they aren’t long-lived. How-ever, those that do survive to an advanced age become known as frostfang barioths. Identified by their darker tusks and shaggier pelts, frostfang barioths tend to be less mobile than their younger kin, but can unleash chilling breath attacks, explosive ice projectiles, and a brutal power. They slow prey with their frosty breath before delivering devastating blows that shatter ice and rend limbs.

Art credit: Monster Hunter Franchise

5e version made by Rasconza/Blue of Monster Monday



Barioth

Huge monstrosity, neutral


  • Armor Class 19 (Natural armor)
  • Hit Points 195 (17d12 + 85)
  • Speed 50ft., 40 ft climb., 30 ft fly.

STR DEX CON INT WIS CHA
24 (+7) 17 (+3) 20 (+5) 3 (-4) 16 (+3) 6 (-2)

  • Skills Perception +8
  • Damage Vulerabilities fire
  • Damage Immunities cold
  • Senses darkvision 60ft., passive Perception 18
  • Languages -
  • Challenge 13 (10000 XP)

Arctic Sride. A barioth is immune to natural difficult terrain while within a arctic or snowy terrain.

Enraged. As an action, the barioth may enter into an enraged state. While enraged, the barioth gains these benefits;

The barioth gains 25 temporary hitpoints.

The barioth's Bite attack deals 2d6 extra damage.

The barioth may use its Frost Cyclone.

If the barioth takes 45 damage or more on a single turn, the barioth leaves the enraged state. The barioth loses this state at the start of its third turn of being enraged.

Actions

Multiattack. The barioth makes one attack with its bite and two claws.

Bite. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 14 (2d6 + 7) piercing damage

Claw. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 12 (1d8 + 7) slashing damage

Tail Sweep (Recharge 3-4). As an action, each creature in a 20 foot half circle from barioth must succeed a DC 18 Dexterity saving throw. On a failed save, target creatures takes 18 (4d8) bludgeoning damage or half as much on a successful one.

Frost Cyclone (Requires Enraged, Recharge 6). As an action, a barioth unleashes a swirl of ice, stone and wind up to 80 feet away. This cyclone has a 20-foot radius and reach up 60 feet in height. Creatures entering or ending their turn in the effect take 4d6 piercing, 4d6 bludgeoning and 4d6 cold damage (DC 18 Dex save for half damage). A creature that fails its save is knocked prone. The cyclone persists for 3 rounds during which the barioth can't create or recharge another frost cyclone.

Plague Piper


Diseased rats scamper and crawl over this walking corpse that is decorated in once colorful rags and plays an ominous tune on its pipe.


In times of plague and hardship, frivolities may fall to the wayside while people focus solely on survival, leaving performers destitute with only rats and other vermin for company.


Such folk that perish in this state might rise as plague pipers, disease-ridden undead who have formed a bond with the vermin they died alongside. Wielding insidious magic and the ability to encourage the flourishing of disease, plague pipers can be found among other undead, bolstering their ability to fight and enhancing any disease that they might spread.



Plague Piper

Medium Undead, neutral evil


  • Armor Class 14 (leather armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 14 (+2) 10 (0) 14 (+2) 16 (+3)

  • Skills Acrobatics +5, Perception +6, Performance +5
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses passive Perception 16
  • Languages Common, one other language
  • Challenge 4 (1100 XP)

Plague Swarm. Plague pipers are surrounded by a swarm of undead and disease-ridden vermin in a 10-ft. radius. Creatures that enter or start their turn inside the aura are exposed to the zombie rot disease. If the plague piper takes any damage from a spell or ability that affects an area, its infectious swarm is disabled for 1 round.

Disease (Zombie Rot). DC 13 Constitution saving throw. On a failure, the infected creature suffers 1d2 Constitution damage and must repeat this saving throw each long rest. On a success, it recovers 1d2 Consitution. The target dies if its constitution score reaches zero. An infected creature that dies rises as a zombie 10 minutes later.

Spellcasting. The plague piper casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):

At will: vicious mockery, mage hand, thaumaturgy

1/day each: charm person, enthrall, hideous laughter

Actions

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

Infectious Melody. As an action, all creatures that are infected with disease within 30 feet must succeed a DC 13 Wisdom saving throw. On a failure, they must immediately save against all diseases they are infected with and suffer its effects on a failure.

Art credit: Sethmonster

5e version made by Rasconza/Blue of Monster Monday

Glavenus


A species of primitive but savage dragon, many mistake the glavenus for a simple beast when first encountering it. While certainly less intelligent than its winged cousins, the glavenus can display surprising cunning and wields its bladed tail with a skill that some swordmasters aspire to. They sharpen their bladed tails against specialized teeth, gathering soot and other remnants in a specialized organ called a bursa that they melt down to spit out in a magmatic burst.


While a traditional glavenus is already a deadly and dangerous foe, there exist variants of the traditional species. The acidic glavenus is identified by its emerald and blue scales and a notably lighter and faster tail blade. Acidic compounds leak from the tail, breaking down the armor of its victims and increasing the weight of its blade. The hellblade glavenus has a rough hide like molten rock and is able to spread an intensely flammable powder that it can ignite with devastating effect. It is theorized that rather than being a subspecies, the hellblade is a result of a glavenus living to an extremely advanced age.

Art credit: Monster Hunter Franchise

5e version made by Rasconza/Blue of Monster Monday



Glavenus

Gargantuan monstrosity, neutral


  • Armor Class 18 (natural armor)
  • Hit Points 217 (14d20 + 70)
  • Speed 40ft

STR DEX CON INT WIS CHA
25 (+7) 14 (+2) 21 (+5) 3 (-4) 16 (+3) 6 (-3)

  • Saving Throws Dex +7, Cha +2
  • Damage Vulnerabilities cold
  • Damage Immunities fire
  • Senses darkvision 60ft., passive Perception 13
  • Languages -
  • Challenge 14 (11500 XP)

Massive Creature. This creature is so large, four creatures that are medium or smaller may occupy the space it takes at the same time.

Igniting Tail. After a Glavenus scores a critical hit, its following tail attacks deal 7 (2d6) fire damage for 5 rounds.

If the glavenus makes a critical hit while its tail is ignited, the creature catches fire, taking 7 (2d6) fire damage at the start of their turns. A creature may use their action to put out the flames.

Actions

Multiattack. The glavenus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

Bite. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 16 (2d8 + 7) piercing damage.

Tail Blade. Melee Weapon Attack: +13 to hit, reach 20ft., one target. Hit 17 (3d6 + 7) slashing damage.

Pyroclastic Spit (Recharge 8). As an action, the glavenus expels a ball of molten material at a target creature within 100 feet. The target creature and any creatures around it in 20 feet must succeed a DC 18 Dex save. The target creature takes 49 (14d6) fire damage and the others take 24 (7d6) fire damage on a failure, half as much on a success.

The magma from the spit stays in the area for 2 rounds after, making it difficult terrain. Creatures entering or ending their turn in the area take 24 (7d6) fire damage.

Legendary Actions

The Glavenus can take 2 legendary actions, choosing from the options below. One legendary action option can be used at a time and only at the end of another creature's turn. The glavenus regains spent legendary actions at the start of its turn.

Detect. The Glavenus makes a perception check.

Sharpen Tail. The glavenus increases the crit range of its tail attacks to 18-20 for is next three attacks. If used while the tail is ignited, it immediatly regains its Pyroclastic Spit.

Spiral Slash (2 Actions). The glavenus makes a tail attack against each creature within it's tails reach. It can not crit while attacking in this way.

Spectral Hydra Turtle


The strangely but accurately named spectral hydra turtle is a type of undead that specifically occurs when beasts known as shoal walkers succumb to death. Normally long-lived, shoal walkers are able to fall asleep anywhere and it is believed that their spirits do the same when they finally perish, lingering beyond death. While their bodies rot and wither away, their spirit remains and eventually awakens from their slumber as a ghost of waht they once were.


Uncomprehending of their situation, spectral hydra turtles attempt to carry on just as they did in life, hungrily snapping at creatures that they believe to be meals and attempting to tear them apart. They swim through the air surrounded by an aura reflecting their own slothfulness that slows other creatures.

Art credit: Ruined King - A League of Legends Story

5e version made by Rasconza/Blue of Monster Monday



Spectral Hydra Turtle

Large Undead, neutral evil


  • Armor Class 18 (Natural armor)
  • Hit Points 98 (16d10 + 16)
  • Speed 0 ft., 40ft fly.

STR DEX CON INT WIS CHA
25 (+7) 13 (+1) 14 (+2) 2 (-4) 15 (+2) 16 (+3)

  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60ft., passive Perception 18
  • Languages -
  • Challenge 9 (5000 XP)

Sloth Aura. A spectral hydra turtle is cloaked in a 60-foot radius of sloth. Should a creature enter or start it's turn within the aura, it must succeed a DC 16 Wisdom save. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

A creature that succeeds on its save is unaffected for the following 24 hours.

Actions

Multiattack. The hydra turtle makes 3 bite attacks.

Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 16 (2d8 + 7) force damage.

Ghastly Roar (Recharge 5-6). The hydra turtle unleashes a wail in a 30-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw, taking 35 (10d6) force damage and becoming frightened for 1 minute on a failed save. A creature takes half damage and is unafraid on a success. A frightened creature may repeat its save at the end of its turn.

