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Monster Hunter Monster Manual
Monster Hunter Monster Manual
Table of Contents
Conditions, Poisons, and Diseases
Dragonblight .................................................................................192 Dalamadur (CR 18) ...................................................................... 75
Frenzy Virus ................................................................................. 320 Shah Dalamadur (CR 30) .........................................................77
Iceblight ......................................................................................... 221 Dire Miralis (CR 11) .................................................................... 80
Slick ................................................................................................259 Tempered Dire Miralis (CR 18) ...............................................82
Tarred ............................................................................................... 89 Archtempered Dire Miralis (CR 26) .......................................84
Thunderblight ................................................................................... 0 Fatalis (CR 28) ...............................................................................86
Waterblight ................................................................................... 167 Tempered Fatalis (MHW) (CR 30) ..........................................90
Amphibians
Gogmazios (CR 19) ...................................................................... 92
Jhen Mohran (CR 26) ...................................................................94
Tetranadon (CR 6) ...........................................................................1 Kirin (CR 12) ..................................................................................97
Tetsucabra (CR 4) ........................................................................... 3 Tempered Kirin (CR 19) ..........................................................99
Zamite (CR 1/2) ............................................................................... 5 Kulve Taroth (CR 21) ................................................................ 100
Zamtrios (CR 5) ...............................................................................6 Kushala Daora (CR 15) ............................................................ 103
Bird Wyverns Lao-Shan Lung (CR 30) ........................................................... 106
Aknosom (CR 6) .............................................................................. 8 Lunastra (CR 12) ........................................................................108
Gypceros (CR 8) .............................................................................. 9 Tempered Lunastra (CR 19) ..................................................110
Hypnocatrice (CR 4) .................................................................... 10 Nakarkos (CR 20) .......................................................................112
Malfestio (CR 9) ............................................................................ 12 Namielle (CR 14) ........................................................................114
Qurupeco (CR 6) ........................................................................... 13 Tempered Namielle (CR 19) ..................................................116
Pukei-Pukei (CR 4) .......................................................................15 Archtempered Namielle (CR 24) ..........................................118
Coral Pukei-Pukei (CR 10) .......................................................16 Nergigante (CR 23) ....................................................................120
Yian Garuga (CR 7) ......................................................................18 Ruiner Nergigante (CR 30) ....................................................122
Scarred Yian Garuga (CR 16) ................................................. 20 Safi'jiiva (CR 29) .........................................................................124
Yian Kut-Ku (CR 3) ...................................................................... 21 Shara Ishvalda (Shell) (CR 25) ...............................................125
Blue Yian Kut-Ku (CR 5) ...........................................................23 Shara Ishvalda (True Form) (CR 26) ....................................128
Teostra (CR 13) ...........................................................................130
Brute Wyverns Tempered Teostra (CR 20) .....................................................133
Anjanath (CR 7) .............................................................................25 Thunder Serpent Narwa (CR 19) ..........................................135
Fulgur Anjanath (CR 15) .......................................................... 26 Vaal Hazak (CR 24) ....................................................................138
Banbaro (CR 12) ........................................................................... 29 Blackveil Vaal Hazak (CR 26) ................................................139
Brachydios (CR 17) ...................................................................... 30 Valstrax (CR 16) ..........................................................................142
Raging Brachydios (CR 22) ......................................................33 Velkhana (CR 17) ........................................................................144
Barroth (CR 4) ............................................................................... 35 Tempered Velkhana (CR 22) ..................................................147
Baby Barroth (CR 1/4) .............................................................. 36 Archtempered Velkhana (CR 27) ..........................................148
Deviljho (CR 18) ............................................................................37 Wind Serpent Ibushi (CR 19) .................................................150
Savage Deviljho (CR 22) ...........................................................38 Xeno'jiiva (CR 25) .......................................................................153
Duramboros (CR 9) ......................................................................41 Yama Tsukami (CR 18) ............................................................. 156
Glavenus (CR 13) ..........................................................................42 Fanged Beasts
Acidic Glavenus (CR 19) ...........................................................43 Arzuros (CR 4) .............................................................................158
Radobaan (CR 10) ........................................................................ 46 Arzuros Cub (CR 1/8) ..............................................................159
Uragaan (CR 6) ..............................................................................47 Bishaten (CR 7) ...........................................................................160
Juvenile Uragaan (CR 3) ........................................................... 48 Blango (CR 1) .............................................................................. 162
Carapaceon Blangonga (CR 9) ....................................................................... 163
Ceanataur (CR 1/2) ...................................................................... 49 Bullfango (CR 1/4) ..................................................................... 164
Shogun Ceanataur (CR 13) ....................................................... 49 Bulldrome (CR 2) ....................................................................... 164
Hermitaur (CR 1/2) ...................................................................... 51 Conga (CR 1/2) ............................................................................165
Daimyo Hermitaur (CR 9) ..........................................................51 Congalala (CR 6) ........................................................................ 165
Shen Gaoren (CR 30) ..................................................................54 Gammoth (CR 16) ...................................................................... 167
Young Gammoth (CR 6) ..........................................................169
Elder Dragons Goss Harag (CR 18) ...................................................................169
Alatreon (CR 21) ........................................................................... 57 Kecha Wacha (CR 6) ..................................................................171
Tempered Alatreon (MHW) (CR 30) ...................................... 58 Young Kecha Wacha (CR 1) ................................................... 173
Amatsumagatsuchi (CR 17) ...................................................... 63 Lagombi (CR 3) ...........................................................................173
Behemoth (CR 27) ........................................................................65 Lagombi Kit (CR 1/2) ..............................................................174
Ceadeus (CR 26) ........................................................................... 68 Rajang (CR 15) ............................................................................176
Chameleos (CR 14) ...................................................................... 70 Furious Rajang (CR 21) ..........................................................177
Tempered Chameleos (CR 19) ................................................ 73 Juvenile Rajang (CR 8) ............................................................179
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards.
Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Volvidon (CR 5) ...........................................................................180 Ludroth (CR 1) ............................................................................ 261
Volvidon Pup (CR 1/2) ............................................................ 182 Baby Ludroth (CR 1) ............................................................... 262
Wulg (CR 1) ..................................................................................182 Royal Ludroth (CR 5) .............................................................262
Wulg Pup (CR 1/8) ...................................................................183 Mizutsune (CR 11) ..................................................................... 264
Fanged Wyverns Young Mizutsune (CR 11) ...................................................... 266
Nibelsnarf (CR 8) ........................................................................267
Dodogama (CR 7) .......................................................................184 Young Nibelsnarf (CR 8) .........................................................268
Dodogama, Juvenile (CR 1) ....................................................185 Somnacanth (CR 10) .................................................................269
Girros (CR 1) ............................................................................... 185 Uroktor (CR 1/2) .........................................................................271
Girros Pup (CR 1/8) ................................................................ 186 Agnaktor (CR 6) .......................................................................271
Great Girros (CR 6) ................................................................187
Jagras (CR 1/2) ............................................................................187 Neopterons
Jagras Pup (CR 1/8) .................................................................188 Ahtal-Ka (CR 23) .........................................................................273
Great Jagras (CR 4) ................................................................189 Ahtal-Neset (CR 23) .................................................................276
Magnamalo (CR 17) ...................................................................189 Altaroth (CR 0) ............................................................................277
Odogaron (CR 8) ........................................................................ 193 Bnahabra (CR 1/4) ..................................................................... 277
Odogaron, Young (CR 4) .........................................................194 Great Thunderbug (CR 1/4) ....................................................278
Ebony Odogaron (CR 12) .......................................................195 Hornetaur (CR 1/4) ....................................................................279
Shamos (CR 1) ............................................................................196 Konchu (CR 1/4) ......................................................................... 279
Shamos Pup (CR 0) .................................................................197 Seltas (CR 3) ................................................................................280
Tobi-Kadachi (CR 6) .................................................................. 197 Seltas Queen (CR 11) ............................................................... 282
Tobi-Kitachi (CR 2) .................................................................. 198 Vespoid (CR 1/4) .........................................................................283
Viper Tobi-Kadachi (CR 9) ...................................................... 199 Vespoid Princess (CR 1/2) ..................................................... 283
Viper Tobi-Kitachi (CR 3) ....................................................... 201 Vespoid Queen (CR 1) ...............................................................285
Zinogre (CR 10) .......................................................................... 201 Piscine Wyverns
Zinogre, Juvenile (CR 3) ......................................................... 203
Beotodus (CR 12) .......................................................................286
Flying Wyverns Cephadrome (CR 7) ...................................................................288
Akantor (CR 20) ..........................................................................205 Cephalos (CR 2) ..........................................................................288
Astalos (CR 9) ............................................................................. 207 Delex (CR 1/8) .............................................................................290
Barioth (CR 15) ...........................................................................208 Gajau (CR 1) ................................................................................ 291
Frostfang Barioth (CR 20) ................................................... 210 Jyuratodus (CR 11) .....................................................................291
Basarios (CR 6) ...........................................................................212 Lavasioth (CR 13) .......................................................................293
Baby Basarios (CR 1) ..............................................................214 Plesioth (CR 9) ............................................................................294
Bazelgeuse (CR 17) ................................................................... 215 Snake Wyverns
Seething Bazelgeuse (CR 21) ................................................216
Diablos (CR 18) .......................................................................... 218 Najarala (CR 9) ........................................................................... 296
Giggi (CR 1/2) ..............................................................................221 Remobra (CR 1/4) ...................................................................... 297
Gigginox (CR 10) ........................................................................222 Wingdrake (CR 1/8) ...................................................................298
Gravios (CR 14) .......................................................................... 223 Temnoceran
Khezu (CR 10) .............................................................................224 Nerscylla (CR 6) ..........................................................................299
Legiana (CR 13) ..........................................................................226 Rachnoid (CR 1) ......................................................................... 301
Shrieking Legiana (CR 17) .................................................... 228 Rakna-Kadaki (CR 17) ..............................................................301
Monoblos (CR 12) ...................................................................... 229
Nargacuga (CR 11) .................................................................... 231 Theropods
Baby Nargacuga (CR 1/4) ...................................................... 233 Baggi (CR 1) .................................................................................304
Young Nargacuga (CR 5) ........................................................ 233 Great Baggi (CR 2) .................................................................. 304
Silverwind Nargacuga (CR 19) .............................................234 Genprey (CR 1/4) ........................................................................306
Paolumu (CR 7) .......................................................................... 236 Gendrome (CR 1) .....................................................................306
Paolumu Pup (CR 2) ............................................................... 237 Giaprey (CR 1/2) .........................................................................307
Nightshade Paolumu (CR 12) ............................................... 238 Giadrome (CR 2) ......................................................................307
Rathalos (CR 10) ........................................................................ 239 Ioprey (CR 1/2) ............................................................................309
Rathian (CR 8) ............................................................................ 242 Iodrome (CR 1) .........................................................................309
Seregios (CR 7) ...........................................................................244 Izuchi (CR 1) ................................................................................311
Young Seregios (CR 2) ............................................................245 Great Izuchi (CR 3) ..................................................................312
Tigrex (CR 16) .............................................................................246 Jaggi (CR 1/2) ...............................................................................313
Brute Tigrex (CR 20) ...............................................................248 Jaggia (CR 1) ............................................................................. 313
Ukanlos (CR 20) ......................................................................... 250 Great Jaggi (CR 2) ....................................................................314
Leviathans Kulu-Ya-Ku (CR 4) ......................................................................315
Almudron (CR 15) ......................................................................252 Maccao (CR 1/4) ......................................................................... 317
Gobul (CR 7) ................................................................................ 255 Great Maccao (CR 2) ...............................................................317
Gobling (CR 3) ..........................................................................257 Tzitzi-Ya-Ku (CR 6) .....................................................................318
Lagiacrus (CR 14) ...................................................................... 258 Velociprey (CR 1/4) ....................................................................320
Young Lagiacrus (CR 14) ....................................................... 260 Velocidrome (CR 1) ................................................................. 320
Wroggi (CR 1) ..............................................................................321
Great Wroggi (CR 2) ................................................................321
Unknown Lynians
Gore Magala (CR 21) ................................................................ 327 Boaboa (CR 1/4) ..........................................................................345
Shagaru Magala (CR 25) ......................................................... 328 Felyne (CR 1) ............................................................................... 346
Leshen (CR 12) ........................................................................... 330 Gajalaka (CR 1/8) .......................................................................347
Ancient Leshen (CR 21) ....................................................... 331 Grimalkyne (CR 1) ..................................................................... 348
Herbivore Melynx (CR 1) ..............................................................................349
Wild Melynx (CR 1/8) ..............................................................349
Apceros (CR 1/4) ........................................................................ 334 Shakalaka (CR 1/8) ....................................................................350
Aptonoth (CR 1/8) ...................................................................... 334 King Shakalaka (CR 1) ........................................................... 351
Anteka (CR 1/8) .......................................................................... 335
Bombadgy (CR 1/8) ....................................................................335 Endemic Life
Epioth (CR 1/8) ........................................................................... 336 Dung Beetle (CR 0) ....................................................................352
Gargwa (CR 1/4) ......................................................................... 337 Bomb Beetle (CR 0) ...................................................................352
Gastodon (CR 1) ......................................................................... 337 Forest Gekko (CR 0) ..................................................................352
Kelbi (CR 0) ..................................................................................338 Iron Helmcrab (CR 0) ............................................................... 353
Kestodon (CR 1/4) ......................................................................339 Nitrotoad (CR 0) ......................................................................... 353
Larinoth (CR 1/4) ....................................................................... 339 Paratoad (CR 0) .......................................................................... 353
Mosswine (CR 0) ........................................................................ 340 Sleeptoad (CR 0) ........................................................................ 353
Moofa (CR 0) ................................................................................341 Solider Helmcrab (CR 0) ......................................................... 354
Palamute (CR 1/2) ......................................................................342 Vigorwasp (CR 0) ....................................................................... 354
Popo (CR 1/4) ..............................................................................343 Giant Vigorwasp (CR 0) ........................................................... 354
Renoplos (CR 2) ..........................................................................343 Wiggler (CR 0) .............................................................................354
Slagtoth (CR 1/8) ........................................................................343 Appendix A: Monster Lists
Monster By Environment ...........................................................355
What is the table following a Stat Monster by Challenge Rating ....................................................360
block? Carving
In this updated Monster Hunter Monster Manual, each Carving your kills is one of 2 ways to obtain materials while
creature stat block is followed up by its loot table that was on a hunt. When you attempt to carve a creature, make a
once found in the Monster Hunter Monster Loot Tables. Dexterity (Survival) check against the creatures Carve DC.
The loot tables are an addition to the ever growing On a success, roll a d20 and compare the results to the
supplement for playing a monster hunter styled D&D game. creatures loot table (Monster Hunter Loot Table PDF). On a
Each loot table was constructed using magical effects based failed save, treat the roll as if they rolled a 1 on the loot table.
on the creature's armor and weapons in the monster hunter
video game series. In other cases, they are based off the Carve DC = 10 + 1/2 of the creatures CR rounded down
creature's monster stat block or act as other magical items
found within the 5e universe. The effects are also based on
when the PCs will typically fight these creatures. A CR 2 Variant Carve Rule: Rewarding the natural 20
creature will not have a legendary material, it will typically When you roll a natural 20 on a Carve check, you
have a common magical effect with the chance of an roll an additional d20 and add that number to the
uncommon effect if the PC rolls high enough on the table. loot table roll. The new number is the material
found on that carve check.
