Bulbasaur

Bulbasaurs can be seen napping in bright sunlight in gentle glades. By soaking up the sun's rays, the seed on its back grows progressively larger. Unfortunately this seed pod is highly valued by alchemists for its condense power.


Bulbasaur

Small monstrosity, unalligned


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

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

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

Actions

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

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


Sunlit Bulbasaur

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


Sunlit Bulbasaur

Small monstrosity, lawful neutral


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

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

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

Actions

Multiattack. The Sunlit Bulbasaur makes two Bite Attacks

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

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

Pokémonster Manual

A manual of DnD 5e homebrew fantasy versions of Pokemon. I'm starting with the Generation 1 Starters and working in order. The art is meant to be faithful recreations of Pokemon in my own DnD Fantasy style. The Homebrew is not meant to be 100% game faithful, but a mix of game lore and DnD fantasy. Art and Homebrew is done by Olirant.

Just the art can be found at :

https://imgur.com/a/oiZXFS2

This is an ongoing project. Support me at :

https://twitter.com/Olirant

https://www.twitch.tv/olirant

https://www.patreon.com/olismithart

Ivysaur


Ivysaur

Medium monstrosity, unalligned


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

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

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

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


Actions

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

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

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


Actions

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


Ivysaur are the stubborn protectors of the grasslands and smaller creatures that live there. Fighting an Ivysaur is a tough battle as they constantly are reenergised by the rays of the sun and their life-stealing seedlings. Wise adventurers back Ivysaur out of their plainlands habitats and into caves to fight them. The bud on their back swells and grows as they age and gives off a sweet scent when about to bloom. It's said that the sweet smelling bud of an Ivysaur can be crushed down into a salve that calms the emotions of creatures that that smell it.

Venusaur



Venusaur

Large monstrosity, unalligned


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

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

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

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

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


Actions

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

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

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

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

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

Venusaur are protectors of forests and friends to druids. In the grove of a Venusaur all sorts of creatures can be found in peace, each one drawn in by the Venusaur's alluring scent. The rain causes this scent to carry further bringing in animals for miles around. The large magical petals on its back draws power from the sun.

Charmander


Charmander

Small dragon, unalligned


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

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

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

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

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


Actions

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

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


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

Magma Charmander

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


Magma Charmander

Small elemental, unalligned


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

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

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

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

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


Actions

Multiattack. The Magma Charmander makes two Scratch attacks.

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

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

Charmeleon


Charmeleon

Medium dragon, chaotic neutral


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

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

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

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

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


Actions

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

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

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

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


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

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

Charizard



Charizard

Large dragon, chaotic neutral


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

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

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

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


Actions

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

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

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

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


A Charizard is not a true dragon more akin to a drake or a wyvern. They live in rocky areas and fly above the skies looking for creatures to battle in their territory. Charizard respect creatures it deams stronger than it and will never turn down a chance to battle.

Squirtle

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


Squirtle

Tiny beast, unalligned


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

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

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

Actions

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


Reactions

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

Squirtle Troublemaker

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



Squirtle Troublemaker

Tiny beast, chaotic neutral


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

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

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

Actions

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


Reactions

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

Wartortle

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

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



Wartortle

Small monstrosity, true neutral


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

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

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


Actions

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

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

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


Reactions

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

Blastoise



Blastoise

Medium monstrosity, true neutral


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

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

  • Damage Resistances cold, piercing and slashing damage.
  • Condition Immunities prone, knock-back
  • Senses darkvision 60 ft.,passive Perception 12
  • Languages Understands Common and Aquan but can't speak.
  • Challenge 8 (3,900 XP)

Rain Dish. In the rain or when submerged in water the Blastoise heals 10 HP at the start of each of its turn.


Actions

Multiattack. A Blastoise makes 3 Hydro Crystal attacks or A Bodyslam attack followed by two Claw attacks.

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

Claw. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 8 (2d10 + 5) slashing damage.

Bodyslam. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 8 (2d8 + 5) slashing damage. Additionally the target must make a DC 16 Strength Save or is knocked prone.


Famous for the magical hydro crystals that sprout from its shell, a Blastoise can fire water from its crystals capable of punching holes through the thickest of armour. When using its powerful water attacks a Blastoise firmly digs its feet into the ground to handle the recoil. If a foe gets in close Blastoise crushes them under its heavy body.

Caterpie

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


Caterpie

Tiny beast, unalligned


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

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

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

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


Actions

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

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


Metapod

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


Metapod

Tiny beast, unalligned


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

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

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

Actions

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

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

Butterfree

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

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

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


Butterfree

Small fey, lawful neutral


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

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

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

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

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


Actions

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

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

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

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

Weedle

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


Weedle

Tiny beast, unalligned


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

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

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

Actions

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

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


Kakuna

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


Kakuna

Tiny beast, unalligned


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

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

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

Actions

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

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

Beedrill

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


Beedrill

Small monstrosity, unalligned


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

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

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

Actions

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

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

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

Pidgey

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


Pidgey

Tiny beast, unalligned


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

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

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

Actions

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

Pidgeotto

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



Pidgeotto

Small beast, unalligned


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

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

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

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

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

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


Actions

Multiattack. The Pidgeotto makes two Talon attacks.