Malfestio


A nocturnal beast resembling a large owl, the malfestio is a fearsome hunter that uses its highly tuned senses to find prey. During the day, it rests in trees in an attempt to evade terrestrial predators and takes to the air at night, soaring through the air in complete silence before descending upon its prey with its talons and long, scything claws hidden in its wings. For hardier prey that it can’t take down with its sharp natural weapons alone, the malfestio has developed two potent adaptations.


The first is the ability to spread a pollen that causes confusion in its victims, turning friends and allies against each other before it picks off the stragglers. The malfestio is also able to release a sleep-inducing powder from its feathers, which in conjunction with the hypnotizing patterns on the undersides of its wings, lulls targets into a slumber, making them easy prey. Similar to more traditional owls, malfestios are able to turn their heads completely around to see behind them.


Mutations among malfestio sometimes result in the birth of the nightcloak malfestio, who exhibit much more vibrant colors and silvery scales. These silvery scales distort light, which it can use to become completely invisible and ambush prey with even greater ease. Additionally, nightcloak malfestio have a talent for swiping items from hunters that come after them. Some cultures believe that nightcloak malfestio occur due to demonic corruption infecting regular malfestio, granting a fiendish taint to their abilities and further empowering them.



Malfestio

Large monstrosity, neutral


  • Armor Class 18 (Natural)
  • Hit Points 136 (16d10 + 48)
  • Speed 30ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 22 (+6) 17 (+3) 3 (-4) 16 (+3) 15 (+2)

  • Skills Perception +11, Stealth +10
  • Damage Vulnerabilities Fire
  • Senses passive Perception 21
  • Languages -
  • Challenge 10 (5900 XP)

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

Actions

Multiattack. The Malfestio makes two attacks, one with its claw and one with its talons

Wing Claw. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 13 (2d6 + 6) slashing damage.

Talon. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 10 (1d8 + 6) piercing damage.

Confusing Pollen (Recharge 5-6). As an action, the malfestio releases a 20 foot radius of pollen from its feathers. Each creature other than the malfestio must succeed a DC 15 Constitution save or become confused for 2 (1d4) rounds on a failed save.

Sleep Ray (Recharge 4). As an action, the malfestio unleashes a sleep-inducing powder in a 10-foot wide, 60-foot line as its flashes the mesmerizing paterns upon its wings. Creatures in the line must succeed a DC 15 Wisdom save or be knocked unconscious for 1 minute on a failed save. A creature is awoken if it is harmed or an action is used to wake them up.

Art credit: Monster Hunter Franchise

5e version made by Rasconza/Blue of Monster Monday

Ancestor Spirit

A sorrowful type of undead, ancestor spirits arise from primitive gods or deities of small cults who dwelled upon the Material Plane only for their followers to die out. This usually occurred due to some sudden tragedy, but would leave the ancestor spirit without worshippers or followers.


Trapped on the material plane and often tied to the place of their worshippers, the fledgling deities drift into a semi-dead state, arising only when another mortal disturbs their death-like slumber. Most typically driven mad by its state, such ancestor spirits lash out in mindless rage at such intruders.


Occasionally, an ancestor spirit will retain more of its power than is typical for such an undead proto-deity to maintain. Unfortunately, such ancestor spirits usually exist because at the time of their followers’ deaths, they devoured their souls in a mad attempt to retain them.


These ancestor spirits, sometimes known as regal ancestor spirits for their greater power and majesty, demonstrate the ability to absorb the souls of creatures slain by their Drain Vitality ability, granting them abilities and powers possessed by those whose souls they greedily devoured. These regal ancestor spirits otherwise behave like typical ancestor spirits.

Art credit: Elden Ring Playstation Trophies

5e version made by Rasconza/Blue of Monster Monday



Ancestor Spirit

Huge undead, unaligned


  • Armor Class 17 (Natural Armor)
  • Hit Points 149 (13d12 + 65)
  • Speed 50 ft., fly 50 ft.

STR DEX CON INT WIS CHA
23 (+6) 16 (+3) 20 (+5) 11 (0) 14 (+2) 17 (+3)

  • Skills Perception +6
  • Damage Vulnerabilities fire, radiant
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, restrained, unconscious
  • Senses darkvision 60ft., passive Perception 12
  • Languages -
  • Challenge 9 (5000 XP)

Limited Flight. While the ancestor spirit is capable of flight, it must end its turn on solid ground before it can fly again.

Charge. If the ancestor spirit moves at least 20 feet straight toward a target and then hits it with a antler attack on the same turn, the target takes an extra 10 (3d6) damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Actions

Multiattack. The ancestor spirit makes one attack with its antlers and one with its hooves.

Antlers. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 28 (5d8 + 6) bludgeoning damage.

Hooves. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 20 (4d6 + 6) bludgeoning damage.

Etheral Flame (Recharge 5-6). As an action, the ancestor spirit releases a slow-moving blue and white flame in a 30-foot cone. Each creature in that area must succeed a DC 15 Dexterity saving throw or take 18 (4d8) fire damage and 18 (4d8) necrotic damage. A creature takes no damage on a success.

Afterwords, the area remains on fire until the start of the ancestor spirits next turn. A creature ending its turn within the flames takes 4 (1d8) fire and 4 (1d8) necrotic damage.

Spewing Flame Flight (Requires Etheral Flame). As an action before movement, the ancestor can bring itself above the battlefield and leave a trail of fire in each area it flies over up to its maximum movement speed. Creatures within those areas must succeed against its Etheral Flame DC, suffering the same consequences on a failure and its lingering effects. The ancestor spirit then lands upon the ground and ends its turn.

Regal Ancestors Spirit Lair Actions


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

  • The ancestor spirit teleports at least 40 ft away from any living creatures.

  • 2 (2d2) spiritual fauna appear at least 20 feet away from the ancestor spirit. These fauna are immune to all damage except damage from the ancestor spirit. If the ancestor spirit hits one of these fauna, it dies instantaneously. These fauna are uncaring for their own life, but aimlessly wander the battlefield mid combat. There can be no more than 9 spiritual fauna on the battlefield at any time.

  • The ancestor spirit attempts to recharge one of its abilities.



Regal Ancestor Spirit

Huge undead, unaligned


  • Armor Class 18 (Natural Armor)
  • Hit Points 162 (14d12 + 84)
  • Speed 50 ft., fly 50 ft.

STR DEX CON INT WIS CHA
23 (+6) 16 (+3) 22 (+6) 11 (0) 14 (+2) 18 (+4)

  • Saving Throws Dex +7, Int +4, Wis +6
  • Skills Perception +6
  • Damage Resistances cold, poison
  • Damage Vulnerabilities fire, radiant
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, restrained, unconscious
  • Senses darkvision 120ft., passive Perception 16
  • Languages -
  • Challenge 11 (7200 XP)

Limited Flight. While the ancestor spirit is capable of flight, it must end its turn on solid ground before it can fly again.

Empowered Charge. If the ancestor spirit moves at least 20 feet straight toward a target and then hits it with a antler attack on the same turn, the target takes an extra 10 (3d6) damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. If Soul Siphon has activated its second time, increase the damage die of this ability from d6's to d8's.

Actions

Multiattack. The ancestor spirit makes one attack with its antlers and one with its hooves.

Antlers. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 28 (5d8 + 6) bludgeoning damage.

Hooves. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 20 (4d6 + 6) bludgeoning damage.

Etheral Flame (Recharge 5-6). As an action, the ancestor spirit releases a slow-moving blue and white flame in a 30-foot cone. Each creature in that area must succeed a DC 16 Dexterity saving throw or take 22 (5d8) fire damage and 22 (5d8) necrotic damage. A creature takes no damage on a success.

Afterwords, the area remains on fire until the start of the ancestor spirits next turn. A creature ending its turn within the flames takes 4 (1d8) fire and 4 (1d8) necrotic damage.

Spewing Flame Flight (Requires Etheral Flame). As an action before movement, the ancestor can bring itself above the battlefield and leave a trail of fire in each area it flies over up to its maximum movement speed. Creatures within those areas must succeed against its Etheral Flame DC, suffering the same consequences on a failure and its lingering effects. The ancestor spirit then lands upon the ground and ends its turn.

Legendary Actions

The ancestor spirit can take 2 legendary action, choosing from the options below. One legendary action option can be used at a time and only at the end of another creature's turn. The ancestor spirit regains spent legendary actions at the start of its turn.

Detect. The ancestor spirit makes a perception check.

Leaping Bash (2 actions). The ancestor spirit flies into the air, moving half its movement over top an enemy. The target creature must succeed a DC 18 Dex save or the ancestor spirit makes a hooves attack at advantage. On a success, the ancestor spirit makes the attack without advantage. It then lands in the nearest unoccupied space.

Soul Siphon (Activates at 75% HP, then at 50% HP, then requires recharge of 5-6 to be used again)[2 actions]. The ancestor spirit drains all life from the nearby creatures and spiritual fauna. All creatures within 30 feet other than the spiritual fauna must succeed a DC 18 Constitution save or take 27 (6d8) necrotic damage, half as much on a success. The ancestor spirit heals for half the amount of damage. Each spiritual fauna in this area dies and heals the ancestor spirit for 10 hitpoints.