How do I obtain Materials found on
Any total higher than 20, counts as if a 20 was
the loot tables? rolled.
Obtaining materials to upgrade your weapon and armor is a
core part of Monster Hunter. The 2 most common ways to
obtain material for you is carving materials off your kills or Capturing
capturing larger creatures in the field. The rules for carving
and capturing can be found to the right. There are other ways Certain creatures can be captured. A creature that can be
to obtain materials, but they are not relevant to this PDF. captured will have a captured section of their loot table. A
captured creature may provide loot that you are unable to
How do I make use of these Loot obtain, an increased or decreased chance to obtain certain
tables? loot that you may have gotten from carving. When you
capture a creature, you obtain a number of materials as
All the rules for making use of these tables can be found in labeled in the creatures loot table. No check is made, but the
Amellwind's Guide to Monster Hunting, but you can easily material is not gathered until you return to town.
take the magical effects from these creatures and place them
into your players weapon and armor to give them magical See Tranq Bomb (AGtMH p.63) for capturing rules.
items that won't be the same as the typical ones found in
other 5e games.
Conditions, Poisons, & Diseases
Within this Monster Manual you will find new conditions,
poisons, and diseases. These have been consolidated here. Condition: Tarred
A creature, object, or area who is tarred, is covered in a
dark brown or black viscous liquid. This liquid sticks to
anything it touches and is highly flammable.
Condition: Slick
must make a DC 10 Constitution saving throw or be
stunned until the end of their next turn.
A creature who is slick is covered in a slippery or slimy
liquid. This liquid coats the body making it difficult to
move or avoid attacks without slipping.
Poison: Waterblight
A creature who is slick has disadvantage on
Dexterity saving throws.
A creature may only move up to half its speed while A creature afficted by waterblight has their stamina
under this effect. drained.
A creature has disadvantage when attempting to
grapple a creature, but advantage when attempting On the creatures turn, it can use either an Action or
to escape a grapple when using acrobatics. a Bonus Action, not both.
A creature can use its action on itself or another
adjacent creature to wipe off the liquid, removing
the effect.
Amphibians
Amphibians are a class of monsters that are superficially frog-like in body structure, with powerful, spring-like back legs and
muscular forelegs. They are known to inhabit a diverse range of environments and are typically carnivorous.
Tetranadon
The tetranadon is an amphibian with an inflatable belly and a The tetranadon are known to swallow large amounts of
turtle-like shell on their back. It has algae-like fur on its head, gravel, which causes their belly to inflate to enormous
front legs, shell, and tail. With a toothless, platypus-like beak proportions. In their bloated state, tetranadon become very
and webbed feet. Its eyes are orange and have the horizontal sluggish, yet their attacks become more powerful, capable of
pupil common to amphibians. On its head is a crest that shattering earth with a stomp. The tetranadon's attacks in
looks very similar to the head dish of the mythological Kappa. this state can be described as "sumo-like". Surprisingly, they
When its belly is not inflated, it walks on all fours; once are capable of jumping high in the air even when their belly is
enough debris is swallowed, however, its belly inflates to an inflated.
incredible size, and it starts standing on its hindlegs. The tetranadon are known to clash with arzuros. When in
their bloated state, they have been seen trying to swallow an
arzuros during this battle. However the stocky fanged beasts
are too difficult for the greedy amphibians to consume.
1
Tetranadon If the tetranadon takes 20 damage or more on a single
turn from a creature inside it (or 30 damage or more
Large beast (amphibian), unaligned
from a single creature outside of it), the tetranadon must
succeed on a DC 15 Constitution saving throw at the
Armor Class 15 (natural armor) end of that turn or regurgitate the swallowed creature or
Hit Points 95 (10d10 + 40) chunk of terrain and is no longer bloated. If it is a
Speed 30 ft., swim 30 ft. creature, it falls prone in a space within 10 feet of the
tetranadon. If the tetranadon dies, a swallowed creature
is no longer restrained by it and can escape from the
STR DEX CON INT WIS CHA corpse using 10 feet of movement, exiting prone.
16 (+3) 8 (-1) 18 (+4) 4 (-3) 8 (-1) 6 (-2) Stomp (Bloated only). Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 19 (3d10 + 3) bludgeoning
Damage Immunities cold damage and the ground in a 10-foot-squared area
Damage Resistances necrotic adjacent to the tetranadon in the direction of the target
Senses passive Perception 9 becomes difficult terrain.
Languages — Boulder Toss (Bloated only). Range Weapon Attack: +6 to
Challenge 6 (2,300 XP) hit, range 30/120 ft., one target. Hit: 12 (2d8 + 3)
bludgeoning damage.
Amphibious. The tetranadon can breathe air and water.
Water Bolt (When not bloated only). Range Weapon
Bloated. When the tetranadon swallows a creature or Attack: +6 to hit, range 30/120 ft., one target. Hit: 7
misses its bite attack, its size increases. While bloated, (2d6) cold damage and the creature must succeed on a
the tetranadon is Huge and makes Strength checks and DC 15 Constitution saving throw or be afflicted with
Strength saving throws with advantage. If the tetranadon waterblight for 1 minute. A creature can repeat the
lacks the room to become Huge, it attains the maximum saving throw at the end of each of its turns, ending the
size possible in the space available. effect on itself on a success.
If the tetranadon regurgitates a creature or terrain after Deadly Leap. If the tetranadon jumps at least 15 feet as
failing its Constitution saving throw, it is pushed back 10 part of its movement, it can then use this action to land
feet, knocked prone, and incapacitated until the end of on its feet in a space that contains one or more other
its next turn. creatures. Each of those creatures must succeed on a DC
Standing Leap. The tetranadon's long jump is up to 20 15 Strength or Dexterity saving throw (target's choice)
feet and its high jump is up to 15 feet, without a running or be knocked prone and take 17 (4d6 + 3) bludgeoning
start. In addition, the tetranadon does not incur attacks damage On a successful save, the creature takes only
of opportunity while moving with a jump. half the damage, isn't knocked prone, and is pushed 5
feet out of the tetranadon's space into an unoccupied
Sumo Strike. Whenever the tetranadon makes a palm space of the creature's choice. If no unoccupied space is
strike attack, it can move 5 feet as part of the attack. If within range, the creature instead falls prone in the
the tetranadon is not bloated, it makes the movement tetranadon's space.
without provoking opportunity attacks.
Actions Legendary Actions
The tetranadon can take 1 legendary action, choosing
Multiattack. The tetranadon makes two palm strike from the options below. Only one legendary action
attacks. While enlarged, it makes four palm strike attacks. option can be used at a time and only at the end of
It can replace any one of these attacks with a water bolt another creature's turn. The tetranadon regains spent
attack. legendary actions at the start of its turn.
Palm Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., Stand. If the tetranadon is prone, it stands up.
one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Stunning Strike. The tetranadon chooses a creature within
Bite (When not bloated only). Melee Weapon Attack: +6 5 feet of it. That creature must succeed on a DC 14
to hit, reach 5 ft., one target. Miss: The tetranadon Constitution saving throw or be stunned until the end of
swallows a chunk of terrain and becomes bloated. the tetranadon's next turn.
Hit: 17 (4d6 + 3) bludgeoning damage and the target
is swallowed if it is a Medium or smaller creature. A Muck Blast. The tetranadon exhales gravel and water in a
swallowed creature is blinded and restrained, has total 15-foot cone in front of it. Each creature in that area
cover against attacks and other effects outside the must make a DC 15 Dexterity saving throw, taking 4
tetranadon, and takes 10 (3d6) acid damage at the start (1d8) bludgeoning damage plus 4 (1d8) cold damage
of each of the tetranadon's turns. and be afflicted with waterblight for 1 minute on a failed
The tetranadon's gullet can hold one creature or chunk save, or half as much damage and isn't afflicted with
of terrain at a time. While the tetranadon isn't waterblight on a successful one. A creature can make a
incapacitated, it can regurgitate the creature at any time DC 15 Constitution saving throw at the end of each of
{no action required) in a space within 5 feet of it, and is its turns, ending the waterblight on itself on a success.
no longer bloated. The creature exits prone.
2
Tetranadon Aqua Sac
Challenge Rating 6 Carves/Capture 3 You can cast the water breathing spell once per long rest,
while attuned to this weapon.
Carve Chance Capture Chance Material Slots
Tetranadon Disc (Ranged weapon only)
1-2 1-2 Med Monsterbone (O)
Aim Booster. Before you make an attack with this weapon,
3-6 3-5 Tetranadon Hide (A,W) you can use your bonus action to grant yourself advantage
on the attack roll. You can use this property a number of
7-11 6-10 Tetranadon Carapace (A,W) times equal to 1/2 your proficiency modifier, regaining all
12-13 11-12 Tetranadon Beak (A,W) expended uses when you finish a long rest.
14-15 13 Shiny Nacre (O) OTHER MATERIAL EFFECTS
16-19 14-19 Aqua Sac (A,W) Shiny Nacre
Orb formed within the body of a Tetranadon; possibly
20 20 Tetranadon Disc (A,W) made of soul. When you break the orb a soul escapes
allowing you to ask one question as if by the speak with
dead spell.
ARMOR MATERIAL EFFECTS
Tetranadon Hide Med Monsterbone
While you are wearing this armor, you can use your Rare armor upgrade material.
reaction or bonus action to gain resistance to cold damage
until the end of your next turn. Once you use this property,
you cannot use it again until you finish a long rest. Tetsucabra
Tetranadon Carapace
Tetsucabra is a large Amphibian with a striking orange and
Moss grows on the shoulders of your armor where a indigo coloration. Its lower jaw harbors large tusks along
urinamako (sea cucumber) magically appears to feed on it. with a large set of molars that are capable of crushing prey
No matter what you do, the urinamako always reappears with ease. Tetsucabra also has a spiky stubby tail that swells
on your shoulder as soon as you lose sight of it. It provides up when angered.
no benefit, other than looking kinda cute. The scales of a Tetsucabra is used mainly for camouflage
Tetranadon Beak
inside caves and on them is a special oil that holds heat.
Speed Eating. While you are attuned to this armor, you can Despite the look of the scales, its skin is actually flexible yet
use any consumable, such as a potion or food, as a bonus hard somewhat resembling an actual toad's skin. A
action; so long as you are the one consuming it. Tetsucabra's skull is robust and durable enough to take a lot
of damage from threats of all sorts. Though the Tetsucabra
Aqua Sac has two large tusks, these are not used for hunting. The
You can hold breath underwater for twice as long as
normal while you wear this armor.
primary function of these tusks is for defense and as means
to manipulate the environment. The tusks themselves are
Tetranadon Disc capable weapons, but the Tetsucabra is also capable of
Evade Extender (S). You have a +1 bonus to Dexterity hefting up heavy boulders. The Tetsucabra flings these
saving throws while you wear this armor.
3
boulders out of the way of its path but it can also use this as a Tetsucabra are highly aggressive, territorial monsters
method of attack to injure predator and prey alike. It uses though their ecology is much like a frog. The amphibians are
these boulders as a shield against predators and hunters to well-known for attacking and eating anything that moves in
prevent attacks. It also uses this to enclose small, tight areas, their line of sight and leaping from ponds in order to grab
making it harder to maneuver. Another fact about the potential prey. Despite being found in ponds, they spend most
Tetsucabra is its ability to spit a glob of fluid at prey items. of their time on land, which could suggest that they patrol
This sticky material acts as a powerful adhesive, sticking to their territory on land, much like Zamtrios. During the
the body and ground like glue. Even for a hunter, the adhesive breeding season male Tetsucabra will create large holes to
quality of this material is not very strong, but it makes every impress females so that they'll lay their eggs in them. When
movement a labor and greatly weakens the prey, leading to a the female lays her eggs in the pit the male will quickly
reduction in stamina. When the Tetsucabra exerts itself, its fertilize them. After fertilizing the eggs the male will then
tail inflates, possibly to help it balance itself as it picks up carry them in his mouth and he will not eat anything until the
large boulders and rocks. The legs of a Tetsucabra help it offspring are fully developed.
perform powerful leaps, lunges, and jumps in the air to help it
either ambush prey or to reach steep slopes out of its reach. Tetsucabra
A Tetsucabra's claws are powerful enough to break rock with Challenge Rating 4 Carves/Capture 3
ease and can destroy powerful armor.
Carve Chance Capture Chance Material Slots
1 1-4 Jumbo Bone (O)
4
Tetsucabra Tusks (Hammer only) Zamite
Punish Draw. A creature hit for the first time by the Challenge Rating
Hammers Mighty Weapon, has disadvantage on the saving 1/2 Carves 1
throw.
Carve Chance Material Slots
OTHER MATERIAL EFFECTS 1-7 Sharp Fang (W)
Paddock Oil 8-14 Meaty Hide (O)
When this oil is applied to the skin, the target gains
tremorsense out to 30 feet for 1 hour. 15-18 Monster Guts (O)
Jumbo Bone 19-20 Sharqskin Scale (A)
Uncommon armor upgrade material.
ARMOR MATERIAL EFFECTS
Zamite Sharqskin Scale
While wearing this armor, you have a swimming speed
It is a small, shark-like creature whose relatively large mouth equal to your walking speed.
houses many rows of teeth made for attacking prey and
hunters. Zamite have been sighted in a number of different
stages of development, with some having fully developed legs, WEAPON MATERIAL EFFECTS
while others slide on their bellies. During battle, Zamite can Sharp Fang
grow larger when it ingests bodily fluids. These fluids also Your slashing weapon deals an extra 1 slashing damage.
allow Zamites to grow legs if they are ingested by the
individuals without limbs. Zamite behave just like Giggi in the OTHER MATERIAL EFFECTS
manner of aggressively attacking any possible food source Meaty Hide
and draining them of their vital fluids. This material can be cooked for 2 days of rations
Monster Guts
Monster innards. A prized delicacy worth 50 gp.
Zamite
Medium beast (amphibian), unaligned
5
Zamtrios
Zamtrios is a large, quadrupedal monster with grey-blue skin Zamtrios
and yellow fins. It is superficially shark-like in appearance, Huge beast (amphibian), unaligned
with a long, pointed snout and a mouth filled with multiple
rows of sharp teeth. As the adult form of Zamite, its limbs are Armor Class 15 (natural armor)
powerful and fully-developed. Its skin is extremely elastic in Hit Points 136 (13d12 + 52)
order to accommodate its inflation abilities. Speed 40 ft., burrow 40 ft., swim 40 ft.