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

Pidgeot

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


Pidgeot

Medium beast, unalligned


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

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

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

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

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

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


Actions

Multiattack. The Pidgeotto makes two Talon attacks.

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

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

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

Rattata

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


Rattata

Tiny beast, unalligned


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

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

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

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


Actions

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

Raticate

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



Raticate

Small beast, unalligned


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

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

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

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

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


Actions

Multiattack. The Raticate makes two Fang attacks.

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

Spearow

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


Spearow

Tiny beast, unalligned


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

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

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

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


Actions

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


Fearow

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


Fearow

Medium monstrosity, unalligned


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

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

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

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

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


Actions

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

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

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

Ekans

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

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


Ekans

Large monstrosity, unalligned


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

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

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

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


Actions

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

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

Arbok

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

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



Arbok

Huge monstrosity, lawful evil


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

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

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

Actions

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

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

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

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

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

Pikachu

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


Pikachu

Tiny fey, neutral good


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

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

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

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


Actions

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


Pikachu Gallant

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


Pikachu Gallant

Tiny fey, neutral good


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

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

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

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

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

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

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

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

3rd Level (1 slot) : lightning bolt


Actions

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


Raichu

Small fey, true neutral


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

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

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

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

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


Actions

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

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


Raichu

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

Nidoran

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

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


Nidoran

Small beast, unalligned


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

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

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

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

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


Actions

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


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

Optional Rule : Sudden Metamorphosis

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

Nidorina

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


Nidorina

Medium monstrosity, neutral good


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

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

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

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


Actions

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

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

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


Nidorino

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


Nidorino

Medium monstrosity, unalligned


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

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

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

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

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


Actions

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

Nidoqueen

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

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

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



Nidoqueen

Medium monstrosity, neutral good


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

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

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

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

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


Actions

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

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

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

Nidoking

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

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



Nidoking

Medium monstrosity, neutral evil


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

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

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

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


Actions

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

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

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

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

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

Clefairy

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

Moon Fairy Familar

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


Clefairy

Small celestial, neutral good


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

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

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

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


Actions

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

Clefable

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


Clefable

Medium celestial, neutral good


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

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

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

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

One a day each: invisibility, faerie fire

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

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


Actions

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

Vulpix

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


Vulpix

Small elemental, neutral good


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

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

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

Actions

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

Familar

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

Ninetails

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

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



Ninetails

Large celestial, chaotic good


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

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

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

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

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

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

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

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

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

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

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

6th Level (1 slot): Investiture of Flame

7th Level (1 slot): Fire Storm

8th Level (1 slot): Holy Aura


Actions

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

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

JigglyPuff

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

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

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


JigglyPuff

Small fey, chaotic neutral


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

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

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

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

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

Natural Spellcasting. A JigglyPuff can cast the following spells,

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

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


Actions

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

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

WigglyTuff

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

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


WigglyTuff

Small fey, unalligned


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

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

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

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

Actions

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

Zubat

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


Zubat

Small beast, unalligned


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

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

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

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

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

Actions

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

Golbat

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



Golbat

Medium abberation, neutral evil


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

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

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

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

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

Actions

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

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

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

Oddish

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

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


Oddish

Small plant, neutral good


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

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

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

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

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

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


Actions

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

Familiar

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


Gloom

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

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


Gloom

Small plant, true neutral


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

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

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

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

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


Actions

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

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

Vileplume

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

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


Vileplume

Medium plant, chaotic neutral


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

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

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

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

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

(1/day each) : cloudkill, move earth


Actions

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

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

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

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

Paras

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

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


Paras

Tiny plant, unalligned


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

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

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

Actions

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

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

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

Parasect

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



Parasect

Medium plant, unalligned


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

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

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

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

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

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

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

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

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

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


Actions

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

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

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

Venonat

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


Venonat

Small monstrosity, unalligned


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

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

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

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


Actions

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

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

Venomoth

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

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



Venomoth

Medium dragon, chaotic evil


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

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

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

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

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


Actions

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

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

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

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

Diglett

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


Diglett

Tiny elemental, true neutral


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

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

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

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


Actions

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

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

Dugtrio

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


Dugtrio

Small elemental, true neutral


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

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

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

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

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


Actions

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

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

Meowth

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


Meowth

Small fey, chaotic neutral


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

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

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

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


Actions

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

Persian

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

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


Persian

Medium monstrosity, lawful neutral


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

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

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

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

(at will) detect thoughts


Actions

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

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

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

Psyduck

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


Psyduck

Small abberation, chaotic neutral


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

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

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

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


Actions

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

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

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

Golduck

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

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


Golduck

Medium dragon, lawful neutral


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

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

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

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

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

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

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


Actions

Multiattack. Golduck makes two claw attacks.

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

Mankey

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


Mankey

Small Monstrosity, chaotic evil


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

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

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

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


Actions

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

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


Primeape

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


Primeape

Small Monstrosity, chaotic evil


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

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

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

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


Actions

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

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

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

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