Songbird


The songbird is a fearsome beast created through efforts both mystical and mundane. All songbirds use a creature as the basis, often a humanoid or animal that is then mutated and modified into something barely recognizable.


Once the body is bent into shape, it is then subjected to further alterations and sealed inside the suit that the songbird is known for. This suit is bonded to it to the point where the songbird cannot survive without it, as much a part of it as its very skin.

Art credit: Bioshock Infinite

5e version made by Rasconza/Blue of Monster Monday


Songbird

Huge monstrosity, neutral


  • Armor Class 20 (natrual armor)
  • Hit Points 172 (15d12 + 75)
  • Speed 40ft., fly 60 ft.

STR DEX CON INT WIS CHA
26 (+8) 14 (+2) 21 (+5) 8 (-1) 15 (+2) 6 (-2)

  • Damage Resistances bludgeoning, piercing and slashing from attacks that aren't adamantine
  • Senses passive Perception 12
  • Languages Common, but cannot speak.
  • Challenge 13 (10000 XP)

Slave to the Song. The action of a songbird ca be influenced by playing correct musical notes. As an action, a creature can attempt a DC 25 performance check (This action cannot be aided by another). On a success, the songbird is influenced as if by the suggestion spell. The songbird then makes a wisdom save (DC = influencers performance + charisma modifer). On a success, the effects of this music only last 2 (1d4) rounds.

Immutable Form. The songbird is immune to any spell or effect that would alter its form.

Actions

Multiattack. The Songbird makes one slam attack and one wing attack.

Slam. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit 17 (2d8 + 8) bludgeoning damage. The target is grappled (escape DC 18). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the song bird cannot use a wing attack on the same target.

Wing. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit 18 (3d6 + 8) bludgeoning damage.

Dash Against Rocks. As an action while maintaining a grapple, the songbird can move up to half its fly speed. The songbird deals 3 (1d6) slashing damage to the grappled creature for every 5 feet it flies during this movement while withing reach of a solid surface. Surfaces made from differen materials may inflict a different type of damage at the GM's discretion. This ends the songbirds turn.

Strafing Strike. As an action, the songbird flies up to its speed in a straight line, moving over opponents that are atleast large or smaller in size. Creatures in its path must succeed on a Dex Save (DC 18), taking 26 (4d8+8) bludgeoning damage on a failure, or half as much on a success. Creatures that failed also take opportunity attacks against the songbird at disadvantage on a failure from this movement. This ends the songbirds turn.

Angler Trickster

A strange and otherworldly creature that some scholars believe to have migrated to the Material Plane from the First World, angler tricksters use their inherent magic to disguise themselves as treasure and lure in humanoids. Feeding on flesh and magic alike, they favor humanoids as prey as they are the most frequent carriers of the latter.


Most frequently found in watery dungeons and ruins where treasure would be plenty, they swim through earth as easily as they do water and are fierce combatants despite relying on ambush tactics. The light of an angler trickster’s lure is said to shed light from a dimension other than the material plane, carrying magic with it.

Art credit: Ruined King - A League of Legends Story

5e version made by Rasconza/Blue of Monster Monday



Angler Trickster

Large Abberation, neutral


  • Armor Class 17 (Natural armor)
  • Hit Points 161 (17d10 + 68)
  • Speed 40ft., burrow 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 13 (+1) 19 (+4) 3 (-4) 16 (+3) 12 (+1)

  • Senses darkvision 60ft., tremorsense 30ft., passive Perception 13
  • Languages -
  • Challenge 11 (7200 XP)

Mimic Object. The trickster can assume the form of any large object equal in size to itself. While the trickster remains motionless, it is indistinguishable from an ordinary (albeit large) object unless interacted with.

Actions

Multiattack. The angler trickster makes two bite attacks.

Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 20 (3d8 + 7) piercing damage. The target creature is grappled and must succeed a DC 17 Constitution save or any spell currently affecting it is stolen by the trickster. The trickster than becomes affected by the spell for 1 minute.

Otherworldly Glow (Recharge 6). As an action, the trickster causes its lure to glow brightly, causing an array of effects. Each creature in a 20-foot radius around the trickster must succeed a DC 17 Constitution save or become one of the following effects (d6); 1-2. blinded, 3-4. deafened, 5. poisoned, 6. restrained. Each creaure is rolled seperately. These effects last for 1 minute. A creature may repeat the save and the end of their turn.

Gluttons Gulp (Recharge 7-8). As an action, the trickster opens its maw and inhales in a 30-foot cone. Choose one spell affecting each creature in the area. That creature must succeed a DC 17 Costitution save or no longer be affected by the spell. The trickster than becomes affected by the spell for 1 minute.

Swallow. The trickster makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the trickster, and it takes 21 (6d6) acid damage at the start of each of the trickster's turns. A trickster can have only one creature swallowed at a time.

If the trickster takes 30 damage or more on a single turn from the swallowed creature, the trickster must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the trickster. If the trickster dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Barrow Mother

The wretched and piteous barrow mother is an undead that arises from mothers who become separated from their own children due to death. The most common examples that result in a barrow mother is a woman who dies in the process of childbirth, a mother who committed suicide to join their lost child but couldn’t find them in the afterlife, or a mother who dies far away from her children.


Driven by their desire to find their own children, but lost in the fog of undeath, barrow mothers spirit away any children they can find, thinking them their own. However, their sensibilities are warped by their undead state, leading to them often neglecting these children until they pass on, often rising as attic whisperers who follow their new mother in her grisly journey.

Art credit: Daniel Lairos


5e version made by Rasconza/Blue of Monster Monday



Barrow Mother

Large Undead, neutral evil


  • Armor Class 16 (natural)
  • Hit Points 114 (12d10 + 48)
  • Speed 40ft., burrow 20 ft

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 18 (+4) 13 (+1) 15 (+2) 8 (-1)

  • Skills Atheletics +7, Intimidation +5, Perception +8, Stealth +5
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Common
  • Challenge 6 (2300 XP)

Child Scent. The barrow mother has advantage on perception checks made with smell on finding children or immature animals.

Regression. At the start of a creatures turn trapped within the rib cage, the creature must succeed a DC 15 Constitution saving throw or begin to regress back to its childhood. The creature is affected in size as if by the Reduce spell, but none of the targets gear chages size. This effect persists for 1 hour, after which the target regains it's original size. A creature under the effects of this ability cannot be further affected. A Greater Restoration or Remove Curse spell can and these effects early.

Actions

Multiattack. The barrow mother makes two claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 11 (2d6 + 4) slashing damage. If both attacks are made against the same creature, it is grappled.

Rib Cage. As an action, the barrow mother can shove a grappled creature into its rib cage on its back. The rib cage can hold up to two medium or four smaller creatures. A creature can attempt to escape the rib cage as if it were grappled (DC 15) or by breaking out. The rib cage has an AC of 15, resistance to slashing and piercing and 25 hitpoints. If the rib cage is destroyed, it can no longer be used for a week.

Mothers Cry (Recharge 5-6). As an action, the barrow mother shrieks. If there is a child, including on created from its Regression ability, in its rib cage, it cries in joy and gains the effects of the haste spell for 1 minute. If the barrow mother does not have a child in its rib cage, it gives a cry of sorrow. Creatures within 15 feet must succeed a Wisdom save (DC 15) or be frightened for 1 minute. A creature may repeat this save at the start of their turn.

Baruragaru

The blood-drinking baruragaru is an invasive predator that swims across oceans and seas to prey upon new environments. Upon drinking the blood of a creature, the baruragaru can merge their blood with the mucus that coats its body to weaponize it. This ability allows it to synthesize toxins from creatures whose blood it drinks in a similar manner. Highly aggressive, the baruragaru readily attacks anything that wanders into its domain, seeking to make them into a meal. Despite their frightening eating habits and disturbing visage, baruragaru have been observed to be cautious but aggressive creatures. At their strongest after having eaten, the baruragaru feasts relentlessly to maintain this power level in hopes of staving off any would-be predators or hunters. This can lead to them decimating populations of their preferred prey and upsetting the delicate balance of the ecosystem.

Lair Actions

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

  • A pool of poison quickly forms from the cracks in the floor in a 15-foot radius. The pool spreads around corners. It lasts until initiative count 20 on the next round. If the baruragaru uses its Drain Blood ability on the pool it gains 7 (2d4) poison damage to its tongue and spray. Creaures also must succeed a save or become poisoned.

  • A pool of blood quickly forms from the cracks in the floor in a 15-foot radius. The pool spreads around corners. It lasts until initiative count 20 on the next round. Moving through the pool counts as difficult terrain for medium or smaller creatures. The baruragaru gains the effects of its Red Tide ability if it uses its Drain Blood on the pool.

  • A pool of mucus quickly forms from the cracks in the floor in a 15-foot radius. The pool spreads around corners. It lasts until initiative count 20 on the next round. Any creatures within the pool take a -2 penalty to their AC.


Art credit: Monster Hunter Franchise

5e version made by Rasconza/Blue of Monster Monday



Baruragaru

Large monstrosity, Neutral


  • Armor Class 16 (natural armor)
  • Hit Points 142 (15d10 + 60)
  • Speed 40ft. burrow 40ft., swim 40ft.

STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 19 (+4) 3 (-4) 16 (+3) 6 (-2)

  • Damage Vulnerabilities electricity
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60ft, passive Perception 13
  • Languages -
  • Challenge 10 (5900 XP)

Metabolize Toxin. When the baruragaru drains blood from a creature with a natural poison it intergrates that toxin into its own attacks. For the next minute or until it drains the blood of another creature, its tongue and concentrated spray attacks gain the effects of the poison, except with a DC of 16. These effects are applied after damage.

Red Tide. When the baruragaru drains blood from a creature without a natural poison, it causes its concentrated spray attack to become blinding for 1 minute or until it drains the blood of another creature. Creatures other than the baruragaru would need to succeed a DC 16 Con save to avoid becoming blinded. These effects are applied after damage. A creature may repeat this save at the end of its turns.

Actions

Multiattack. The baruragaru makes two claw attacks and one tongue attack or two claw attacks and one drain blood attack.

Claw. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 13 (2d6 + 6) slashing.

Tongue. Melee Weapon Attack: +10 to hit, reach 25ft., one target. Hit 10 (1d8 + 6) bludgeoning damage and the creature is grappled and pulled adjacent to the creature. (DC 16 Escape).

Drain Blood. The baruragaru targets a creature grappled by its tongue or an adjacent prone creature and drains its vitality. The target creature takes 24 (7d6) damage. The baruragaru then gains the effect of either its Metabolize Toxin or Red Tide abilities.

Tongue Lash. As an action, make a Tongue attack against all creatures within range. Instead, all creatures must succeed a DC 18 Strength save or be knocked prone. This must be done before the baruragarus movement and ends its turn immediatly after usage.

Concentrated Spray (Recharge 5-6). As an action, the baruragaru unleashes highly pressurized water in a 60-foot by 5-foot line or in a 15 ft radius around it. Creatures in those areas must succeed a DC 16 Dexterity save, taking 31 (7d8) bludgeoning damage on a failed save, or half as much on a success.

Plundercrab


These curiously intelligent crustaceans make their homes in shells cobbled from junk and discarded firearms. Possessing a seemingly intrinsic knowledge of cannons and the like, they assemble shells that resemble miniature siege towers that serve as both a protective shell and a powerful weapon.


Plundercrabs are nuisances along coastal towns and occasionally stowaways upon ships. While their ammunition is composed of scrap and flotsam that tends to stick in the wounds it creates, their knowledge does not extend to the manufacture of gunpowder, meaning they lurk around areas where it is common. As such, most consider them to be pests but their considerable armaments means that few disturb them. Alternatively, some crafty individuals have been known to domesticate plundercrabs, using them as guards and companions in their affairs.


Capable swimmers, most plundercrabs only return to the water as a last resort, preferring to stay dry to preserve their gunpowder. They store this scrap and gunpowder inside their shells where additional, hidden limbs work tirelessly to keep their cannon stocked and ready to fire.


Plundercrab

Small monstrosiy, neutral


  • Armor Class 15 (natural armor)
  • Hit Points 38 (7d6 + 14)
  • Speed 20ft., swim 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 6 (-2) 13 (+1) 7 (-2)

  • Damage Resistances piercing
  • Senses darkvision 60ft., passive Perception 11
  • Languages -
  • Challenge 3 (700 XP)

Amphibious. The plundercrab can breathe air and water.

Shrapnel. A creature affected by shrapnel takes 3 (1d6) extra piercing damage whenever it takes physical damage. This can be removed by 5 points of healing or a DC 13 Medicine (Wisdom) check.

Actions

Multiattack. The plundercrab makes two claw attacks.

Claw. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d6 + 1) slashing damage and the target is grappled (escape DC 11).

Scrap Cannon. Melee Weapon Attack: +5 to hit, range 20/60ft., one target. Hit 7 (2d6) piercing damage and the creature is effected by shrapnel.

Shellfire Bombardment (Recharge 4-6). As an action before movement, the plundercrab packs its cannon with extra debris and fires it in a 30-foot cone. Each creature in that area must succeed a DC 13 Dex save, taking 10 (3d6) piercing damage on a failed save or half as much on a success. Creatures are effected by shrapnel. This action ends the plundercrabs turn.

Art credit: Ruined King - A League of Legends Story


5e version made by Rasconza/Blue of Monster Monday

Khezu


Resembling a bizarre form of wyvern, khezu are cave dwellers whose life in the deep and dark have caused their eyes to complete regress, leaving them to rely upon their other keen senses. They often crawl across the roofs of caverns, using suction pads upon their toes and the end of their tail to cling walls and ceilings before they abruptly drop onto prey. In addition to their fearsome bite, they possess the ability to generate and discharge electricity in both offensive and defensive purposes.


Notably, khezu suction their tails to the earth before using their electrical powers, possibly to further ground the creature.


Khezu lay neither eggs nor live young but instead implant their larval spawn in other creatures where they will grow and eventually devour their way out.


Art credit: Monster Hunter Franchise

5e version made by Rasconza/Blue of Monster Monday


Khezu

Large abberation, Neutral


  • Armor Class 16 (Natural armor)
  • Hit Points 119 (14d10 + 42)
  • Speed 30ft., climb 30ft., fly 20ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 2 (-4) 8 (-1) 7 (-2)

  • Skills Athletics +8, Perception +5, Stealth +7
  • Damage Vulnerabilities fire
  • Damage Immunities lightning
  • Condition Immunities blinded
  • Senses blindsight 30ft., passive Perception 15
  • Languages -
  • Challenge 6 (2300 XP)

Blind Senses. The khezu can't use its blindsight while deafened and unable to smell.

Keen Hearing and Smell. The khezu has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack. The khezu can make 2 bite attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 15ft., one target. Hit 11 (2d6 + 4) piercing damage.

Body Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 17 (3d8 + 4) bludgeoning damage. On a miss, the khezu may immediately use Electric Discharge afterwords (if it is available).

Electric Discharge (Recharge 5-6). As an action before movement, the khezu surrounds itself in electricity until the start of its next turn. Any creatures entering or starting their turn within 10 feet of the khezu takes 7 (2d6) lightning damage ad must succeed a DC 14 Con save or be paralyzed until the end of their next turn. This action ends the khezus turn.

Electric Breath (Recharge 5-6). The khezu lets out a 30-foot cone of lightning. Each creature in that area must make a DC 14 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. A creature that fails the save must also make a DC 14 Con save or become paralyzed until the end of their next turn.

Davy Jones


Once a herald and consort of a powerful sea goddess, Davy Jones is a disgraced psychopomp who represents the fear of the seas and its depths. He has taken on the appearance of such denizens of the deeps and trawls the waterways of the world, seeking new victims to pressgang aboard his ship, the Flying Dutchman. Those trapped to his servitude warp to monsters themselves with time.

Few sights inspire fear and dread in sailors than a glimpse of the Flying Dutchman. Crewed by numerous souls that Davy Jones has mercilessly killed and harvested, they are twisted to be as monstrous as their captain. Bound to his will and whim, they serve even as the ship slowly digests their spirit until they completely break and they are absorbed into the vessel.

Art credit: Disney Pirates of the Caribbean

5e version made by Rasconza/Blue of Monster Monday



Davy Jones

Medium, neutral evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 187 (22d8 + 88)
  • Speed 30ft., swim 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 19 (+4) 18 (+4) 14 (+2) 16 (+3) 19 (+4)

  • Skills Athletics +10, Intimidate +14 Perception +13
  • Damage Resistance cold, lightning, thunder
  • Damage Immunities poison
  • Condition Immunities diseased, frightened
  • Senses darkvision 60ft., passive Perception 23
  • Languages Abyssal, Celestial, Common, Infernal
  • Challenge 15 (13000 XP)

Captains Heart. When Davy Jones is within 100 feet of his heart, he loses his immunity to the frightened condition. If Davy Jones's heart is destroyed, he dies permanently and cannot rejuvenate.

Bound to the Sea. Davy Jones cannot set foot on land but is still able to stand in buckets or tubs full of sea water set upon the ground.

Ship Stride. This ability works like tree stride, except it requires ships or boats at least as large as Davy Jones and has a range of 1 mile.

Rejuvenation. When Davy Jones is killed, he reforms upon the Flying Dutchman, or the ocean floor along with the Flying Dutchman if the ship has also been destroyed. This process takes a week, if the body is destroyed before that time passes, it merely starts anew. After the alotted time has passed, Davy Jones awakens fully healed.

Amphibious. Davy Jones can breathe air and water.

Actions

Multiattack. Davy Jones makes four attacks, three with his cutlass and one with his claw.

Seaborne Cutlass. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 14 (2d6 + 7) slashing damage. This weapon crits on a 19 or 20.

Claw. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 9 (1d8 + 5) bludgeoning damage plus the target is grappled (escape DC 20).

Frightful Presense. Each creature of Davy Jones's choice within 60 feet of him and aware of him must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Davy Jones is within line of sight of the creature.

If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Davy Jones's Frightful Presence for the next 12 hours.

The Black Spot. As an action, Davy Jones can curse a creature that he can touch. The Target creatures location is always known to him unless they are upon land.

While a creature is cursed by The Black Spot, Davy Jones can summon a Kraken (MM.P197) in 1 minute. Davy Jones can only summon 1 Kraken at any given time. If the Kraken is killed, Davy Jones must spend a year of time without cursing a creature to gain a new one.