Zamtrios is a powerful predator, but these Fanged Beasts
mostly feed on plants, nuts, and mushrooms though they will
sometimes eat meat. From the size of the Lagombi, it's very STR DEX CON INT WIS CHA
possible Zamtrios would try to hunt them. Though Zamtrios 17 (+3) 12 (+1) 18 (+4) 6 (-2) 10 (+0) 5 (-2)
prefer to feed on smaller helpless prey, they are still quite
dangerous in their own right. Zamtrios have even been found Skills Perception +3, Stealth +4
to feed on Plesioth in tropical waters. The massive and Damage Immunities: cold
aggressive Gammoth can seriously injure, if not outright kill Senses darkvision 60 ft., tremorsense 60 ft., passive
the Amphibian if confronted. Perception 13
Zamtrios is a very strange Amphibian with many bizarre Languages —
adaptations. Zamtrios now lacks the sharp spike its juvenile Challenge 5 (1,800 XP)
form has but now is able to produce a type of "armor". It is
able to produce this armor by secreting a special fluid from Amphibious. The zamtrios can breathe air and water.
its skin that eventually freezes around it forming this icy Expand (2/day). The zamtrios can use a bonus action to
armor. This armor acts as a secondary protection against greatly expand its belly for 1 minute. This increases its
threats and also acts as a weapon. When it forms this armor, size to Gargantuan and gains resistance to bludgeoning
it will also produce a long, rigid spike made of ice on top of its damage. This action also remove Ice Armor if it is
head, replacing the spike it once had, and spike on its tail as active. As a bonus action, the zamtrios can end this
another weapon. When it's not using its icy armor it will use effect and revert back to its original size.
freezing water to attack threats or prey from a distance and
will spit balls of snow at them to stop their movement. Actions
Zamtrios have an under layer of skin directly under their skin Multiattack. The zamtrios makes two bite attacks.
used to replace previous old one. Their teeth, like saws, cut
up prey just by rubbing against them. Bite. Melee Weapon Attack. +6 to hit, reach 10 ft., one
When Zamtrios is heavily damaged while it has its icy target. Hit: 16 (3d8 + 3) piercing damage.
armor, it will go through one of the most dramatic changes in Ice Armor. The zamtrios coats its body in ice, increasing
nature. It will expand its body and inflate itself to several its AC by 5, but reducing its movement speed by 10 ft.
times its original body size. It goes through this change to for 1 minute.
intimidate an attacker and is able to do this from gas that it Ice Drill. If the zamtrios ice armor is active and the
produces from inside its body. zamtrios is underground it can then use this action to
Zamtrios primarily spend most of their time in the water or unburrow in a space occupied by another creature. The
under ice, constantly roaming around their territory and creature is pushed 5 feet out of the zamtrios space and
searching for prey. Like the Zamites, Zamtrios have huge must succeed on a DC 14 Dexterity throw or be
appetites and have a single mind set on finding prey and to knocked prone and take 13 (3d6+3) slashing damage
kill or eat any intruders in their territory. If Zamtrios have an plus 13 (3d6+3) piercing damage. On a successful
enemy in their sight, they may actually chase them for miles save, the creature takes only half the damage, and isn't
upon miles of ice. During the breeding season Zamtrios will knocked prone.
come together and mate. When female Zamtrios have mated Water Torrent (Recharge 5-6). The zamtrios shoots a
they will then lay their eggs within the ice. beam of water from its stomach across a 30-foot cone.
Each creature in that area must make a DC 14
Dexterity saving throw, taking 24 (7d6) cold damage
on a failed save, or half as much damage on a
successful one.
6
Zamtrios
Challenge Rating 5 Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-4 1-2 2x Paddock Oil (O)
5-10 3-6 Zamtrios Hide (A)
11-13 7-9 Zamtrios Scale (A,W)
14-16 10-12 Freezer Sac (A,W)
17-18 13-14 Zamtrios Fin (W)
19 15-17 Zamtrios Sawtooth (W)
20 18-20 Zamtrios Tailblade (A)
7
Bird Wyverns
Bird Wyverns are, as their name implies, bird-like in nature, with slender delicate bodies. Despite their comparatively small
stature, Bird Wyverns often use their agility to their advantage to neutralize attacks and prey alike. Flying Bird Wyverns exhibit
similar characteristics to True Wyverns, with a bipedal stance along with developed and functional wings. Many of these possess a
hard, sharp beak which can be used to peck at attackers, and generally behave in a bird-like manner.
Aknosom
Large wyvern (bird), unaligned
8
Flame Sac
While you are attuned to this armor, you can use a bonus
action to speak its command word and exhale fire at a
target within 15 feet of you. The target must make a DC Gypceros
15 Dexterity saving throw, taking 3d6 fire damage on a Large wyvern (bird), unaligned
failed save, or half as much damage on a successful one.
Once used, this property cannot be used again until you Armor Class 16 (natural armor)
finish a long rest. Hit Points 157 (15d10 + 75)
Speed 30 ft., fly 60 ft.
Aknosom Crest
While you are wearing this armor and an attacker that you
can see hits you with an attack, you can use your reaction STR DEX CON INT WIS CHA
to halve the attack’s damage against you. You can use this
property a number of times equal to 1/2 your proficiency 18 (+4) 16 (+3) 20 (+5) 10 (+0) 12 (+1) 14 (+2)
bonus (rounded down), regaining all expended uses when
you finish a long rest. Saving Throws Con +8, Int +3, Wis +4
Skills Deception +5, Performance +8
WEAPON MATERIAL EFFECTS Damage Resistances lightning
Aknosom Feather Condition Immunities blinded
Quick Sheath. While attuned to this weapon, you can Senses passive Perception 11
always sheath it as a free action even if you have already Languages —
drawn a weapon as part of your move action. Challenge 8 (3,900 XP)
9
Gypceros Gypceros Head
While attuned to this weapon, you can conjure a hooded
Challenge Rating 8 Carves/Capture 3 lantern as an action. The lantern hovers 10 feet off the
Carve Capture ground and stays within 5 feet of you. While lit, this
Chance Chance Material Slots hooded lantern burns for 6 hours on 1 pint of oil, shedding
bright light in a 30-foot radius and dim light for an
1-10 1-3 Rubbery Hide (A,W) additional 30 feet. Invisible creatures and objects are
visible as long as they are in the lantern's bright light. You
11-13 4-9 Dash Extract (O)
can use an action to lower the hood, reducing the light to
14-15 10-13 Gypceros Poison Sac (A,W,O) dim light in a 5-foot radius.
16-17 — Lightcrystal (A,W)
OTHER MATERIAL EFFECTS
18-19 14-19 Gypceros Webbing (A,W) Dash Extract
Crafting material for mega dash juice.
20 20 Gypceros Head (A,W)
Gypceros Poison Sac
You can make a DC 14 Wisdom (Poisoner's Kit) check
ARMOR MATERIAL EFFECTS using this material as its ingredient plus two vials. On a
Rubbery Hide success you create two vials of serpent venom (DMG p.
While you are wearing this armor, you can use your 258). On a fail, the material is destroyed.
reaction or bonus action to gain resistance to lightning
damage until the end of your next turn. You can use this
property twice, regaining all uses when you finish a long Hypnocatrice
rest. Hypnocatrice is a large-sized Bird Wyvern covered in bright,
Gypceros Poison Sac colourful feathers. It has extremely powerful legs with large
Whenever you make a saving throw against the poisoned feet to deliver powerful kicks, and a hard, sharp beak. It is
condition, you do so with a +2 bonus. equipped with a sleeping sac that can put adventurers and
Lightcrystal
other monsters to sleep and its small size and lightweight
While wearing this armor, you can use a bonus action to
allow it to move with speed and agility during battle. Despite
speak its command word to ignite the magic within it, its feathered appearance, Hypnocatrice flies using bat-like,
causing it to flare brilliantly. Any creature within a 10-foot membraned wings, leaving its feather arrangements strictly
radius of you must use their reaction to shield their eyes or for display purposes. Hypnocatrice is not particularly
be blinded until the end of their next turn. You can use this aggressive or territorial, but will stand its ground if
property twice, regaining all expended uses when you threatened. They are typically found in lush environments
finish a long rest. such as the forest or jungle, but have also been encountered
Gypceros Webbing
in desolate environments such as the desert.
Marathon Runner. While wearing this armor, your walking
speed increases by 5 feet.
Gypceros Head Hypnocatrice
While you are attuned to this armor, you can use your Large wyvern (bird), unaligned
reaction, immediately after you are hit by an attack, to
feign death for up to 1 hour. A creature can determine you Armor Class 14 (natural armor)
are alive by making an Intelligence (Investigation) check Hit Points 105 (14d10 + 28)
against your Charisma (Performance) check. Once you use Speed 30 ft., fly 40 ft.
this property, you cannot use it again until you finish a
long rest.
STR DEX CON INT WIS CHA
WEAPON MATERIAL EFFECTS
Rubbery Hide 16 (+3) 12 (+1) 15 (+2) 9 (-1) 10 (+0) 7 (-2)
While holding your weapon, you can speak a command
word and transform it into a fishing pole with a hook, a Skills Athletics +5
line, and a reel. Speaking the command word again Condition Immunities incapacitated, unconscious
changes the fishing pole back into the weapon. Senses passive Perception 10
Languages —
Gypceros Poison Sac Challenge 4 (1,100 XP)
Your weapon deals an extra 1d4 poison damage.
Lightcrystal Actions
While holding this weapon in darkness, it sheds moonlight,
creating bright light in a 15-foot radius and dim light for Multiattack. The hypnocatrice makes three attacks: two
an additional 15 feet. with its talons and one with its peck.
Gypceros Webbing (Spellcaster only) Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one
While attuned to this weapon you can cast the protection target. Hit: 10 (2d6 + 3) slashing damage.
from energy (lightning) spell once a day, without
expending a spell slot. Peck. Melee Weapon Attack. +5 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) piercing damage.
10
Hypno Bezoar
Sleep Gas (Recharge 5-6). The hypnocatrice spits out a When you hit a creature with this weapon, it must make a
bubble of sleeping gas to a location within 30 feet. DC 12 Wisdom saving throw. If it fails the save it becomes
Upon impact, the bubble bursts releasing the gas in a charmed by you for 1 minute or until you or your
5-foot radius around it. Each creature in that area must companions do anything harmful to it. Once you use this
make a DC 12 Constitution saving throw or, they fall property once, you can't use it again until you finish a short
unconscious for 1 minute, until the sleeper takes or long rest.
damage, or until someone uses an action to shake or
slap the sleeper awake. Hypno Fang
This weapon has 3 runes. When you hit a creature with this
Wing Attack (3/day). The hypnocatrice beats its wings. weapon, you can expend 1 of its runes to have the target
Each creature within 10 feet of the hypnocatrice must make a DC 11 Constitution saving throw. On a failed save
succeed on a DC 13 Dexterity saving throw or take 10 it falls unconscious for 1 minute, until the sleeper takes
(2d6 + 3) bludgeoning damage and be knocked prone. damage, or until someone uses an action to shake or slap
The hypnocatrice can then fly up to half its flying the sleeper awake. A creature that wakes up or succeeds
speed. on its saving throw is immune to the hypno fang's effect
for 24 hours. This weapon regains 1 expended rune daily
at dawn.
Rainbow Tail Feather
Hypnocatrice You can produce an illusory document from your bag. The
Challenge Rating 4 Carves/Capture 3 document is real only so long as you hold it, after which it
dissipates in a puff of smoke. A creature may also
Carve Chance Capture Chance Material Slots determine the document is fake with a Wisdom (insight)
1-5 1-5 Orange Hypno Pelt (A,W) check against your spell save DC. If you do not have a spell
save DC, the creature must succeed on a DC 11 Wisdom
6-8 6-7 Hypno Claw (W) (Insight) check.
9-10 8-9 Hypno Bezoar (A,W) Hypno Beak (Bard, Sorcerer, & Wizard only)
11-13 10-12 H.Sleep Sac (A,O) While attuned to this weapon, you can use an action to
cast the sleep spell from it once a day, without expending
14-18 13-16 Hypno Fang (W) a spell slot.
— 17-20 Rainbow Tail Feather (A,W)
OTHER MATERIAL EFFECTS
19-20 — Hypno Beak (W) H.Sleep Sac
A Material that replaces the sleep herb when crafting tranq
bombs or tranq ammo.
ARMOR MATERIAL EFFECTS
Orange Hypno Pelt
You have a +2 bonus to Animal Handling checks while you
wear this armor.
Hypno Bezoar
You can read books you are touching while sleeping.
H.Sleep Sac
Whenever you make a saving throw against the
unconscious condition or other sleep-like effects, you do
so with a +1 bonus.
Rainbow Tail Feather
You gain the benefits of a long rest after 4 hours instead
of 8 while you are attuned to this armor.
11
Malfestio
Malfestio superficially resembles an owl. Its body is covered
in blue plumage with a grayish belly, a yellow collar, and a
white face with a small beak and red eyes. On its head are
long tufts that point back and are tipped with yellow. There
are hints of yellow on its legs that end in scaly feet that have
two talons and one small vestigial toe. Its wings have bright
blue membranes. Along its wings are long blade-like claws.
Its flattened tail ends in a three-pointed shape.
Malfestio is a nocturnal predator that uses its talons and
wing claws to attack prey. Like Nargacuga, it sleeps in trees
to avoid terrestrial predators. It can produce an ultrasound
beam that can easily put prey to sleep. The claws along its
wings are usually hidden but are revealed once the malfestio
feels threatened.
Malfestio
Large wyvern (bird), unaligned
12
Malfestio Tailfeather its masterful vocal mimicry abilities to call for aid from
While wearing this armor, you have darkvision out to a various monsters, as well as healing them and boosting their
range of 60 feet. If you already have darkvision, your sight abilities. The Qurupeco's soft crest stretches over the top of
range increases by 60 feet. its head and when calling opens out into the shape of a
Malfestio Webbing megaphone, amplifying its calls. Its most notable feature
Your armor becomes light and flexible. If it is medium or however is its bright red vocal sac which inflates when
light armor it can be worn under normal clothes. If the calling.
armor normally imposes disadvantage on Dexterity The Qurupeco also has a pair of thick, bulky growths on its
(Stealth) checks or has a Strength requirement, it no longer wings which produce sparks when struck against each other,
does. much like flints. It uses these to ignite its mucus, causing
fiery explosions. Its tail is shaped like a fan and can unfold
WEAPON MATERIAL EFFECTS revealing brightly colored skin, most likely as a warning for
Azurefeather any would-be attacker. The Qurupeco's feet seem to have only
While you are attuned to this weapon, you can speak its 3 frontal digits on each foot. It may also have a back digit, but
command word and swing it in a horizonal fashion to it's stubby appearance makes it look more like a heel. Its feet
release a sonic wave in a 30-foot cone. Each creature in are also partially webbed.
that area must make a DC 14 Constitution saving throw or,
be incapacitated for 1 minute. If they fail the save by 5 or
more they instead fall unconscious for 1 minute, until the
sleeper takes damage, or until someone uses an action to
shake or slap the sleeper awake. Once you use this Qurupeco
property, you cannot use it again until you finish a long Large wyvern (bird), unaligned
rest.
Malfestio Wingtalon Armor Class 17 (natural armor)
Your weapon deals an extra 1d4 slashing damage. Hit Points 135 (18d10 + 36)
Speed 30 ft., fly 30 ft., swim 40 ft.
Malfestio Ear
Hunter. While attuned to this weapon you gain one extra
ration from whatever you hunt. STR DEX CON INT WIS CHA
Malfestio Wing 14 (+2) 16 (+3) 15 (+2) 7 (-2) 14 (+2) 16 (+3)
Your weapon has 3 runes. While holding it, you can use an
action to expend 1 of its runes, and if a secret door or trap Saving Throws Con +4, Cha +6
is within 30 feet of you, the weapon pulses and points at Skills Performance +6
the one nearest to you. This weapon regains 1d3 expended Damage Resistances: fire
runes daily at dawn. Senses passive Perception 12
Malfestio Tailfeather (Ranger only) Languages —
While attuned to this weapon you can cast the zephyr Challenge 6 (2,300 XP)
strike (XG 171) spell once a day, without expending a spell
slot. Sensitive Ears. If the qurupeco takes thunder damage or
a thunder spell is used within 60 feet of it, it must
Malfestio Webbing
succeed on a DC 15 Constitution saving throw or
Weakness Exploit. Your weapon deals max damage to a
become stunned until the start of its next turn.
creature that is vulnerable to this weapons damage type.
Malfestio Goldfeather Innate Spellcasting. The qurupeco's spellcasting ability
While you are holding this weapon, you can use an action is Charisma (spell save DC 14). It can innately cast the
to speak its command word to summon a giant owl for up following spells, requiring no material components:
to 8 hours. The owl can telepathically communicate with At Will: blade ward, cure wounds, vicious mockery
you at any range if you and it are on the same plane of
existence. Once this property has been used, it can't be Actions
used again until 2 days have passed.
Multiattack. The qurupeco makes three attacks: one
with its flint and two with its peck.
OTHER MATERIAL EFFECTS
Coma Sac Peck. Melee Weapon Attack: +6 to hit, reach 5 ft., one
A Material that replaces the sleep herb when crafting sleep target. Hit: 12 (2d8 + 3) piercing damage.
coating or sleep ammo.
Flint. If the qurupeco jumps at least 5 feet towards a
creature as part of its movement, it can then use this
Qurupeco action to strike its flint-like wingtips together, creating
a small explosion in that creature's space. That creature
The Qurupeco resembles a large bird with Pterosaur-like must make a DC 14 Dexterity saving throw, taking 11
features, such as a fanged beak and leathery wings. It is (2d10) fire damage on a failed save or half as much
mainly green colored with some scales being tinted yellow, it damage on a successful one.
also has a clump of iridescent purple feathers on its back
between its shoulders. The Qurupeco has a short, stubby Call for Aid (1/day). The qurupeco calls out for
brown crest extending from the back of its head. It uses assistance, roll a d6; If 1-2, 1d4 jaggi appear; if 3-4, a
great jaggi appears; if 5-6 a royal ludroth appears.
13
Flintstone
Your armor is decorated with bird carvings. It has 10 runes.
Crimson Qurupeco While wearing it, you can use an action to expend 1 rune
from the armor and cause it to create one of the following
Unlike the normal variety, this subspecies is red sounds out to a range of 60 feet: a finch's chirp, a raven's
and blue in color. The electric flints are unique to caw, a duck's quack, a chicken's cluck, a goose's honk, a
this subspecies. They also call upon aid from much loon's call, a turkey's gobble, a seagull's cry, an owl's hoot,
stronger monsters. A Crimson Qurupeco uses the or an eagle's shriek.
same stats as a normal Qurupeco, except for the
changes listed below: This armor regains 1d6 + 4 expended runes daily at dawn.
If you expend the last rune, roll a d20. On a 1, the runes
Flint damage is changed to lightning damage. cannot recharge for a week.
Call for Aid (1/day). The qurupeco calls out for
assistance, roll a d6; If 1-2, a Royal Ludroth WEAPON MATERIAL EFFECTS
appears; if 3-4, a Rathian appears; if 5, a Qurupeco Scale
Nargacuga appears; if 6, a Deviljho appears. You gain proficiency with the horn musical instruments. If
you are already proficient, you double your proficiency
The threat from this variant is increased due to bonus when using it.
the allies it can summon to its aid. It is not
recommended to use this variant until the players Qurupeco Feather
are able survive a CR 11 deadly encounter. While holding this weapon, you can use an action to
summon a jaggi to your aid for 1 hour. It will act on your
turn in the initiative and will flee if you or your allies
Qurupeco attempt to harm it. Once you use this property, you cannot
use it again for one week.
Challenge Rating 6 Carves/Capture 3
Vivid Feather
Carve Chance Capture Chance Material Slots While you are attuned to this weapon, you can use this
weapon as your spellcasting focus.
1-7 1-3 Qurupeco Scale (A,W)
Alluring Beak
8-12 4-8 Qurupeco Feather (A,W) When you hit a creature with this weapon it must make a
13-16 9-12 Screamer Sac x2 (O) DC 12 Wisdom saving throw. On a failed save, the target
becomes charmed by you until the end of its next turn. On
17-18 13-14 Vivid Feather (A,W) a successful save, the target becomes immune to this
— 15-16 Med Monsterbone (O) effect for 24 hours.
14
Pukei-Pukei
Pukei-Pukei Pukei-Pukei slightly resembles a chameleon, and its eyes are
similar to frogs. It has a pair of wings and is covered in green
Large wyvern (bird), unaligned
scales that vary in color throughout its body excluding its
underbelly. Its underbelly is covered in white osteoderm-like
Armor Class 12 (natural armor) protrusions. Despite being reptilian in nature, Pukei-Pukei
Hit Points 97 (13d10 + 26) has vibrant feathers around its neck and wings.
Speed 30 ft., fly 30 ft. Pukei-Pukei is known to store the properties of its food
within its mouth and tail before combining them with its own
STR DEX CON INT WIS CHA poison. By doing so, it can spew poison from its mouth and
tail for protection. This poison varies depending on its
17 (+3) 15 (+2) 15 (+2) 3 (-4) 11 (+0) 10 (+0) previous meal.
Pukei-Pukei is known to bully smaller monsters, but will
Saving Throws Con +4, Wis +2, Cha+2 flee from larger ones.
Senses passive Perception 10
Languages —
Challenge 4 (1,100 XP)
Actions
Multiattack. The pukei-pukei makes three attacks: two
with its tongue and one with its tail. It can replace any
one of these with its poison spit attack.
Tongue. Melee Weapon Attack. +5 to hit, reach 10 ft.,
one target. Hit: 14 (2d10 + 3) bludgeoning damage.
Tail. Melee Weapon Attack. +5 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) bludgeoning damage.
Poison Spit. Range Weapon Attack: +4 to hit, range
30/120 ft., one target. Hit: 10 (3d6) poison damage
and the target must succeed on a DC 12 Constitution
saving throw, or be poisoned 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.
Poison Spray (Recharge 5-6). The pukei-pukei sprays
poisonous gas from its tail in a 30-foot cone. Each
creature in that area must make a DC 12 Constitution
saving throw, or take 27 (6d8) poison damage and be
poisoned for 1 minute on a failed save, or half as much
damage and are not poisoned on a successful one. A
creature can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success.
15
Pukei-Pukei Pukei-Pukei Quill
While you are attuned to this weapon, you can use this
Challenge Rating 4 Carves/Capture 3 weapon as your spellcasting focus.
Carve Chance Capture Chance Material Slots Pukei-Poison Sac
1-4 1-4 Pukei-Pukei Shell (A,W) When you cast a spell that deals poison damage, add 1/2
of your proficiency bonus to that damage.
5-9 5-7 Pukei-Pukei Scale (A,W)
Pukei-Pukei Sac
10-12 8-9 Pukei-Pukei Quill (A,W) This weapon has 3 runes. When you hit a creature with this
— 10-11 Pukei-Poison Sac (A,W,O) weapon, you can expend 1 of its runes to have the target
make a DC 14 Constitution saving throw or become
13-15 12-13 Pukei-Pukei Sac (A,W) poisoned for 1 minute. A creature can repeat its saving
throw at the end of its turn, ending the effecting on a
16-17 14-17 Jumbo Bone (O) success. This weapon regains 1 expended rune daily at
18-20 18-20 Pukei-Pukei Wing (A,W) dawn.
Pukei-Pukei Wing
When you cast a spell that deals poison damage, you gain a
ARMOR MATERIAL EFFECTS +1 bonus to its spell attack roll or increase its spell save
Pukei-Pukei Shell DC by 1.
You have a +2 bonus to Deception checks while you wear
this armor.
OTHER MATERIAL EFFECTS
Pukei-Pukei Scale Pukei-Poison Sac
Botanist. When you successfully gather a plant resource, You can make a DC 10 Wisdom (Poisoner's Kit) check
you instead gather 2. using this material as its ingredient plus two vials. On a
success you create two vials of basic poison (PHB p. 153).
Pukei-Pukei Quill On a fail, the material is destroyed.
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to poison Jumbo Bone
damage until the end of your next turn. Once you use this Uncommon armor upgrade material.
property, you cannot use it again until you finish a long
rest.
Coral Pukei-Pukei
Pukei-Poison Sac
Whenever you make a saving throw against the poisoned Coral Pukei-Pukei retains most of its characteristics from
condition, you do so with a +2 bonus. Pukei-Pukei. However, Coral Pukei-Pukei sports bright
Pukei-Pukei Sac
orange coloring on its face, feet, and front wing claws. These
Item Prolonger. Whenever you use a consumable item that
turn red when it becomes enraged. The rest of its body has a
has a duration, its duration is increased by an additional 6 pinkish-red tint to it while its underbelly and tail tip are violet.
seconds. While the Pukei-Pukei utilizes poison, the Coral Pukei-
Pukei uses water as its main element of attack. Coral Pukei-
Pukei-Pukei Wing Pukei is able to store high concentrations of water in its tail
While wearing this armor, you can conjure 1 of 4 types of
nut into the palm of your hand and consume it as an
by drinking the sponge-like plants that lie in the Coral
action. Choose one creature that you can see within 60
Highlands. By doing this, it is then able to shoot out jets of
feet of you. Both you and the target must succeed on a DC high pressurized water beams at hunters. It is also capable of
14 Constitution saving throw or suffer the effects of the doing this from its mouth by eating various plants. In addition
nut for 1 minute. Roll a d4 to determine the effect of the to this, it can also throw out globs of water balls at hunters
nut; from its mouth.
On a 1, stunned; On a 2, deafened; On a 3, paralyzed; On a
Unlike Pukei-Pukei, Coral Pukei-Pukei is more aggressive
4, blinded. Both creatures can repeat this saving throw at
with its attacks. It is also shown to be able to use its tail far
the end of their turn, ending the effecting on a success. more effectively than Pukei-Pukei when attacking hunters.
You can use this property a number of times equal to your
Constitution Modifier, regaining all expended uses when
you finish a long rest. Coral Pukei-Pukei
Large wyvern (bird), unaligned
WEAPON MATERIAL EFFECTS
Pukei-Pukei Shell
You have proficiency with the herbalism kit while attuned Armor Class 16 (natural armor)
to this weapon. If you are already proficient you double Hit Points 144 (17d10 + 51)
your proficiency bonus when using it. Speed 30 ft., fly 30 ft.
Pukei-Pukei Scale
While touching this weapon, you can use an action to STR DEX CON INT WIS CHA
determine which way is north. This property functions only
on the Material Plane. 18 (+4) 16 (+3) 16 (+3) 6 (-2) 11 (+0) 10 (+0)
16
Languages —
Challenge 10 (5,900 XP)
Actions
Multiattack. The pukei-pukei makes two attacks: one
with its tongue and one with its tail. It can replace any
one of these with its water glob attack.
Tongue. Melee Weapon Attack. +8 to hit, reach 10 ft.,
one target. Hit: 15 (2d10 + 4) bludgeoning damage.
Tail. Melee Weapon Attack. +8 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage.
Water Glob. Range Weapon Attack: +4 to hit, range
30/120 ft., one target. Hit: 10 (3d6) cold damage and
the target must succeed on a DC 15 Constitution
saving throw, or become poisoned with waterblight 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.
Water Jet - Spiral (Recharge 6). The pukei-pukei flies 10
feet into the air and discharges a beam of high
pressurized water from its tail that spirals out from
below it out to a 45-foot radius. Each creature in that
area must make a DC 15 Constitution saving throw, or
take 27 (6d8) cold damage and be poisoned with
waterblight for 1 minute on a failed save, or half as
much damage and is not poisoned on a successful one.
Legendary Actions 13-15 12-13 Large Coral Pukei-Pukei Sac (A,W)
The pukei-pukei can take 3 legendary actions, choosing 16-17 14-17 Lg Monster Bone (O)
from the options below. Only one legendary action 18-20 18-20 Coral Pukei-Pukei Fellwing (A,W)
option can be used at a time and only at the end of
another creature's turn. The pukei-pukei regains spent
legendary actions at the start of its turn. ARMOR MATERIAL EFFECTS
Kick. Melee Weapon Attack: +8 to hit, reach 5 ft., one Coral Pukei-Pukei Cortex
target. Hit: 13 (2d8 + 4) bludgeoning damage. While wearing this armor, you can cast the create or
destroy water spell from it as an action once per day.
Water Jet - Arc (Costs 2 Actions). The pukei-pukei
discharges a beam of high pressurized water from its Coral Pukei-Pukei Lash
mouth or tail in a 30-foot cone. Each creature in that Item Prolonger+. Whenever you use a consumable item
area must make a DC 15 Dexterity saving throw, taking that has a duration, its duration is increased by an
21 (6d6) cold damage on a failed save, or half as much additional 12 seconds.
damage on a successful one. Flood Sac
Water Jet - Line (Costs 2 Actions). The pukei-pukei While wearing this armor, you have a swimming speed
discharges a beam of high pressurized water from its equal to your walking speed and you can hold breath
mouth or tail in a 60-foot line that is 10 feet wide. underwater for twice as long as normal.
Each creature in a line must make a DC 15 Dexterity Coral Pukei-Pukei Sac
saving throw, taking 21 (6d6) cold damage on a failed You have resistance to cold damage while you wear this
save, or half as much damage on a successful one. armor.
Coral Pukei-Pukei Fellwing
You have resistance to cold damage and immunity to the
Coral Pukei-Pukei waterblight condition while you wear this armor.
Challenge Rating 10 Carves/Capture 3
WEAPON MATERIAL EFFECTS
Carve Capture Coral Pukei-Pukei Cortex
Chance Chance Material Slots When you place this weapon into any liquid, it will absorb
up to 1 vial of it. The weapon will hold the liquid for 24
1-4 1-4 Coral Pukei‐Pukei Cortex (A,W) hours, or until you use an action to cause the liquid to
5-9 5-7 Coral Pukei-Pukei Shard (W) pour out from the hilt or tip of the weapon.
10-12 8-9 Coral Pukei-Pukei Lash (A,W) Coral Pukei-Pukei Shard
Partbreaker+1. You deal an extra 1d6 damage when you
— 10-11 Flood Sac (A,W) critically hit with this weapon.
17
Coral Pukei-Pukei Lash
Yian Garuga
Your weapon deals an extra 1d6 cold damage.
Flood Sac Large wyvern (bird), unaligned
When you cast a spell that deals cold damage, add 1/2 of
your proficiency bonus to that damage.
Armor Class 16 (natural armor)
Coral Pukei-Pukei Sac Hit Points 142 (15d10 + 60)
Critical Draw+. During the first round of combat your Speed 30 ft., fly 30 ft.
melee weapon attacks score a critical hit on a roll of 15 or
higher.
Coral Pukei-Pukei Fellwing STR DEX CON INT WIS CHA
While you are attuned to this weapon, you can use a bonus 15 (+2) 21 (+5) 18 (+4) 14 (+2) 12 (+1) 8 (-1)
action to exhale a stream of water in a 30-foot line that is
5 feet wide. Each creature in that line must make a DC 14
Dexterity saving throw, taking 4d6 cold damage on a failed Saving Throws Int +5, Cha +2
save, or half as much damage on a successful one. Once Skills Acrobatics +8, Perception +4
used, this property cannot be used again until you finish a Senses darkvision 120 ft., passive Perception 14
long rest. Languages —
Challenge 7 (2,900 XP)
OTHER MATERIAL EFFECTS
Lg Monster Bone Sensitive Ears. If the yian garuga takes thunder damage
Very rare armor upgrade material. or a thunder spell is used within 60 feet of it, it must
succeed on a DC 15 Constitution saving throw or
become stunned until the start of its next turn.