Reactions

Parry. Davy Jones adds 4 to his AC against one melee attack that would hit it. To do so, Davy Jones must see the attacker and be wielding a melee weapon.

Meathead


Undead are often grotesque and hideous creatures but even among such company, the meathead stands shoulders above the rest. A bloated corpse that shares a supernatural symbiosis with a swarm of oversized leeches, the meathead is a brutish, lumbering creature often found in swamps and marshes. Constantly surrounded and infested by their leech companions, meatheads rely on them to sense their world around them and find prey.


There are several stories of how the first meathead came to be and none of them pleasant. The most persistent story is that there were once a man and wife who hunted fiends and other dark creatures by using concoct-tions distilled from them to empower themselves. Despite warnings from allies, they chose to conceive a child while under the effects of these elixirs. It was a painful pregnancy and the child was born already dead, its body infested with leeches. However, it soon rose to wreak havoc.


Meathead

Large undead, neutral evil


  • Armor Class 15 (Natural)
  • Hit Points 68 (8d10 + 24)
  • Speed 30ft.

STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 8 (-1)

  • Damage Vulnnerabilities slashing
  • Damage Resistances bludgeoning and piercing from non magical attacks.
  • Damage Immunities poison
  • Condition Immunities blinded, deafened, paralyzed, poisoned
  • Senses blindsight 10ft., passive Perception 8
  • Languages -
  • Challenge 4 (1100 XP)

Poison Sense. A meathead can determine the exact location of a poisoned creature within 60ft.

Vile Bloodsuckers. A meathead is surrounded by a hoard of venomous leeches that also serve as its eyes. It has blindsight against creatures in this aura. A creature that starts within 10 feet of the meathead or enters this aura takes 5 (2d4) piercing damage and must succeed a DC 13 Con save or become poisoned. A creature may repeat this save at the end of each of their turns.

When damaged by an area of effect spell, the aura is surpressed for 1 round.

Lumbering Charge. If the Meathead moves at least 20 feet straight toward a target and then hits it with a slam atack, the target takes an extra 9 (2d8) bludgeoning damage. If the targe is a creature it must succeed on a DC 14 Str save or be knocked prone.

Actions

Multiattack. The meathead makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 9 (2d4 + 4) bludgeoning.

Hurl Leeches (Recharge 6). As an action, the meathead targets a 5-foot radius up to 30 feet away. Any creatures in that area take 5 (2d4) piercing damage and must succeed a save against its Vile Bloodsuckers ability.

Reactions

Writhing Burst. After taking slashing damage, increase the aura of the bloodsuckers ability up to a 20-foot radius for 1 round.

Yian Garuga


The raucous and savage yian garuga is a bird-like beast that shares many traits with dragons, such as the ability to breathe fire and a tail with venomous barbs, akin to a wyvern. Some researchers suggest that the yian garuga is actually the result of a wyvern breeding with an avian creature such as a roc or a thunderbird.


This theory is most typically met with derision and labeled as outlandish but it persists if as nothing more than a fanciful story. Protected by an incredibly thick carapace that most weapons even struggle to scratch, the ferocity and aggressiveness of a yian garuga is legendary. It will fight anything that intrudes upon its territory, even when clearly outmatched. This savagery can sometimes lead it to push back enemies more dangerous than itself, such as a deviljho.


In addition to its fire breath and venom, the yian garuga is a highly capable flyer and also possesses an extraordinarily loud screech that can leave foes reeling. It uses this screech to surprise creatures that threaten it before pouncing upon them with a flurry of pecks, talon scratches, and slaps from its spiked tail.

Art credit: Monster Hunter Franchise

5e version made by Rasconza/Blue of Monster Monday


Yian Garuga

Large monstrosity, unaligned


  • Armor Class 18 (Natural)
  • Hit Points 142 (15d10 + 60)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
23 (+6) 16 (+3) 19 (+4) 3 (-4) 16 (+3) 8 (-1)

  • Damage Vulnerabilities cold
  • Damage Resistances bludgeoning, slashing and piercing from non-magical non adamantine weapons.
  • Damage Immunities fire, lightning
  • Senses blindsight 20ft., darkvision 60ft., passive Perception 14
  • Languages -
  • Challenge 13 (10000 XP)

Dive Bomb. If the Yian garuga flies atleast 30 feet in a descent towards a creature and hits it with its beak attack first, it increases its crit chance for its beak attack to 19-20 and the target takes 18 (4d8) extra damage on a hit. If it misses, it must spend atleast half its total movement to pull its beak from the terrain. The yian garuga is considered prone while its beak is stuck.

Actions

Multiattack. The yian garuga makes three attacks; one with its beak and two with its tail.

Beak. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 16 (3d6 + 6) bludgeoning damage.

Tail Spines. Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit 19 (3d8 + 6) piercing damage. On a hit, the target must also make a DC 17 Con save or become poisoned. While poisoned, the target takes 16 (3d10) poison damage at the start of their turn. They may repeat the save at the end of their turn. The poison lasts for 1 minute

Fireball Spit (Recharge 5-6). As an action, the yian garuga makes a series of rapid fireballs in a 60-foot cone. Each creature in that area must succeed a DC 17 Dexterity saving throw or take 49 (11d8) fire damage on a failed save, half as much on a success.

Raucous Roar (Recharge 6). Each creature in a 30-foot radius surrounding the yian garuga must succeed a DC 17 Constitution save or become stunned until the end of the yian garugas next turn. A creature that fails the DC by 5 or more is stunned for 1 minute and may repeat the save at the end of their turns after they are atleast stunned for 1 round.

Scrapbeak


The mysterious Scrapbeak is a perplexing but brutal murderer that rumors hold was once a mortal man, a traveling tinkerer that was forcibly changed. Still possessed by the need to build and fix, it collects discarded scraps before retreating to his lair to work on them. Unfortunately, it rabidly attacks any that invade its domain, reducing them into broken remnants of what they once were.



Scrapbeak

Large fiend, neutral evil


  • Armor Class 16 (Natural armor)
  • Hit Points 126 (12d10 + 60)
  • Speed 30ft.

STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 20 (+5) 16 (+3) 15 (+2) 7 (-2)

  • Skills Perception +8
  • Damage Resistances piercing
  • Condition Immunities frightened
  • Senses darkvision 60ft., passive Perception 18
  • Languages Abyssal, Common, Infernal
  • Challenge 8 (3900 XP)

Overstuffed Sack. Scrapbeak wears an immense pack that it stuffs with various trinkets. While wearing this sack, scrapbeak is immune to flanking. The sack has an AC of 15 and 40 hitpoints.

Whenever a creature hits scrapbeak while it has its pack, roll a d6. On a 1-3, the pack drops a potion of greater healing within 5 feet of scrapbeak. On a 4-6, it drops a Concertina Bomb.

Actions

Multiattack. A scrapbeak makes two attacks with its handaxes or one handaxe and one concertina bomb.

Handaxe +1. Melee Weapon Attack: +8 to hit, reach 5ft. or range 20/60ft, one target. Hit 8 (1d6 + 5) slashing damage. This attack crits on a 19 in melee.

Concertina Bomb. Ranged Weapon Attack: +7 to hit, range 20ft. Hit: 14 (4d6) slashing damage and each creature within 5 feet of the target or area must succeed a DC 14 Dex save or take 7 (2d6) slashing damage on a failure.

Scrapbeak is immune to this damage if it or the pack is the origin of the explosive.

Reactions

Blood Frenzy (1/Day). As a reaction after taking damage, scrapbeak may gain the following for 1 minute; 20 Temporary Hitpoints, -2 to AC, +10 Movement Speed and +2 to hit melee attack rolls.

Spiteful Toss. After being damaged, Scrapbeak makes a Concertina Bomb attack against its aggressor.

Hyujikiki


The spine-covered hyujikiki is a vicious predator that originally developed its infamous coat of quills as a defense against their natural predator, the poborubarumu. Hyujikiki often dwell in areas where lightning storms are frequent, unafraid to use the lightning strikes to bolster their attacks. When pushed to dire straits, hyujikiki are able to envenom their quills.

The zenith hyujikiki is a more evolved version of the classic hyujikiki that is some-how even more aggressive. Its spikes are notably larger and no longer hollow, meaning that they are unable to deliver toxin through them. Instead, their greater weight causes them to leave even more grievous wounds that bleed terribly and have a metallic component that attracts lightning during storms. Due to the weight of its spines, a zenith hyujikiki is unable to spread them with the use of its vortex. Rather than simply curling into a defensive ball, the zenith hyujikiki will roll over the ground to leave behind spines.

Art credit: Monster Hunter Franchise

5e version made by Rasconza//Blue of Monster Monday



Hyujikiki

Large monstrosity, neutral


  • Armor Class 16 (natural)
  • Hit Points 152 (16d10 + 64)
  • Speed 40ft., fly 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 19 (+4) 3 (-4) 15 (+2) 6 (-2)

  • Damage Vulnerabilities Fire
  • Senses darkvision 60ft., passive Perception 12
  • Languages -
  • Challenge 11 (7200 XP)

Deadly Poison. A creature inflicted (DC 16 Con) with this poison takes 10 (3d6) poison damage at the start of their turns for 1 minute. They may repeat the saving throw again at the start of their turns before damage.