Yian Garuga Flyby. The yian garuga doesn't provoke opportunity
The Yian Garuga is a highly aggressive Bird Wyvern that has attacks when it flies out of an enemy's reach.
a striking purple coloration, large defensive spikes and an
extremely tough shell. Its beak is sharp and jagged, and it Actions
possesses a silver mane around the edge of its face. Multiattack. The yian garuga makes three attacks: two
Yian Garuga is a close relative of the Yian Kut-ku that with its peck and one with its tail.
possesses a poisonous tail club and can produce ear-splitting
roars to stop foes in their tracks. It is quite crafty, and is Peck. Melee Weapon Attack. +8 to hit, reach 5 ft., one
known to rationally observe their prey, even when angered. target. Hit: 14 (2d8 + 5) piercing damage.
They are not to be taken lightly. Tail. Melee Weapon Attack. +8 to hit, reach 5 ft., one
Yian Garuga hunts almost exclusively at night, using its target. Hit: 16 (2d10 + 5) bludgeoning damage plus
deadly poison or stabbing its prey with its sharp beak to 13 (3d8) poison damage.
finish off its victim. When hunting another predatory species Violent Roar (Recharge 5-6). The yian garuga lets out a
such as Velocidrome, Yian Garuga will let out a ear-deafening thunderous roar, sending out shockwaves in a 10-foot
roar before launching an attack. radius around it. Each creature in that area must make a
Very war-like in nature, Yian Garuga are DC 15 Constitution saving throw, or take 31 (7d8)
monsters that are best avoided. Yian Garuga thunder damage and be incapacitated until the end of
are very solitary creatures though, they have its next turn on a failed save. If they fail the save by 5 or
rarely been seen in groups possibly during a more, the creature is stunned until the end of its next
mating season, the groups consisting of more turn. On a successful save, the creature takes half as
than two have been seen on islands. After much damage and is not incapacitated.
mating, a female will sometimes seek out
a Yian Kut-Ku nest, destroy the eggs, and
then lay its own eggs in the nest for the
oblivious Kut-Ku to raise and
care for. This shows that a
female Garuga can be a Brood
Parasite like a real-world cuckoo
bird. Yian Garuga perform this
behavior due to their poor parental
behavior.
18
Yian Garuga Garuga Ear
Earplugs. While you are attuned to this armor, you can use
Challenge Rating 7 Carves/Capture 3 a bonus action to conjure two earplugs in the shape of
Carve Chance Capture Chance Material Slots your choice. While using these earplugs, you are
considered deafened and you have advantage on saving
1-4 1-2 Garuga Scale (A,W) throws against thunder damage. You can dispel the ear
plugs as a bonus action ending the deafened effect.
5-6 3-10 Garuga Shell (A,W)
7 11-13 Garuga Mane (A,W) WEAPON MATERIAL EFFECTS
8 14-18 Garuga Wing (A,W) Garuga Scale
While attuned to this weapon you can cast the gust of
9-12 — Garuga Tail (A,W,O) wind spell (save DC 13) once a day.
13-16 19 Rejuvenated Beak (A,W) Garuga Shell (Bow only)
17-20 20 Garuga Ear (A,W) Arrows coated with the close range coating, deal an extra 1
piercing damage and it now ignores any disadvantages
when attacking creatures you can see that are within 20
ARMOR MATERIAL EFFECTS feet of you.
Garuga Scale Garuga Mane
You have a +2 bonus to Intimidation checks while you While you are attuned to this weapon, your walking speed
wear this armor. becomes 30 feet, unless your walking speed is higher, and
Garuga Shell (Bow only) your speed isn't reduced if you are encumbered or wearing
Whenever you apply the close range coating to your heavy armor.
arrows, you can coat up to 5 more. Garuga Wing
Garuga Mane Abnormal Status Atk up (S). Whenever you inflict a
You can use an action to speak this armor's command condition on a creature or object that has a duration of 1
word and regain one expended spell slot of up to 3rd level. minute or longer, the maximum duration of the condition
Once you have used this effect, it can't be used again until is increased by 6 seconds.
the next dawn. Garuga Tail
Garuga Wing Your weapon deals an extra 1d4 poison damage.
Whenever you make a saving throw against the poisoned Rejuvenated Beak
condition, you do so with a +2 bonus. This weapon warns you of danger. While the weapon is on
Garuga Tail your person, it magically awakens you and your
While wearing this armor, you have darkvision out to a companions within a 30-foot range if any of you are
range of 60 feet. If you already have darkvision, your sight sleeping naturally when combat begins.
range increases by 60 feet. Garuga Ear
Rejuvenated Beak This weapon has 4 runes. When you hit a creature with this
You have advantage on initiative rolls while you wear this weapon, you can expend 1 of its runes to have the target
armor. make a DC 14 Constitution saving throw. On a failed save
the target is deafened for 1 minute. This weapon regains
1d4 expended runes daily at dawn.
19
Scarred Yian Garuga
In terms of appearance, scarred yian garuga is virtually
identical to yian garuga. The main difference between the
two is that one of this monster's ears is missing and Scarred
Yian Garuga received a scar across its face.
The scarred yian garuga hunts almost exclusively at night,
using its deadly poison or stabbing its prey to finish off its
victim. It is just as aggressive as the yian garuga, but has
adapted its attacks over its many battles, including the ability
to unleash a barrage of small fire balls whilst its in the air. If
hunting another predatory species such as a Velocidrome,
Yian Garuga will first stun the creature with its roar before
launching any attacks.
Azure Rathalos, Pink Rathian, Tigrex, Nargacuga, and the
rare Rajang are fierce competitors of the Bird Wyverns and
are even capable of killing them if an opportunity were to
arise. However, being one of if not the most feared members
of the Bird Wyvern class these creatures are fully capable of
defending themselves against potential threats.
Scarred Yian Garuga Tail. Melee Weapon Attack. +11 to hit, reach 5 ft., one
target. Hit: 17 (2d10 + 6) bludgeoning damage plus 22
Large wyvern (bird), unaligned
(5d8) poison damage.
Fire Barrage (Recharge 5-6). The yian garuga exhales a
Armor Class 21 (natural armor)
barrage of fireballs in a 60-foot cone in front of it. Each
Hit Points 210 (20d10 + 100)
creature in that area must make a DC 18 Dexterity saving
Speed 30 ft., fly 60 ft.
throw, taking 54 (12d8) fire damage on a failed save, or
half as much on a successful one.
STR DEX CON INT WIS CHA
Legendary Actions
19 (+4) 22 (+6) 20 (+5) 14 (+2) 16 (+3) 8 (-1) The yian garuga can take 3 legendary actions, choosing
from the options below. Only one legendary action
Saving Throws Con +10, Int +7 option can be used at a time and only at the end of
Skills Acrobatics +11, Perception +8 another creature's turn. The yian garuga regains spent
Damage Resistances poison; bludgeoning, slashing, and legendary actions at the start of its turn.
piercing from nonmagical attacks
Damage Immunities fire, lightning Flight. The yian garuga flies up to half its flying speed.
Condition Immunities charmed, frightened Poisoned Tail. Choose a creature within 10 feet of the
Senses darkvision 120 ft., passive Perception 18 yian garuga. That creature must make a DC 18
Languages — Constitution saving throw or be poisoned for 1 minute.
Challenge 16 (15,000 XP) A creature can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success.
Actions Piercing Roar (Costs 3 Actions). The yian garuga lets out
Multiattack. The yian garuga makes three attacks: two an ear shattering roar. Each creature that is within 20
with its peck and one with its tail. Or it makes three fire feet of the yian garuga must succeed on a DC 18
ball attacks. Constitution saving throw or be incapacitated until the
end of its next turn. If the saving throw fails by 5 or
Fire Ball. Range Weapon Attack. +11 to hit, 80/320 ft., more, the target is instead stunned until the end of its
one target. Hit: 22 (4d10) fire damage. next turn.
Peck. Melee Weapon Attack. +11 to hit, reach 5 ft., one
target. Hit: 15 (2d8 + 6) piercing damage.
20
Scarred Yian Garuga Garuga Lash
Resentment. Until the end of your turn, you gain a +1
Challenge Rating 16 Carves/Capture 3 bonus to attack and damage rolls against any creature that
Carve Chance Capture Chance Material Slots has damaged you since the end of your last turn.
21
Kut-Ku Carapace
Yian Kut-ku
Well Rested. When you finish a long rest, you gain 5
temporary hit points for 24 hours while attuned to this
Large wyvern (bird), unaligned armor.
Kut-Ku Webbing
Armor Class 14 (natural armor) You have a +2 bonus to History checks while you wear this
Hit Points 90 (12d10 + 24) armor.
Speed 30 ft., fly 30 ft.
Splendid Beak
Recovery Speed. Whenever you roll a Hit Die to regain hit
STR DEX CON INT WIS CHA points, double the number of hit points it restores.
14 (+2) 16 (+3) 14 (+2) 8 (-1) 14 (+2) 6 (-2) Kut-Ku Ear
As a bonus action, you can conjure a horn in the shape of
the Kut-Ku's ear. When held up to your ear, this horn
Skills Perception +4 suppresses the effects of the deafened condition on you,
Senses passive Perception 14 allowing you to hear normally.
Languages —
Challenge 3 (700 XP) Kut-Ku Auricle
When you make a skill check while wearing this armor, you
Sensitive Ears. If the yian kut-ku takes thunder damage can use your reaction to gain advantage on it. Once you
or a thunder spell is used within 60 feet of it, it must use this property, you can't use it again until you finish a
succeed on a DC 15 Constitution saving throw or long rest.
become stunned until the start of its next turn.
WEAPON MATERIAL EFFECTS
Charge. If the yian kut-ku moves at least 20 feet Kut-Ku Scale
straight toward a target and then hits it with a body You may use this weapon to make pink colored marks on
slam attack on the same turn, the target takes an extra any surface. The marks fade away in 24 hours.
6 (1d12) bludgeoning damage. If the target is a
creature, it must succeed on a DC 13 Strength saving Kut-Ku Carapace
throw or be knocked prone. This weapon cannot be detected by the detect magic spell
unless the caster touches the weapon.
Actions Splendid Beak
Multiattack. The yian kut-ku makes two attacks: one This weapon is so finely constructed it never needs
with its peck and one with its tail. maintenance, cannot rust or tarnish, and gains a +1 to
damage rolls.
Peck. Melee Weapon Attack. +4 to hit, reach 5 ft., one
target. Hit: 11 (2d8 + 2) piercing damage. Kut-Ku Ear
While touching this weapon you can speak its command
Tail. Melee Weapon Attack. +4 to hit, reach 5 ft., one phrase: "The limits of my language are the limits of my
target. Hit: 13 (2d10 + 2) bludgeoning damage. world" to gain proficiency in any language of your choice
Body Slam. Melee Weapon Attack. +4 to hit, reach 5 ft., for 24 hours. Once you use this property, you can't use it
one target. Hit: 21 (3d12 + 2) bludgeoning damage. again until the next day.
Kut-Ku Auricle
While attuned to this weapon, you can use a bonus action
to exhale fire at a target within 15 feet of you. The target
Yian Kut-ku must make a DC 13 Dexterity saving throw, taking 2d6 fire
Challenge Rating 3 Carves/Capture 3 damage on a failed save, or half as much damage on a
successful one.
Carve Chance Capture Chance Material Slots
Once used, this property cannot be used again until you
1-6 1-3 Kut-Ku Scale (A,W) finish a long rest.
7-9 4-9 Kut-Ku Carapace (A,W)
OTHER MATERIAL EFFECTS
10-11 — Kut-Ku Webbing (A) Jumbo Bone
12-13 10 Splendid Beak (A,W) Uncommon armor upgrade material.
— 11-14 Jumbo Bone (O) Screamer Sac
A crafting material used to make sonic bombs.
— 15-16 Screamer Sac (O)
14-19 — Kut-Ku Ear (A,W) Blue Yian Kut-ku
20 17-20 Kut-Ku Auricle (A,W) Although they are usually smaller than their pink
counterparts, the blue yian kut-ku are stronger and more
ARMOR MATERIAL EFFECTS aggressive. They are covered in an indigo carapace, and blue
Kut-Ku Scale streaks can be found on its beak and ears. Although the Blue
You reduce fire damage you take by 3 while you wear this Yian Kut-Ku are stronger than the normal variation, they are
armor. still pretty low in the food chain. Though still weak, Blue
22
Yian Kut-Ku are known to occasionally scare away Yian Kut- Blue Yian Kut-ku
Ku. When not being preyed upon by large predators, Blue Challenge Rating 5 Carves/Capture 3
Yian Kut-Ku feed on insects, honey, and nuts.
Blue Yian Kut-Ku are very cautious and wary creatures Carve Capture
that are easily startled by sudden loud noises. When Chance Chance Material Slots
undisturbed, these monsters spend their day foraging for 1-6 1-3 Blue Kut-Ku Scale (A,W)
food, but if confronted they will flare out their ears and spread
their wings while making loud shrieks. 7-9 4-9 Blue Kut-Ku Carapace (A,W)
10-11 — Blue Kut-Ku Webbing (A)
12-13 10 Giant Beak (A,W)
Blue Yian Kut-ku — 11-14 Monsterbone+ (O)
Large wyvern (bird), unaligned
— 15-16 Blue Inferno Sac (A,W)
23
Giant Beak Blue Kut-Ku Auricle
When you cast a spell that deals fire damage, you increase While attuned to this weapon, you can use a bonus action
the spell save DC by 1. to exhale fire at a target within 15 feet of you. The target
must make a DC 14 Dexterity saving throw, taking 3d6 fire
Blue Inferno Sac damage on a failed save, or half as much damage on a
Your weapon deals an extra 1d4 fire damage. successful one.
Kut-Ku Ear
Once used, this property cannot be used again until you
While touching this weapon you can speak its command
finish a long rest.
phrase: "The limits of my language are the limits of my
world" to gain proficiency in any language of your choice
for 24 hours. Once you use this property, you can't use it OTHER MATERIAL EFFECTS
again until the next day. Monsterbone+
Rare weapon upgrade material
24
Brute Wyverns
Brute Wyverns are considered to be Wyverns that are adapted to complete life on land, even sometimes being called Theropods
from greatly resembling some predatory dinosaurs. These monsters are typically large, bipedal theropods, that are prone to living
in areas abundant in food sources. Brute Wyverns exhibit a wide variety of dietary habits; some are strictly herbivorous or
carnivorous, while others subsist on insects or even minerals. These monsters often use their heavy, muscular bodies to
charge blindly through an environment to damage attackers or prey, and include many defensive adaptations,
including tail clubs, horns, and even hammer-like chins and fists. Brute Wyverns can be found in almost any
type of environment.
Anjanath
Huge wyvern (brute), unaligned
Skills Perception +4
Senses passive Perception 14
Languages —
Challenge 7 (2,900 XP)
Actions
Multiattack. The anjanath makes two attacks: one with
its bite and one with its tail. It can't make both attacks Anjanath
against the same target.
Anjanath has a pink face, somewhat resembling a Vulture,
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one along with pink scales covering its underbelly. Its hind legs
target. Hit: 25 (3d12 + 6) piercing damage plus 5 are powerful and muscular, while its front limbs are much
(1d10) fire damage. If the target is a Medium or smaller and mostly useless. Black proto-feathers cover
smaller creature, it is grappled (escape DC 17). Until Anjanath's back, front limbs, and legs, which give it an
this grapple ends, the target is restrained, and the appearance similar to the most recent depictions of some
anjanath can't bite another target. theropod dinosaurs like T-rex.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one Anjanath has powerful jaws that allow it to rip apart foes,
target. Hit: 22 (3d10 + 6) bludgeoning damage. along with a powerful nose used for smelling out prey. It also
Firebreath (Recharge 5-6). The anjanath exhales fire in a has the ability to breath fire from its maw.
60-foot line that is 5 ft. wide. Each creature in that line Anjanath are relentless predators that will chase down
must make a DC 17 Dexterity saving throw, taking 27 anything that dares attack them. Once they've been provoked,
(5d10) fire damage on a failed save, or half as much Anjanath won't let an enemy get away easily. They are known
damage on a successful one. to leave behind a mucus-like substance in order to mark its
territory.
25
Anjanath Anjanath Fang (Clerics, Druids, and Rangers only)
You know the produce flame cantrip while attuned to this
Challenge Rating 7 Carves/Capture 3 weapon. If you already know it, you gain a +1 bonus to its
Carve Chance Capture Chance Material Slots spell attack roll.
26
Fulgur Anjanath Legendary Actions
Huge wyvern (brute), unaligned The anjanath can take 3 legendary actions, choosing
from the options below. Only one legendary action
Armor Class 17 (natural armor) option can be used at a time and only at the end of
Hit Points 187 (15d12 + 90) another creature's turn. The anjanath regains spent
Speed 40 ft. legendary actions at the start of its turn.
Attack. The anjanath makes a tail attack or an electric
snot attack.
STR DEX CON INT WIS CHA
Detect. The anjanath makes a Wisdom (Perception)
24 (+7) 10 (+0) 22 (+6) 3 (-4) 12 (+1) 9 (-1) Check.
Saving Throws Dex +5, Con +11, Cha +4 Move. The anjanath moves up to its speed without
Skills Perception +6 provoking opportunity attacks.
Damage Resistances bludgeoning, piercing, slashing
from nonmagical attacks.
Damage Immunities lightning
Senses passive Perception 16 Fulgur Anjanath
Languages — Challenge Rating 15 Carves/Capture 3
Challenge 15 (13,000 XP)
Carve Capture
Chance Chance Material Slots
Keen Smell. The anjanath has advantage on Wisdom
(Perception) checks that rely on smell. 1-5 1-5 Fulgur Anjanath Thickfur (A,W)
Pounce. If the anjanath moves at least 15 feet. straight 6-10 6-10 Fulgur Anjanath Shard (A)
toward a creature and then hits it with a stomp attack 11-13 — Fulgur Anjanath Hardfang (A,W)
on the same turn, that target must succeed on a DC 20
Strength saving throw or be knocked prone. If the 14-16 11-14 Heavy Fulgur Anjanath Nosebone (A,W)
target is prone, the anjanath can make one bite attack
against it as a bonus action. 17-19 15-16 Fulgur Anjanath Lash (A,W)
— 17-19 Lightning Sac (A,W)
Actions
20 20 Fulgur Anjanath Mantle (A,W)
Multiattack. The anjanath makes two attacks: one with
its bite and one with its stomp. It can't make both
attacks against the same target. It can also replace any ARMOR MATERIAL EFFECTS
of these attacks with an electric snot attack. Fulgur Anjanath Thickfur
Item Prolonger+. Whenever you use a consumable item
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft.,
that has a duration, its duration is increased by an
one target. Hit: 26 (3d12 + 7) piercing damage plus 5
additional 12 seconds.
(1d10) lightning damage. If the target is a Medium or
smaller creature, it is Grappled (escape DC 20). Until Fulgur Anjanath Shard
this grapple ends, the target is restrained, and the Resuscitate. You have advantage on Dexterity saving
anjanath can't bite another target. throws if you are suffering from a condition.
Electric Snot. Range Weapon Attack: +12 to hit, range Fulgur Anjanath Hardfang
20/60 ft., one target. Hit: 22 (4d10) lightning damage. You have advantage on saving throws against being
Stomp. Melee Weapon Attack: +12 to hit, reach 10 ft., stunned while you wear this armor.
one target. Hit: 20 (3d8 + 7) bludgeoning damage plus Heavy Fulgur Anjanath Nosebone
5 (1d10) lightning damage and each creature within 5 While you wear this armor, you may pass a Dexterity saving
feet of the target, must make a DC 19 Dexterity saving throw you otherwise would have failed. Once used, this
throw, taking 5 (1d10) lightning damage on a failed property can't be used again until you finish a long rest.
save, or half as much on a successful one.
Fulgur Anjanath Lash
Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one This armor has 2 runes, that it regains daily at dawn. You
target. Hit: 23 (3d10 + 7) bludgeoning damage. may expend a rune to cast the lightning arrow spell from it.
Lightning Charge (Recharge 5-6). The anjanath moves up Lightning Sac
to its speed. During this move it can move through the You have immunity to lightning damage while you wear
spaces of other creatures without provoking this armor.
opportunity attacks. Each creature the anjanath moves
through must make on a DC 20 Dexterity saving throw Fulgur Anjanath Mantle
or take 17 (3d6 + 7) bludgeoning damage plus 28 Flinch Free. While wearing this armor you cannot be
(6d8) lightning damage and be knocked prone on a knocked prone, or unwillingly moved from your current
failed save, or half as much on a successful one and is location by any means.
not knocked prone.
27
WEAPON MATERIAL EFFECTS Heavy Fulgur Anjanath Nosebone
Fulgur Anjanath Thickfur While attuned to this weapon you can use an action to
While you are holding this weapon, you can use an action speak its command word, causing it to expel electric snot
to make this weapon deal lightning damage instead of its at a creature within 60 feet of you. That creature must
normal damage type. This effect lasts one hour and cannot make a DC 15 Dexterity saving throw, or be covered in the
be used again until you have finished a long rest. You can snot for 1 minute or until it uses an action to wipe it away.
use another action to end the effect before the duration While covered, the creature takes 1d4 lightning damage
expires. whenever it is hit by a melee weapon attack.
Fulgur Anjanath Hardfang You can use this property a number of times equal to your
Weakness Exploit. Your weapon deals max damage to a Constitution modifier, regaining all expended uses when
creature that is vulnerable to this weapons damage type. you finish a long rest.
Fulgur Anjanath Lash (Bow only)
Special Ammo Boost+1. Your coating now coats up to 25
arrows and your dragonpiercer deals an extra 2d6 piercing
damage.
Lightning Sac
Your weapon deals an extra 1d8 lightning damage.
Fulgur Anjanath Mantle
You gain a +1 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
increases to +2 when the spell you are casting deals
thunder or lightning damage.
28
Banbaro
Banbaro Banbaro is a large and heavy-set Brute Wyvern. Most of its
body is covered in stout white fur, with portions on its head,
Huge wyvern (brute), unaligned
legs, and arms being covered in gray scales. Its giant horns
are its defining characteristic. These stout, pinkish horns end
Armor Class 16 (natural armor) in broad, moose-like antlers. When enraged, a small horn-like
Hit Points 175 (13d12 + 91) projection on its snout folds out.
Speed 40 ft. Banbaro is normally a fairly docile herbivore, but it is
territorial and can be aggressive when provoked. In battle,
STR DEX CON INT WIS CHA Banbaro charges opponents while digging up soil or fallen
trees. Digging up soil allows it to smash the gathered ball in a
25 (+7) 10 (+0) 24 (+7) 6 (-2) 10 (+0) 7 (-2) huge blast of debris that leaves a hindering pile behind, while
digging up trees widens the charge's hitbox and can be
Saving Throws Str +11, Wis +4, Cha +2 thrown as projectiles. Digging up volcanic rock causes it to
Skills Athletics +11, Perception +4 leave trails of lava behind.
Damage Immunities cold
Senses passive Perception 14
Languages —
Challenge 12 (8,400 XP)
Actions
Multiattack. The banbaro makes two attacks: one with
its horn and one with its hip check. While holding a
tree or boulder, it uses its throw attack in place of its
hip check.
Hip Check. Melee Weapon Attack: +11 to hit, reach 10
ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage.
Horn. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Horn (Requires Tree Trunk). Melee Weapon Attack: +11
to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7)
bludgeoning damage. If there is another creature within
5 feet of the original target and within this attack’s
range, the banbaro can make another horn attack
against that creature. The banbaro can attack up to two
additional creatures per turn with this attack.
Horn (Requires Boulder, Recharge 5-6). While holding a
boulder in its antlers, the banbaro moves up to its
speed. During this move it can move through the
spaces of other creatures without provoking
opportunity attacks. Each creature the banbaro moves
through must succeed on a DC 19 Dexterity saving
throw, taking 26 (3d12 + 7) bludgeoning damage and
be knocked prone on a failed save, or half as much on a
successful one.
Throw (Requires Tree Trunk or Boulder). Range Weapon
Attack: +11 to hit, range 20/40 ft., one target Hit: 10
(3d6) bludgeoning damage and the tree trunk or
boulder is destroyed.
29
Banbaro WEAPON MATERIAL EFFECTS
Challenge Rating 12 Carves/Capture 3 Banbaro Chine
Your weapon deals an extra 1d6 bludgeoning damage.
Carve Chance Capture Chance Material Slots
Banbaro Cortex
1-5 1-5 Banbaro Chine (A,W)
You are proficient with improvised weapons while attuned
6-11 6-9 Banbaro Cortex (A,W) to this weapon.
— 10-12 Dash Extract (O) Banbaro Great Horn
While attuned to this weapon, you can cast the catapult
12-14 13-15 Banbaro Great Horn (A,W) spell at 2nd level from it. Once you use this property, you
13-19 16-19 Banbaro Lash (A,W) can't use it again until you finish a long rest.
20 20 Banbaro Gem (A,W) Banbaro Lash (Greatsword & Lance Only)
Offensive Guard. Whenever you use a reaction that
increases your AC, the next attack you make with that
ARMOR MATERIAL EFFECTS weapon deals extra damage equal to the bonus AC the
Banbaro Chine reaction provided.
Transporter. While you are attuned to this armor, you Banbaro Gem
count as one size larger when determining your carrying Resentment. Until the end of your turn, you gain a +1
capacity and the weight you can push, drag, or lift. bonus to attack and damage rolls against any creature that
has damaged you since the end of your last turn.
Banbaro Cortex
Speed Eating. While you are attuned to this armor, you can
use any consumable, such as a potion or food, as a bonus OTHER MATERIAL EFFECTS
action; so long as you are the one consuming it. Dash Extract
Crafting material for mega dash juice.
Banbaro Great Horn
You have resistance to cold damage while you wear this
armor. Brachydios
Banbaro Lash Brachydios are easily identifiable by their glowing, green
Health Boost. While wearing this armor, your hit point slime-covered horns and "fists," as well as their shiny,
maximum increases by 1 for each character level you have. armored hide covered in many plates and ridges that are
Banbaro Gem made of obsidian. Unlike other Brute Wyverns, Brachydios
Mushroomancer+. While wearing this armor you can digest sports a pair of long, highly developed forelimbs that it uses
mushrooms that would otherwise be inedible and gain as its primary means of defense. Brachydios' forelimbs and
their advantageous effects. The more banbaro materials horn seem to secrete a mysterious slime.
equipped in your armor or trinkets, the more mushrooms A Brachydios "primes" this mucus to explode with its
you can eat. saliva, hence why it licks its arms, making it appear brighter
1 banbaro material. green. Despite initial appearances, Brachydios does possess
claws on its forearms that are tucked away underneath, and
Blue Mushroom, Restores a 2d4 hit points. serve no apparent purpose in battle.
Toadstool, You regain 2 hit point at the start of each of The symbiotic slime-mold is easily one of the most unique
your turns for 1 minute. and defining features of the Brachydios. The theropods
2 banbaro material. armored shell is hardened to protect against the explosive
blasts that the mold creates on impact. A Brachydios skin is
Nitroshroom, An ability score of your choice increases similar to that of a thermos flask, giving it the ability to
by +2 for 1 minute (to a maximum of 20). withstand both extreme heat and cold. Brachydios body is the
Parashroom, Your AC becomes 14 + your Dexterity only place this mold can survive without turning explosive.
modifier for the next 8 hours. When attacking, Brachydios constantly scrapes copious
3 banbaro material. amounts of this mold off of its body, causing it to deplete.
However, it seems that the beast's saliva acts as a powerful
Chaos Mushroom, You are poisoned for 1 hour, and gain stimulant, which causes the mold to almost instantly
5 temporary hit points per character level for the next replenish itself.
10 minutes. Brachydios are extremely aggressive creatures and will not
Bindshroom, Your speed increases by 15 feet for 1 hour. hesitate to attack if they feel threatened or challenged. Due to
Exciteshroom, Provides one of the other mushroom
effects, roll a d6 to see which one:
their aggression they are commonly known to invade the
territories of other large predators, usurp them, and claim the
territory as their own. They will also show no mercy to small
monsters. Young Brachydios will live near their parents and
1. Blue Mushroom 4. Parashroom their territory, yet the adults will not show any parental care
2. Toadstool 5. Chaos Mushroom at all. The young will pick up slime mold left behind by adults.
3. Nitroshroom 6. Bindshroom
However, this can be dangerous as their hides are
underdeveloped and can possibly be seriously injured or even
killed by the explosions of the slime mold.
30
Brachydios
Huge wyvern (brute), unaligned
Actions
Multiattack. The brachydios makes three attacks: one
with its horn and two with its fist.
Horn. Melee Weapon Attack: +13 to hit, reach 5 ft.,
one target. Hit: 20 (3d8 + 7) bludgeoning damage plus
3 (1d6) fire damage.
Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one
target. Hit: 17 (3d6 + 7) bludgeoning damage. plus 3
(1d6) fire damage.
Chemical Reaction (Recharge 5-6). The brachydios slams
his horn into the ground and causes a chain of
explosions in a 60 foot line that is 10 feet wide. Each
creature in that line must make a DC 19 Dexterity
saving throw, taking 22 (5d8) fire damage plus 18
(4d8) bludgeoning damage on a failed save, or half as
much damage on a successful one.
Legendary Actions
The brachydios 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 brachydios regains spent
legendary actions at the start of its turn.
Fist Attack. The brachydios makes a fist attack.
Move. The brachydios moves up to its speed without
provoking opportunity attacks.
Slam (Costs 2 Actions). The brachydios makes a horn
attack or uses its chemical reaction.
31
Mystery Slime
Brachydios Once per turn, when you hit a creature with this weapon,
Challenge Rating 17 Carves/Capture 3 you can wound the target. At the start of each of the
wounded creature’s turns, it takes 1d4 fire damage for
Carve Chance Capture Chance Material Slots each time you’ve wounded it, and it can then make a DC
1-5 1-3 Brach Carapace (A,W) 16 Constitution saving throw, ending the effect of all such
wounds on itself on a success. Alternatively, the wounded
6-8 4-8 Brach Ebonshell (A) creature, or a creature within 5 feet of it, can use an action
9-10 9 Mystery Slime (A,W) to make a DC 15 Wisdom (Medicine) check, ending the
effect of such wounds on it on a success.