Drowsy Venom. A creature inflicted (DC 16 Con) with this poison falls asleep for 1 minute and does not wake up until the poison ends, the sleeper takes damage, someone uses an action to shake or slap the sleeper awake. A creature may also repeat the save at the end of their turn to regain consciousness.

Lightning Rod. When the Hyujikiki takes lightning damage, its melee attacks deal an extra 7 (2d6) lightning damage and its quills deal an extra 3 (1d6) lightning damage until the end of its next turn.

Toxic Fury. When the hyujikiki is reduced to half its hitpoints or lower, its flies into a fury. For 1 minute or until the end of combat, the hyujikiki gains the following; 30 temporary hitpoints, -2 to AC and +2 to hit melee attack rolls.

Additionally, all quills, tail, needle volley and wheel of pain attacks inflict either deadly poison or drowsy venom, determined randomly each time.

At the end of its fury, it gains one exhaustion.

Actions

Multiattack. The hyujikiki makes three attacks; one with its bite, one with its claws and one with its tail or it makes three quill attacks.

Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 15 (2d10 + 4) piercing

Claws. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 11 (2d6 + 4) slashing.

Tail. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 13 (2d8 + 4) piercing.

Quill. Melee Weapon Attack: +10 to hit, range 30/90ft., one target. Hit 13 (3d4 + 6)

Needle Volley (Recharge 6). The hyujikiki lauches its quills in a 5-foot wide by 60-foot long line. Any creature in that area must succeed a DC 18 Dexterity saving throw, taking 45 (10d8) piercing damage on a failure. The quills remain in the affect area and any creature other than the hyujikiki that enters the square it takes 7 (2d6) piercing damage. The quills remain in the squares until it is cleared as an action or entered.

Cyclone (Recharge 4). The hyujikiki unleashes a breath of swirling winds, creating a temporary cyclone up to 60 feet away. This cyclone is 10-feet in a radius and 40 feet high. Creatures starting or ending their turn within the cyclone must succeed a DC 16 Strength save or be knocked prone. The cyclone remains for 3 turns and is considered difficult terrain.

Wheel of Pain (Requires Defensive Curl, Recharge 6). As an action, each creature within 10 feet of the hyujikiki makes a DC 18 Dex save, taking 45 (10d8) piercing damage on a failure, or half as much on a success.

Reactions

Defensive Curl. The hyujikiki curls in on itself and raises its quills outwards. While like this, the hyujikiki cannot move or attack. Creatures attacking the hyujikiki with a non-reach melee weapon take 9 (2d8) piercing damage. This ability is ended by using all its movement for a turn.

Clockwork Ark


The original clockwork arks are the creations of a lost empire, meant to preserve and study a multitude of creatures for unknown purposes. Capable artificers and researchers have managed to reverse engineer their design to build new ones with the intent of better understanding them.


They are favored by wizards intent on studying the natural world and its creatures along with druids who merely wish to preserve nature. Modern arks operate on basic programs, doggishly serving their masters and following their orders with eerie stoicism.


Art credit: https://twitter.com/vildevitus

5e version made by Rasconza/Blue of Monster Monday



Clockwork Ark

Large construct, unaligned


  • Armor Class 20 (natural)
  • Hit Points 190 (20d10 + 80)
  • Speed 40ft., fly 60 ft.

STR DEX CON INT WIS CHA
24 (+7) 9 (-1) 20 (+5) 4 (-3) 20 (+5) 1 (-5)

  • Damage Vulnerabilities lightning
  • Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Condition Immunities charmed, exhausted, frightened, paralyzed, petrified, posioned
  • Senses darkvision 60ft., passive Perception 14
  • Languages can speak the languages of its creator (Prerecorded messages only)
  • Challenge 14 (11500 XP)

Immutable Form. The construct is immune to any spell or effect that would alter its form.

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

Weird Science. The construct infuses its attacks with the essence of creatures it has sampled. When it damages a creature with its syringe, it can choose to cast the polymorph spell on the target (DC 18). The polymorphed creature must be of CR 1/8th or lower.

Actions

Syringe. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 25 (4d8 + 7) piercing damage and either the target creature is grappled or affected by weird science.

If the creature is grappled, it must succeed a DC 18 Con save or have its blood drained.

Analyze Sample. As a bonus action, the construct can analyze the sample of a creatures who blood it has drained. For 1 hour, the DC for its weird science ability increases by 2 for that creature.

Spellcasting. The construct casts one of the following spells, requiring no material components and using wisdom as the spellcasting ability (spell save DC 18):

3/day: summon aberration (5th level, Slaad only), summon beast (5th level)

Experimental Augmentation. As an action, the construct can deal 1 point of damage to a willing creature within its reach and grant it the effects of its choosing from the enhance ability spell.

Diablos


A wholly herbivorous creature, the diablos is nevertheless a highly dangerous and deadly creature. Some mistake its diet for cactus, which it can devour thanks to the toughened hide even in its throat and stomach, as it being harmless but the fury with which it defends its territory exceeds even some similarly large predators. Typically hued a sandy tan, female diablos turn black during mating season and become even more hostile and aggressive.


The sturdy horns of a diablos will occasionally break in fights but will usually grow back with time. However, a mutation occasionally occurs in the regrowth of the horn that causes it to grow back twisted and with extra protrusions. This oversized growth causes other issues within the body of the diablos that cause them to superheat when enraged. Additionally, their body produces excess fluid that is burned away, causing them to become surrounded in steam before releasing a pressurized explosion.



Diablos

Huge monstrosity, unaligned


  • Armor Class 19 (Natural)
  • Hit Points 147 (14d12 + 56)
  • Speed 40ft., burrow 40ft.

STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 19 (+4) 3 (-4) 17 (+3) 7 (-2)

  • Saving Throws Dex +6, Wis +7, Cha +2
  • Skills Perception +10
  • Damage Vulnerabilities cold
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Damage Immunities fire
  • Senses darkvision 60ft., tremorsense 60ft., passive Perception 20
  • Languages -
  • Challenge 12 (8400 XP)

Enraged. As an action, the diablos may enter into an enraged state. While enraged, the diablos gains these benefits;

The diablos gains 25 temporary hitpoints.

The diablos makes an additional gore attack.

If the diablos takes 40 damage or more on a single turn, the diablos leaves the enraged state. The diablos loses this state at the start of its third turn of being enraged.

Charge. If the diablos moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.

Actions

Multiattack. The diablos makes a gore attack and a tail attack. (It can make an additional gore attack when enraged)

Gore. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 23 (3d10 + 7) piercing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 20 (3d8 + 7) bludgeoning damage.

Burrowing Breach. When the diablos is underground, it can use an action to surface itself and makes a gore attack against each creature in that area. A creature must succeed a DC 19 Strength saving throw, or be knocked 20 feet into the air before falling prone. A creature who succeeds the save is place adjacent to the diablos prone.

Rock. Ranged Weapon Attack: +11 to hit, range 30/90 ft., one target. Hit 29 (4d10 + 7) bludgeoning damage.

Art credit: Monster Hunter Franchise

5e version made by Rasconza//Blue of Monster Monday

Anemoijera


Anemoijera, sometimes known by the simpler name of wind wolves, are immense beasts that reside upon mountains where their howling is lost among the winds. Typically, each anemoijera claims a single mountain as their hunting ground, lairing at its peak, but some more ambitious members of the species will lay claim to an entire mountain range.


The ability of an anemoijera to unleash destructive gusts of wind has caused many to believe that they were originally the favored hounds of wind gods or ancient and powerful air elementals who died and left their wolves free to roam the world.



Anemoijera

Huge monstrosity, chaotic neutral


  • Armor Class 20
  • Hit Points 173 (16d12 + 64)
  • Speed 50ft., 50 ft fly (hover, see abilities)

STR DEX CON INT WIS CHA
21 (+5) 23 (+6) 19 (+4) 12 (+1) 18 (+4) 15 (+2)

  • Skills Perception +9, Stealth +11
  • Condition Immunities Restrained
  • Senses darkvision 60ft., passive Perception 19
  • Languages Auran
  • Challenge 15 (13000 XP)

Air Sac. Any time the anemoijera has its Gale Breath attack available, it gains a 50 foot hover speed. If the anemoijera is ever critically hit while its Gale Breath is available, it loses its usage and must recharge it.

As Swift as a Breeze. The anemoijeras movement does not provoke attacks of opportunity.

Actions

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit 23 (4d8 + 5) piercing damage.

Gale Breath (Recharge 5-6). The anemoijera unleashes a savage blast of air in a 60-foot cone or in a 30-foot radius from itself. Each creature in that area must make a DC 19 Dex save, taking 38 (7d10) damage of the breaths type on a failed save as well as being pushed back 10 feet, or half as much on a success. The breaths also have special effects dependant on which is used.

  • East: The breath deals electricity damage and floods the affected area with water, making it difficult terrain for 1 round.

  • North: The breath deals cold damage and creatures that failed their save take a minus 1d4 to all their attacks, saving throws and skills for 1 round.

  • South: The breath deals fire damage and creatures that failed their save become engulfed in flame, taking 5 (2d4) fire damage at the start of their turn until they are extinguished as an action.