11 10-14 Brach Scalp (A,W)
Brach Scalp
12-14 15-16 Brach Tail (A,W) While you are attuned to this weapon, whenever a creature
attempts to break a grapple with you, you make your skill
15 — Brach Hammer (W)
check with advantage.
16 — Brach Marrow (A,W) Brach Tail
17-19 17-19 Brach Pounder (W) While holding this weapon, you can use an action to cause
thick, black oil to coat the weapon. The oil remains for 1
20 20 Brach Gem (A,W) minute or until an Attack using this weapon hits a creature.
On hit, the oil ignites and that creature must succeed on a
DC 15 Constitution saving throw or take 2d10 fire damage
ARMOR MATERIAL EFFECTS and begins to burn for 1 minute. A creature that is burning
Brach Carapace must make a DC 15 Constitution saving throw at the start
Handicraft+2. For 24 hours, you gain proficiency with two of each of its turns. On a failed save, it takes 1d6 fire
artisan tools of your choice each dawn. damage. On a successful save, the creature is no longer
Brach Ebonshell burning. This weapon can't be used this way again until the
You have resistance to fire damage while wearing this next dawn.
armor. Brach Hammer (Sorcerer & Wizard only)
Mystery Slime (Requires a shield) Bombardier. This weapon has 10 runes. While holding it,
While you are attuned to this armor, you can use an action you can use an action to expend 1 or more of its runes to
to prime your shield. The next time you take damage from cast one of the following Spells from it, using your spell
a melee attack, fire erupts from the shield and bathes the save DC: scorching ray (2 runes), Melf's Minute Meteors (3
attacker in flames. The attacker must make a DC 15 runes), or Wall of Fire (4 runes). This weapon regains 1d6
Dexterity saving throw or take 4d6 fire damage. On a + 4 expended runes daily at dawn. If you expend the last
successful save, the creature takes half of that damage. rune it can't regain any runes for one week.
You can use this property twice, regaining all expended Brach Marrow
uses on a short or long rest. Blast Coat. This material provides one of the following
Brach Scalp weapon properties depending on which weapon it is
While attuned to this armor you can cast the grease spell placed in:
(save DC 16). You can use this property three times, (Heavy Bowgun) Your cluster ammo deals an extra 2d6
regaining all expended uses on a short or long rest. fire damage.
Brach Tail (Bow) Your blast coating deals an extra 1d6 fire damage.
While you wear this armor, you can succeed a Constitution
saving throw you otherwise would have failed. Once used, Brach Pounder (Light Bowgun only)
this property can't be used again until you finish a long Rapid Fire. Whenever you use the attack action on your
rest. turn using this weapon, you can make a single attack with
Brach Marrow it as a bonus action.
Biology. You become proficient with dung bombs while
you are wearing this armor, and you are immune to blight Brach Gem
effects such as waterblight, iceblight, or the blight spell. Spirit. When fighting a Huge or larger creature, this
weapon deals 1d6 extra weapon damage and its crit range
Brach Gem is increased by 1.
You have immunity to fire damage while you wear this
armor.
32
This forces Raging Brachydios to develop its own special
Raging Brachydios Indestructible Ebonshell, to withstand its own explosions,
Theorized to have grown isolated in a special environment, lest it kill itself. This in turn provides it nigh-impenetrable
Raging Brachydios is a rare special Brachydios individual protection from the natural weaponry of nearly all other
that has abnormal activation of its Slime Mold. living creatures.
Raging Brachydios is a predator capable of taking on and
even killing other large predatory monsters, just like Lair Actions
Brachydios. In line with their chosen habitat and absurd On initiative count 20 (losing initiative ties), the brachydios
strength, Raging Brachydios will encounter far more takes a lair action to cause one of the following effects; the
dangerous foes than regular Brachydios, but will fight them brachydios can't use the same effect two rounds in a row:
and potentially win nonetheless.
Raging Brachydios have many of the same adaptions as The brachydios explodes with rage, sending green slime
Brachydios, however, there is a few differences between out in all directions. Choose up to 10 points in the lair that
them. Raging Brachydios are extremely large compared to are at least 25 feet from the other points. The slime
normal Brachydios, but are only slightly slower than them. spreads out in a 15-foot square area centered on each
This size difference stems from their advanced age. The main point and explodes when the brachydios' slime does.
adaption that puts them apart from normal Brachydios is the The brachydios sends a chain of explosions at all
large amount of slime mold found on their body. entrances and exits, causing them to cave in with rock and
This Ancient slime mold is not only more active then fire, blocking any simple retreat from the area.
regular slime mold, but also explodes far more violently. This A 50-foot square area of ground within 120 feet of the
provides Raging Brachydios far more potent explosions that brachydios becomes jagged and broken; that area is
those of its peers. difficult terrain until initiative count 20 on the next round.
33
Raging Brachydios Brach Obliterator
Bombardier+. The weapon has 12 runes, you can use an
Challenge Rating 22 Carves/Capture 3 action to expend 1 or more of its runes to cast one of the
Carve Chance Material Slots following Spells from it, using your spell save DC:
aganazzar’s scorcher (2 runes), heat metal (2 runes),
1-5 Indestructible Ebonshell (A,W) scorching ray (2 runes), melf's minute meteors (3 runes),
wall of fire (4 runes), delayed blast fireball (7 runes). The
6-9 Flashpoint Slime (A,W)
weapon regains 1d8 + 4 expended runes daily at dawn. If
10-12 Brachydios Lash (A,W) you expend the last rune it cannot regain any runes for one
week.
13-15 Brach Obliterator (A,W)
Immortal Reactor
16 Immortal Reactor (A,W) Brawn. While you are attuned to this weapon, it you gain
17-18 Brach Warhead (A,W) the following effects:
19-20 Brachydios Pallium (A,W) When a creature must succeed on a saving throw or
become stunned by the effect of one of your weapon
attacks, they make the save with disadvantage.
ARMOR MATERIAL EFFECTS Once per turn when you hit a creature with this weapon,
Indestructible Ebonshell it must make a DC 12 Constitution saving throw or gain
Handicraft+3. For 24 hours, you gain proficiency with one level of exhaustion. A creature cannot gain more
three artisan tools of your choice each dawn. than 2 levels of exhaustion from this weapon's property.
34
Barroth
Barroth is a large, bipedal monster characteristic of the Brute
Wyvern class. It is noted for the large crown structure atop its Barroth
Large wyvern (brute), unaligned
skull, which houses its nostrils. Its body is covered in rigid
plates of armored hide that help protect it from the harsh
desert environment. Barroth possesses a pair of small red Armor Class 16 (Natural Armor)
eyes and a mouthful of long, peg-shaped teeth. Hit Points 95 (10d10 + 40)
Barroth is capable of using its heavy head as a plow to Speed 40 ft.
smash through the environment, as well as cause damage to
any living thing caught in its way. Because its nostrils are STR DEX CON INT WIS CHA
located on top of its head, Barroth can completely submerge
itself in the cool mud during the scorching desert days. 16 (+3) 12 (+1) 18 (+4) 6 (-2) 6 (-2) 4 (-3)
It will occasionally roll in dirt and mud, possibly to cool off
from the hot desert sun. Although docile by default, Barroth Skills Perception +0
becomes extremely territorial when disturbed. It will release Senses passive Perception 10
an initial warning roar. If that fails, it will continuously attack Languages —
until the threat is exterminated. An insectivore, it is known to Challenge 4 (1,100 XP)
attack Altaroth nests in order to feast on the occupants
inside. Actions
Barroth is uniquely adapted to a desert lifestyle, and as Multiattack. The barroth makes two attacks: one with its
such can almost exclusively be found in such regions, headbutt and one with its stomp.
although it has been known to wander into the woods
occasionally. Stomp. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) bludgeoning damage.
HeadButt. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 12 (2d8 + 3) bludgeoning damage.
Wallow. The barroth wallows in mud, covering itself in a
thick layer, which grants the barroth +2 AC for 1
minute or until it takes 15 damage from a single attack.
Shake. While the barroth is covered in mud it may use
its action to shake chunks of mud free from its body
landing in a 10-foot radius around it. Each creature in
that area must make a DC 14 Dexterity saving throw or
become restrained by the mud. As an action, the
restrained target can make a DC 13 Strength check,
bursting from the mud on a success. The mud can also
be attacked and destroyed (AC 10; hp 5)
35
Barroth
Challenge Rating 4 Carves/Capture 3
Carve Chance Capture Chance Material Slots
Baby Barroth
Small wyvern (brute), unaligned
1-3 1-3 Fertile Mud (A,O)
4-8 4-8 Barroth Ridge (A) Armor Class 12 (14 with Wallow)
Hit Points 30 (10d10 + 40)
9-11 9-13 Barroth Shell (W) Speed 30 ft.
12-15 14-17 Barroth Claw (W)
16-19 18-19 Barroth Scalp (A,W) STR DEX CON INT WIS CHA
20 20 Barroth Gem (A,W) 13 (+1) 8 (-1) 12 (+1) 4 (-3) 6 (-2) 4 (-3)
Deviljho Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one
target. Hit: 21 (2d12 + 8) piercing damage.
Gargantuan wyvern (brute), unaligned
Fire Breath (Recharge 5-6). The deviljho unleashes a
Armor Class 19 (natural armor) terrible breath in a 45-foot cone. Each Creature in that
Hit Points 198 (12d20 + 72) area must make a DC 17 Dexterity saving throw, taking
Speed 50 ft. 31 (7d8) fire damage plus 45 (10d8) necrotic damage
on a failed save, or half as much on a successful one.
Swallow. The deviljho makes one bite attack against a
STR DEX CON INT WIS CHA Large or smaller creature that is prone. If the attack hits,
27 (+8) 18 (+4) 23 (+6) 10 (+0) 15 (+2) 8 (-1) the target takes the bite damage, the target is swallowed,
and no longer prone. While swallowed, the creature is
blinded and restrained, it has total cover against attacks
Saving Throws Str +14, Con +12, Wis +8 and other effects outside the deviljho, and it takes 56
Skills Athletics +14, Intimidation +5, Perception +8 (16d6) acid damage at the start of each of the deviljho
Condition Immunities charmed, frightened, stunned turns.
Senses passive Perception 18
Languages — If the deviljho takes 40 damage or more on a single turn
Challenge 18 (20,000 XP) from a creature inside it, the deviljho must succeed on a
DC 20 Constitution saving throw at the end of that turn
Charge. If the deviljho moves at least 20 ft. straight or regurgitate all swallowed creatures, which fall prone in
toward a target and then hits it with a body slam attack a space within 10 feet of the deviljho. If the deviljho
on the same turn, the target takes an extra 11 (2d10) dies, a swallowed creature is no longer restrained by it
bludgeoning damage. and can escape from the corpse by using 15 feet of
movement, exiting prone.
Legendary Resistance (2/Day). If the deviljho fails a saving
throw, it can choose to succeed instead. Legendary Actions
Actions The deviljho can take 3 legendary actions, choosing from
the options below. Only one legendary action option can
Multiattack. The deviljho makes two attacks: one with its be used at a time and only at the end of another
body slam and one with its bite. creature's turn. The deviljho regains spent legendary
Body Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., actions at the start of its turn.
one target. Hit: 30 (4d10 + 8) bludgeoning damage. On Detect. The deviljho makes a Wisdom (Perception)
a hit, the target must make a DC 22 Strength saving Check.
throw or be pushed back 10 ft and knocked prone.
Tail Attack. The deviljho makes a tail attack.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one
target. Hit: 26 (4d8 + 8) piercing damage. Devour (Costs 2 actions). The deviljho uses its swallow.
37
Deviljho Deviljho Tallfang
Challenge Rating 18 Carves/Capture 4 Partbreaker+2. You deal an extra 1d8 damage when you
critically hit with this weapon.
Carve Chance Capture Chance Material Slots
Deviljho Scalp
1-4 1-4 Deviljho Hide (A)
When you cast a necromancy spell, you gain a +2 bonus to
5-7 5-8 Deviljho Scale (A) its spell attack roll or increase its spell save DC by 2.
8-10 9-11 Deviljho Talon (W) Deviljho Saliva (Sorcerer & Wizard only)
The weapon has 10 runes. You can use an action to
11-12 12-14 Deviljho Tallfang (W) expend 1 or more of its runes to cast one of the following
13-14 — Deviljho Scalp (A,W) spells from it, using your spell save DC: cause fear (1
rune), ray of enfeeblement (2 runes), ray of sickness at 3rd
15-17 15-18 Deviljho Saliva (A,W) level( 3 runes), contagion (4 runes), or harm (6 runes). The
18-19 19-20 Deviljho Tail (A,W) weapon regains 1d6 + 4 expended runes daily at dawn. If
you expend the last rune it can't regain any runes for one
20 — Deviljho Gem (A,W) week.
Deviljho Tail
ARMOR MATERIAL EFFECTS Your weapon deals an extra 1d4 fire damage and an extra
Deviljho Hide 1d4 necrotic damage.
Carving Celebrity. While you are attuned to this armor, you Deviljho Gem
can carve a creature of CR 13 or lower 1 extra time. While you are attuned to this weapon, you can speak its
command word to exhale a beam of hellfire in a 60-foot
Deviljho Scale line that is 5 feet wide. Each creature in that line must
Speed Eating. While you are attuned to this armor, you can make a DC 15 Dexterity saving throw, taking 4d6 fire
use any consumable, such as a potion or food, as a bonus damage and 14 (4d6) necrotic damage on a failed save, or
action; so long as you are the one consuming it. half as much damage on a successful one.
Deviljho Scalp Once used, this property cannot be used again until you
While you wear this armor, you taste in all directions, and finish a long rest.
you have advantage on Wisdom (Perception) checks that
rely on taste.
Deviljho Saliva
Savage Deviljho
Whenever you make a saving throw against the frightened Savage Deviljho are rare special Deviljho individuals that are
condition, you do so with advantage. abnormally old with an extreme hunger. They can be found
Deviljho Tail practically anywhere like then normal deviljho, and easily
While you wear this armor, you can use an action, to speak assert themselves as super predators that rival elder dragons
the armor's command word and attempt to swallow either in any conceivable habitat they find themselves in and are
a creature, or object, that is Medium or smaller. An challenged by little.
unwilling creature must make a DC 14 Dexterity saving The Savage Deviljho has many of the same adaptations as
throw to escape the armor's grasp. Once swallowed, the a normal Deviljho, however, has a few minor differences.
creature or object is transported to a room that exists on a Savage Deviljho are noticeably always enraged. This due to
plane of existence found only within the armor. The room the Savage Deviljho being extremely hungry and constantly
is a 10 foot by 10 foot cube, and can hold a single, living needing to feed. Their face is covered like a mask of dragon
creature, and up to 1,000 pounds of objects. There are element, giving it a more sinister look and the hide and the
two windows on one of the walls that peer out, giving
vision of the outside world.
blood of savage deviljho is black in color due to the effects of
this element.