  • West: The breath deals bludgeoning damage and creatures that failed their save become restrained for 1 round as plants floruish and hold them in place.

Reactions

Fickle Winds. The anemoijera partially transforms into wind, taking half damage from any attack and moves up to 30 feet in a random direction.

Legendary Actions

The anemoijera can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The anemoijera regains spent legendary actions at the start of its turn.

Jaws. The anemoijera makes a bite attack.

Deep Breath. The anemoijera attempts to recharge its Gale Breath and instead achieves success on a 3-6 instead.

Art credit: twitter.com/RedRavenRiot

5e version made by Rasconza//Blue of Monster Monday

Hexxus


An ancient entity of pollution and decay, Hexxus was imprisoned by champions of nature for centuries, during which time his power waned and diminished. Since being released in modern times, Hexxus has adapted to the innovations and inventions of the new era. He uses machines and constructs as a vessel for his insidious will as he slowly builds up power to resume his true form. To do so, he needs to bring ruin and devastation to the natural environment, tipping forces back into his favor while also earning devotees and disciples.


Despite his position as a being of filth and rot, Hexxus is surprisingly charismatic and has tricked or manipulated loyal followers into bending to his will and designs. Most such devotees are most commonly swayed with the promise of progress and advancements for the future. However, some madmen fully believe in Hexxus and his insidious goals.



Hexxus

Large ooze, neutral evil


  • Armor Class 17 (Natural)
  • Hit Points 94 (9d10 + 45)
  • Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 18 (+4) 15 (+2) 14 (+2) 20 (+5)

  • Skills Deception +9, Intimidation +9, Nature +6, Performance +9
  • Damage Immunities acid, poison
  • Condition Immunities charmed, diseased, exhaustion, poisoned, prone, unconscious
  • Senses darkvision 60ft., passive Perception 12
  • Languages Abyssal, Celestial, Common, Infernal, Sylvan
  • Challenge 9 (5000 XP)

Amorphous. Hexxus can move through a space as narrow as 1 inch wide without squeezing.

Smog Cloud. A creature that starts its turn within 5 feet of hexxus takes 7 (2d6) poison damage and must succeed a DC 16 Constitution save. On a failure, the creature is poisoned as long as it remains within the smog. Non-magical plants and plant creatures take full damage and have disadvantage on making the save.

While possessing a construct or vehicle, the aura increases to a 20-foot radius.

Smog Sight. Hexxus is able to see through smoke or smog without suffering any disadvantages.

Innate Spellcasting. Hexxus's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit). He can innately cast the following spells, requiring no material components:

At will: acid arrow

4/day: blight, cloudkill, stinking cloud, summon construct, vitriolic sphere

Actions

Multiattack. Hexxus makes two fist attacks.

Fist. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 10 (2d6 + 3) bludgeoning plus 7 (3d4) acid damage.

Incendiary Fumes (Recharge 5-6). As an action, Hexxus exudes in a 30-foot cone. Each creature in that area must succeed a DC 16 Dexterity save, taking 14 (4d6) fire damage and 14 (4d6) poison damage on a failure, or half as much on a success.

Infest Machine (Recharge 4-6). Hexxus possess a vehicle or construct with 3 or less intelligence. While possessing, hexxus cannot be targeted by any attack, spell or other effect and uses the possessed creatures statistics. The possession lasts until the body drops to 0 hit points or hexxus ends it as a bonus action. When the possession ends, hexxus reappears in an unoccupied space within 5 feet of the target. The target is immune to hexxus's Possession for 24 hours after the possession ends.

Art credit: Ferngully

5e version made by Rasconza//Blue of Monster Monday

Dream Spinner


Dwelling in hubs of humanoid civilizations, dream spinners feed on the vigor and dreams of victims that stumble across them, cultivating citizenry like a rancher. The isolation of dream spinners from their own kind as well as their ability to keep themselves hidden means that of the few who are aware of them, many have mistaken them to be a singular entity. Naturally, dream spinners take advantage of this lack of knowledge and while dream spinners hold no particular loyalty to one another, they will specifically refrain from correcting this misgiving even on the threat of death.


When using its mimicry, a dream spinner can stand at variable heights but usually matches the approximate size of humanoids in its hunting grounds. In its true form, a dream spinner can have a legspan of 14 feet and a 9-foot length.



Dream Spinner

Large Abberation, typically Neutral Evil


  • Armor Class 18 (natural)
  • Hit Points 189 (18d10 + 90)
  • Speed 30ft., climb 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 22 (+6) 20 (+5) 14 (+2) 16 (+3) 24 (+7)

  • Saving Throws Str +9, Con +11, Int +8, Wis +9
  • Skills Athletics +9, Deception +13, Intimidation +13, Perception +9, Stealth +12
  • Condition Immunities unconscious
  • Senses darkvision 120ft., passive Perception 19
  • Languages Abyssal, Celestial, Common, Draconic, Infernal
  • Challenge 18 (13000 XP)

Abberant Intangibility. The dream spinner is constantly under the effects of freedom of movement.

Additionally, when damaged by physical damage, reduce the amount dealt to the dream spinner by 10, to a minimum of 1.

Mimicry. As an action, a dream spinner can fold its body into a humanoid form, making it indistinguishable from a regular humanoid. While disguised as such, its claw attacks deal bludgeoning damage instead of slashing. It may revert to its original form as an action.

Innate Spellcasting. The dream spinner's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit). It can innately cast the following spells, requiring no material components:

At will: detect magic, ray of enfeeblement

3/day: black tentacles, dominate person, greater invisibility, hold person (3rd level), silence

2/day: fear, plane shift

1/day: dominate monster, reverse gravity

Actions

Multiattack. The dream spinner makes three claw attacks.

Claw. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 19 (3d8 + 6) slashing damage.

Dream Web (Recharge 4-6). Melee Weapon Attack: +12 to hit, range 30/60ft., one target. Hit: The target is restrained by webbing.

At the the start of a creatures turn while within the web, they must succeed a DC 21 Wis Save or fall unconscious for 1 minute or as an action by another creature. A creature that is unconscious while in the dream web can be subject to the Drain Vigor reaction.

As an action, the restrained target can make a DC 21 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 21; hp 25; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Reactions

Drain Vigor. If a creature is unconscious in the dream spinners web. They must succeed on a DC 21 Con save or become 1d20 years older. A greater restoration spell can restore a creature's age to normal.

Regardless of success or failure, the creature is under the effects of slow for 3 rounds and the dream spinner gains 25 temporary hitpoints and is under the effects of haste while these hitpoints remain.

Art credit: twitter.com/RedRavenRiot

5e version made by Rasconza//Blue of Monster Monday

Noios


The noios are a member of species known as wing drakes, pterosaur-like creatures found in a wide variety of environments. In particular, noios prefer desert environments where they perch upon rocky outcroppings and hives, feeding on smaller creatures and scavenged carcasses.


When attacked, they defend themselves by unleashing ear-splitting cries that an entire clutch will take up. They also exhibit an unusual talent to mimic the cries and calls of other creatures, similar to mockingbirds. Demonstrating surprising cleverness, they will sometimes use this ability to summon greater creatures to a fight when it goes poorly.


Noios

Medium monstrosity, unaligned


  • Armor Class 13 (natural)
  • Hit Points 38 (7d8 + 7)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
10 (0) 16 (+3) 12 (+1) 2 (-4) 14 (+2) 7 (-2)

  • Damage Vulnerabilities cold, lightning
  • Senses passive Perception 12
  • Languages -
  • Challenge 2 (450 XP)

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

Actions

Jaws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (1d8 + 3) piercing damage

Cacophonous Cry (Recharge 5-6). The noios shrieks fire in a 10-foot cone. Each creature in that area must make a DC 11 Con save, taking 10 (3d6) thunder damage on a failed save and becoming stunned, or half as much damage on a successful one.

Mimic Roar. Each creature of the noios's choice that is within 30 feet of the noios and aware of it must succeed on a DC 11 charisma saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns with advantage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the noios's roar for the next 24 hours.

Art credit: Monster Hunter Franchise

5e version made by Rasconza//Blue of Monster Monday

Sanguine Slime


Wicked servitors of gods of senseless violence and carnage, sanguine slimes exist somewhere between demons and oozes, sharing several similarities with omox demons. However, sanguine slimes rarely mingle with other demons and have no goals beyond simple slaughter – though even this they inflict on a whim. Mortal worshippers who follow deities of meaningless bloodshed are molded into new sanguine slimes in the afterlife by shredding them until only their blood and fury remains.

Sanguine slimes can be made on the mortal plane by allowing the blood of victims shed in their god’s name to mingle. These slimes, fueled by fury and rage at their death, are even more unthinkingly violent than usual. Some sanguine slimes are formed from the blood of sorcerers and employ wicked magic to carry their deeds.



Sanguine Slime

Small fiend, chaotic evil


  • Armor Class 14 (natural armor)
  • Hit Points 119 (14d6 + 70)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 19 (+4) 20 (+5) 12 (+1) 17 (+3) 13 (+1)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities acid, cold, poison
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned, prone
  • Senses darkvision 60ft., passive Perception 13
  • Languages Abyssal
  • Challenge 10 (5900 XP)

Blood Frenzy. The slime has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Blood Sense. A sanguine slime can sense blood within 120 feet and determine whether it is a living creature, corpse, undead or in the open.

Actions

Multiattack. The slime makes one talon attack and two tentacle attacks or three spike attacks.

Talon. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 15 (2d10+4) slashing.

Hooked Tentacle. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 11 (2d6 + 4) slashing plus the target becomes grappled (escape DC 15). If a creature has any amount of spikes within them while being grappled by the slime, it takes 2 (1d4) bleeding damage at the start of its turn.

Spikes. Ranged Weapon Attack: +8 to hit, range 20/60ft., one target. Hit 11 (2d6+4). If the target creature is hit with this attack, a spike becomes lodged within them. A creature can remove this spike with a DC 16 (18 if grappled) medicine check. On a failure, the spike remains and the affected creature takes 7 (2d6) bleeding damage at the start of their turns until they are healed any amount of another creature performs the medicine check. A creature can only be bleeding from one spike at a time.

Inhabit Veins (Requires a bleeding and grappled target). As an action, the slime enters into a open, bleeding wound of the target it is grappling. While the slime is within the target, they are considered grappled and cannot remove this condition. The slime now controls the body but doesn't deprive the target of awareness. The slime can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

While within possession of the target, the slime takes half damage of any damage the target recieves after it applies its own resistances to itself.

The possession lasts until the body drops to 0 hit points, the slime ends it as a bonus action, or the slime is expelled by a DC 17 Con save at the end of the affected creatures turn. When the possession ends, the slime reappears in an unoccupied space within 5 feet of the body. The target is immune to this slime's Possession for 1 minute after succeeding on the saving throw or after the possession ends.

Art credit: Sethmonster

5e version made by Rasconza//Blue of Monster Monday

Leshen


Some consider leshen to be a more developed form of leshy, being powerful forest spirits of advanced age that take the form of trees most typically topped with a deer skull. They are held to be nature’s way of protecting the forest and its animal against human expansion and ravage and are even worshipped among small sects and cults.


Most dwell in the densest and darkest of forests and are fiercely territorial. Their natural magic allows them to manipulate the flora and fauna of their home, turning them against intruders. This can make it difficult to even reach the leshen as it will plague hunters with creatures before they even reach. Leshen that are elder even to the rest of their kin are known as ancient leshen and wield even more terrible powers.

Art credit: CD Projekt Red

5e version made by Rasconza//Blue of Monster Monday



Leshen

Large plant, neutral evil


  • Armor Class 11
  • Hit Points 136 (17d10 + 70)
  • Speed 30ft.

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

  • Saving Throws Dex +6, Cha +4
  • Damage Vulnerabilities fire
  • Damage Resistances Bludgeoning, piercing and slashing from non-silvered weapons.
  • Condition Immunities charmed, unconscious
  • Senses passive Perception 14
  • Languages Can only speak with animals and plants.
  • Challenge 10 (5900 XP)

Circling Crows. Any creature within 10 feet of the leshen is swarmed by a murder of crows. Any creature that enters or starts their turn within this aura takes 7 (2d6) piercing damage and makes a DC 16 Wis save. On a failure, creatures have disadvantage on any hostile actions against the leshen until the start of their next turn.

Innate Spellcasting. The leshen's innate spellcasting ability is wisdom (spell save DC 16, +8 to hit). It can innately cast the following spells, requiring no material components:

At will: tree stride

2/Day each: conjure animals (5th level, dire wolves only), entangle, spike growth

One with Nature. The leshen can speak with animals and plants. Also it is immune to difficult terrain from natural sources.

Actions

Multiattack. The Leshen makes two claw attacks.

Carving Claws. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit 17 (2d10 + 6) slashing damage. If both claws attack the same target and hit, it deals an additional 7 (d12) damage.

Reactions

Misty Evasion. When hit by an attack, the leshen can teleport itself 15 feet away to a unoccupied space it can see.

Mesogog


The exact origins of Mesogog are shrouded in mystery, but it is believed that he was a human at one point who became twisted into something else after messing with saurian artifacts. A mix of his original form and a saurian that has unlocked vast psychic powers, he wields these powers in conjunction with the ability to call forth and create monstrous hordes.


Even when one of his minions falls, he can call upon primal powers to infuse them, turning them into vicious, feral monstrosities. He uses his minions, both disposable tyranno-drones and more powerful beasts he’s created, in an effort to return dinosaurs and similar creatures to the dominant species of the world.


Aside from the regular creatures that Mesogog calls from beyond, he has almost been known to create monsters combining features of animals, plant-life, and even constructs. These specialized servants tend to be substantially more powerful than his summoned minions or his Tyrannodrone troops, and after act as commanders among his forces. When they fall, he has demonstrated the power to use his Final Form ability on the subject even at a great distance, giving them one final chance not to fail him.

Art credit: Power Rangers Dino Thunder

5e version made by Rasconza//Blue of Monster Monday


Mesogog

Medium monstrosity, neutral evil


  • Armor Class 17
  • Hit Points 172 (23d8 + 69)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 16 (+3) 17 (+3) 20 (+5) 23 (+6)

  • Saving Throws Str +8, Con +8, Int +8
  • Senses darkvision 60ft., passive Perception 15
  • Languages Common, can understand and speak with animals
  • Challenge 14 (11500 XP)

Master of Monsters. Mesogog can concentrate on two summoning spells at once. When making saves, he makes each seperately and if he loses concentration on one, his next save to maintain concentration is made with advantage.

Innate Spellcasting. Mesogog's innate spellcasting ability is charisma (spell save DC 19, +11 to hit). He can innately cast the following spells, requiring no material components:

At Will: summon construct (7th level), summon beast (7th level)

2/Day each: hellish rebuke (3rd level), mind spike (4th level), psychic lance (4th level)

1/Day: feeblemind

Actions

Multiattack. Mesogog makes two claw attacks.

Claw. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) slashing

Boneshaking Roar (Recharge 6). As an action, each creature in a 60 foot cone from mesogog must succeed a DC 19 Con save or become stunned. A creature can repeat this save at the end of their turns or when they take any form of damage.

Reactions

Final Form (1/Week). As a reaction to one of Mesogogs summoned creatures becoming half health or less.

The summoned creature regains 50 hitpoints, increases its size to huge (as if it were under the effects of enlarge) and gains the benefits of the heroism spell. Also, mesogog does not need to make concentration checks on this summoned creature, but it still counts towards his master of monsters ability.

This effect lasts for 1 hour, if mesogog dispells it as an action or the summoned creature perishes.

Bremensi


The bremensi is a chimeric creature with powerful sonic abilities that it uses to disable prey and defend itself against other predators. At first glance, they are often misidentified as some animalistic beast, but bremensin are abominations from an entirely different plane of existence. Frequently found in pastoral hills, cliffside perches, and similar settings, the bremensi is a creature that has adapted to its new world with aplomb. An omnivorous creature, the bremensi uses its powerful cries and screeches to disable the object of their hunts. Bremensin are strangely fearless creatures, perhaps lacking in the sense common to the Material Plane, and will unhesitatingly make a meal of a lone humanoid.


The first bremensi came to the Material Plane from a plane of sound and noise, emerging upon a farm. It made itself a physical form to interact with the new world in which it found, merging nearby farm animals in a single horrid form. Other bremensin since then are ‘echoes’ of the original, formed by some unknown method. These echoes have more refined forms in comparison to the original that have made them more adapted to the Material Plane of existence. Some scholars believe that bremensin hail from the same plane as dinn.



Bremensi

Large Monstrosity, neutral


  • Armor Class 14 (natural armor)
  • Hit Points 104 (11d10 + 44)
  • Speed 30ft., fly 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 11 (0) 19 (+4) 3 (-4) 14 (+2) 10 (0)

  • Skills Perception +8
  • Senses darkvision 60ft., passive Perception 20
  • Languages -
  • Challenge 6 (2300 XP)

Opportunistic. The bremensi can take up to 3 reactions a turn. When doing so, it cannot repeat the same attack again until the start of its next turn.

Actions

Multiattack. The bremensi makes three attacks and cannot repeat the same attack on its turn. When its barnyard din is available, it can use it in place of its bite or jaw attack.

Cat's Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (2d4 + 4) slashing damage. Upon hitting a creature that is prone or grappled, deal an extra 5 (2d4) damage.

Dog's Fangs. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Donkey's Jaws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 10 (1d12 + 4) bludgeoning damage and the target is grappled (escape DC 15).

Rooster's Beak. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) piercing damage.

Barnyard Din (Recharge 5-6). One of the bermensis head unleashes a loud cry in a 15-foot cone. Each creature in that area must make a DC 15 Con saving throw, taking 21 (6d6) thunder damage on a failed save, or half as much damage on a successful one.

If a creature failed their save, dependant on which head (d4) caused the cry has an additional effect.

Cat: The creature is deafened for 1 round.

Dog: The creature is frightened for 1 round.

Donkey: The creature has disadvantage on attack rolls and ability checks.

Rooster: The creature is stunned for 1 round.

Reactions

Distracting Chatter (Costs 2 reactions). If a creature casts a spell with a verbal component within 60 feet of the bremensi, they must succeed a DC 13 spellcasting ability check or lose the spell as their words are drowned out by the crys of the bremensi.

Art credit: twitter.com/RedRavenRiot

5e version made by Rasconza//Blue of Monster Monday