For every hour that passes, a creature can attempt to The savage deviljho is an even more brutal and rabid
escape by succeeding on a DC 15 Strength saving throw. monster than the ordinary variety due to its unrelenting
On a success, the creature is regurgitated, falling prone in hunger. The black blood may drive the savage deviljho to such
a space within 10 feet of you. Also, whenever you take 40 heightened aggression, even causing it to become a 'rogue'
damage or more on a single turn, you must succeed on a
DC 16 Constitution saving throw, or regurgitate any
killing machine.
swallowed creature and all swallowed objects, which fall With its appearance in the New World, Savage Deviljho's
prone in a space within 10 feet of you. Speaking the supreme height in the food chain is finally confirmed. The
armor's command word again spits out the creature or an infamous Variant of the World Eater has been seen directly
object of your choice. confronting Elder Dragons like Velkhana, Namielle and
Blackveil Vaal Hazak, resulting in violent elemental clashes
Deviljho Gem
You have resistance to fire and necrotic damage while you
that often end explosively in stalemates. Perhaps even more
wear this armor.
terrifyingly, the Savage Deviljho's physical prowess has
increased to the point which it can feasibly stand against the
WEAPON MATERIAL EFFECTS
immensely powerful Elder Dragon Variant Ruiner
Deviljho Talon
Nergigante, one which specializes in unyielding physical
Weakness Exploit. Your weapon deals max damage to a strength. This combination of explosive elemental prowess
creature that is vulnerable to this weapons damage type. and indomitable physical might place the Savage Deviljho
near the peak of the New World, threats impossible to
dismiss by any creature.
38
Savage Deviljho Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one
target. Hit: 21 (2d12 + 8) piercing damage.
Gargantuan wyvern (brute), unaligned
Dragons Breath (Recharge 5-6). The deviljho unleashes a
Armor Class 19 (natural armor) terrible breath in a 60-foot cone. Each Creature in that
Hit Points 231 (14d20 + 84) area must make a DC 18 Dexterity saving throw, taking
Speed 50 ft. 31 (7d8) fire damage plus 49 (11d8) necrotic damage
and they are afflicted with dragonblight for 1 minute on a
failed save, or half as much damage and are not afflicted
STR DEX CON INT WIS CHA with dragonblight on a successful one. The afflicted
target can repeat the saving throw on each of its turns,
27 (+8) 18 (+4) 23 (+6) 10 (+0) 15 (+2) 8 (-1) ending the effect on itself on a success.
Swallow. The deviljho makes one bite attack against a
Saving Throws Str +15, Con +13, Wis +9, Cha +6 Large or smaller creature that is prone. If the attack hits,
Skills Athletics +15, Intimidation +6, Perception +9 the target takes the bite damage, the target is swallowed,
Damage Resistances cold; bludgeoning, slashing, and and no longer prone. While swallowed, the creature is
piercing from nonmagical attacks blinded and restrained, it has total cover against attacks
Condition Immunities charmed, frightened, stunned and other effects outside the deviljho, and it takes 56
Senses passive Perception 19 (16d6) acid damage at the start of each of the deviljho
Languages — turns.
Challenge 22 (41,000 XP)
If the deviljho takes 40 damage or more on a single turn
Charge. If the deviljho moves at least 20 ft. straight from a creature inside it, the deviljho must succeed on a
toward a target and then hits it with a body slam attack DC 21 Constitution saving throw at the end of that turn
on the same turn, the target takes an extra 11 (2d10) or regurgitate all swallowed creatures, which fall prone in
bludgeoning damage. a space within 10 feet of the deviljho. If the deviljho
dies, a swallowed creature is no longer restrained by it
Legendary Resistance (3/Day). If the deviljho fails a saving and can escape from the corpse by using 15 feet of
throw, it can choose to succeed instead. movement, exiting prone.
Magic Resistance. The deviljho has advantage on saving Legendary Actions
throws against spells and other magical effects.
The deviljho can take 3 legendary actions, choosing from
Actions the options below. Only one legendary action option can
be used at a time and only at the end of another
Multiattack. The deviljho makes two attacks: one with its creature's turn. The deviljho regains spent legendary
body slam and one with its bite. actions at the start of its turn.
Body Slam. Melee Weapon Attack: +15 to hit, reach 5 ft., Move. The deviljho moves up to half its speed.
one target. Hit: 30 (4d10 + 8) bludgeoning damage. On
a hit, the target must make a DC 23 Strength saving Tail Attack. The deviljho makes a tail attack.
throw or be pushed back 10 ft and knocked prone. Chomp (Costs 2 actions). The deviljho makes one bite
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one attack or uses its swallow.
target. Hit: 26 (4d8 + 8) piercing damage. If the target is
wearing any nonmagical metal armor it takes a
permanent and cumulative -1 penalty to the AC it offers.
Armor reduced to an AC of 10 is destroyed.
39
Savage Tail Savage Tallfang
While you wear this armor, you can use an action, to speak Partbreaker+3. You deal an extra 1d10 damage when you
the armor's command word and attempt to magically critically hit with this weapon.
swallow either a creature, or object, that is Medium or
Savage Scalp
smaller. An unwilling creature must make a DC 14
When you cast a necromancy spell, you gain a +3 bonus to
Dexterity saving throw to escape the armor's grasp. Once
its spell attack roll or increase its spell save DC by 2.
swallowed, the creature or object is transported to a room
that exists on a plane of existence found only within the Savage Saliva (Sorcerer & Wizard only)
armor. The room is a 10 foot by 10 foot cube, and can The weapon has 10 runes. You can use an action to
hold a single, living creature, and up to 1,000 pounds of expend 1 or more of its runes to cast one of the following
objects. There are two windows on one of the walls that spells from it, using your spell save DC: cause fear (1
peer out, giving vision of the outside world. rune), ray of enfeeblement (2 runes), ray of sickness at 3rd
level( 3 runes), contagion (4 runes), or harm (6 runes). The
For every hour that passes, a creature can attempt to weapon regains 1d6 + 4 expended runes daily at dawn. If
escape by succeeding on a DC 15 Strength saving throw. you expend the last rune it can't regain any runes for one
On a success, the creature is regurgitated, falling prone in week.
a space within 10 feet of you. Also, whenever you take 40
damage or more on a single turn, you must succeed on a Savage Tail
DC 16 Constitution saving throw, or regurgitate any Your weapon deals an extra 1d6 fire damage and an extra
swallowed creature and all swallowed objects, which fall 1d6 necrotic damage.
prone in a space within 10 feet of you. Speaking the Savage Gem
armor's command word again spits out the creature or an While you are attuned to this weapon, you can speak its
object of your choice. command word to exhale a beam of hellfire in a 60-foot
Savage Gem line that is 5 feet wide. Each creature in that line must
You have immunity to cold damage while you wear this make a DC 15 Dexterity saving throw, taking 17 (5d6) fire
armor. damage and 17 (5d6) necrotic damage on a failed save, or
half as much damage on a successful one. Once used, you
WEAPON MATERIAL EFFECTS can't use this property again until you finish a long rest.
Savage Talon
Weakness Exploit. Your weapon deals max damage to a
creature that is vulnerable to this weapons damage type.
40
Duramboros
Duramboros Duramboros is a bulky, heavyset, bovine monster with stocky,
muscular legs and a thick upper body. It features a very thick
Huge wyvern (brute), unaligned
outer hide that is riddled with heavy folds, with a row of
armored plates running along its back and tail. Duramboros'
Armor Class 16 (natural armor) most distinctive features include its massive tail club, twin
Hit Points 149 (13d12 + 65) brow horns, and a pair of energy-rich dorsal humps.
Speed 40 ft. Duramboros' slow lifestyle often results in a layer of moss
and algae growing upon its hide, most noticeably along the
STR DEX CON INT WIS CHA back.
Duramboros is a herbivore, subsisting primarily on fallen
24 (+7) 12 (+1) 21 (+5) 3 (-4) 10 (+0) 6 (-2) tree trunks. Using its ram-like pair of horns, as well its
hammer-like tail club, it is known to push or knock down
Damage Resistances piercing from nonmagical attacks weak or dead trees in order to comfortably feed on them.
Senses passive Perception 10 Though generally docile, Duramboros has a capacity for
Languages — aggression if provoked. It is known to use its tail club, horns,
Challenge 9 (5,000 XP) and overall mass to attack foes. One of its most unique
tendencies is to twirl in place, using its tail club as a counter-
High Jump. The duramboros high jump is up to 20 feet, balance to build up momentum, allowing it to hurl itself at an
without a running start. In addition, the duramboros attacker and crush them with its body.
does not incur attacks of opportunity while jumping. Due to its diet, Duramboros is most commonly
Jump Attack. If the duramboros jumps 20 feet straight encountered in highly forested areas.
up and makes a tail attack against a target within range.
On a Hit, each creature within 5 feet of the target must
make a DC 19 Dexterity saving throw or take the same
damage as the target on a failed save, or half as much
on a successful one.
Actions
Multiattack. The duramboros makes two attacks: one
with its horn and one with its tail. It can't make both
attacks against the same target.
Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 26 (3d12 + 7) bludgeoning damage.
Horn. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 23 (3d10 + 7) piercing damage.
41
Duramboros face and mandibles are covered in sturdy plating, particularly
Challenge Rating 9 Carves/Capture 3
resembling a Carnotaurus ' head.
Glavenus' most striking feature is its blade-like tail. The
Carve Chance Capture Chance Material Slots blade-like tail is used in many ways by Glavenus such as
1-7 1-3 Duram Carapace (W)
keeping the body balanced but its primary use is for
attacking. This tail can cut prey in two with a single slash,
8-12 4-9 Hard Mossplate (A,W) crack the ground easily, and even block some attacks. Though
13-14 10-13 Duramboros Hump (A)
its tail is already a powerful weapon, it can become more
dangerous once heated up. By grinding its tail on the ground
15-17 14-16 Duram Tailcase (W) or nearby hard surfaces violently, it can ignite the tail, heating
18-19 17-19 Duramboros Horn (A,W) it up to high temperatures. While its tail is heated all of its
tail-based attacks become more deadly, also allowing it to cut
20 20 Duram Sacrum (A,W) through objects much more easily.
Glavenus are relentless and aggressive predators.
ARMOR MATERIAL EFFECTS
Glavenus oftens drags its tail across the ground and roars at
Hard Mossplate
the foe. This shows the enemy that it uses fire as a weapon in
While you are attuned to this armor, you can use your an attempt to scare them off. Not only are they considered
reaction to grant yourself advantage on any Acrobatics one of the strongest Brute Wyverns, they are even believed
check. Once used, you can't use it again until you finish a to be the smartest ones around. Their territory is commonly
short or long rest. marked by large gashes on the ground, produced when they
scrape their tails along solid objects.
Duramboros Hump
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to piercing
damage until the end of your next turn. You can use this
property twice, regaining all uses when you finish a long Glavenus
rest. Huge wyvern (brute), unaligned
Duramboros Horn
While you are wearing this armor, you can use your Armor Class 18 (natural armor)
reaction or bonus action to gain resistance to slashing Hit Points 195 (17d12 + 85)
damage until the end of your next turn. You can use this Speed 50 ft.
property twice, regaining all uses when you finish a long
rest.
STR DEX CON INT WIS CHA
Duram Sacrum
You have resistance to cold damage while you wear this 25 (+7) 10 (+0) 21 (+5) 16 (+3) 12 (+1) 10 (+0)
armor.
Saving Throws Str +12, Con +10, Cha +5
WEAPON MATERIAL EFFECTS Skills Perception +6
Duram Carapace Damage Resistance fire
Partbreaker. You deal an extra 1d4 damage when you Senses passive Perception 16
critically hit with this weapon. Languages —
Challenge 13 (10,000 XP)
Hard Mossplate
FastCharge. When you roll for initiative, your greatsword,
longsword, charge blade, or tonfas gains 1 charge, spirit, or Actions
phial charge. Multiattack. The glavenus makes two bite attacks and
Duram Tailcase (Hammer only) one tail slash attack, or it uses its sharpen and then its
Blunt. While you are attuned to this weapon, your save DC tail spin.
for your mighty weapon property is increased by 3. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Duramboros Horn target. Hit: 20 (3d8 + 7) piercing damage + 3 (1d6)
Shotplus. Your normal ammo deals an extra 2 damage. fire damage.
Duram Sacrum (Ranged weapon only) Tail Slash. Melee Weapon Attack: +12 to hit, reach 15
Deadeye+. Your weapon's normal attack range is doubled. ft., one target. Hit: 23 (3d10 + 7) slashing damage.
Sharpen. The glavenus sharpens its tail. The next two
Glavenus tail slashes deal an extra 13 (2d12) of fire damage.
Glavenus is a large Brute Wyvern with dark red scales Tail Spin (Recharge 5-6) The glavenus launches itself
forward, using its tail to slash at all foes in a 15-foot
covering its body. Two rows of blue, bony plates run along its radius around it. Each creature in that area must then
back, going from the eyes to the tail. Its underside is more of make a DC 16 Dexterity saving throw, taking 28 (8d6)
a cream color. The main feature of Glavenus's physiology is slashing damage and 28 (8d6) fire damage on a failed
its huge, sword-like tail. The tail has originally the same color save, and half as much on a successful one.
as its back plates, although it will turn a rusty color or a fiery
red during the battle. Its hind legs are powerful and muscular,
while its front legs are much smaller and mostly useless. The
42
WEAPON MATERIAL EFFECTS
Glavenus Fang (Melee Weapon only)
When you hit a creature with this weapon, you can use
your bonus action to cause flames to shoot forth from the
weapon in a 15-foot cone. Each creature in that area must
make a DC 14 Dexterity saving throw. A creature takes
3d6 fire damage on a failed save, or half as much on a
successful one.
Flaming Bursa
Your weapon deals an extra 1d6 fire damage.
Glavenus Pyroshell
This weapon has 6 runes and regains 1d6 runes daily at
Glavenus dawn. You can use a bonus action to shoot a spark out of
Challenge Rating 13 Carves/Capture 3 the weapon at a creature, up to 60 feet away. The targeted
creature must make a DC 13 Constitution saving throw, or
Carve Chance Capture Chance Material Slots become burned for 1 minute. A burned creature takes 1d6
fire damage at the start of their turn.
1-5 1-4 Glavenus Scale (A)
Glavenus Tailpiece (Ranged weapon only)
6-7 5-6 Glavenus Fang (W) Deadeye+. Your weapon's normal attack range is doubled.
8-9 7-8 Glavenus Carapace (A) Solar Bursa
— 9 Flaming Bursa (A,W) Crisis. While you are attuned to this weapon and suffering
from an abnormal status effect, such as poisoned, burning,
10-11 10-13 Glavenus Pyroshell (A,W) slowed, blinded, etc, all attacks and spells deal an extra
12-14 14 Glavenus Tail (A) 1d10 spell or weapon damage.
Glavenus Plate
15-16 15 Glavenus Tailpiece (W)
Heavy Polish. This weapon's attacks bypass a creature's
17-18 16-18 Solar Bursa (A,W) resistance to slashing damage.
19 19 Glavenus Plate (A,W) Glavenus Fire Orb (Requires a shield)
While you are attuned to this weapon, you can use an
20 20 Glavenus Fire Orb (A,W) action to prime your shield. The next time you take
damage from a melee attack, fire erupts from the shield
and bathes the attacker in flames. The attacker must make
ARMOR MATERIAL EFFECTS a DC 15 Dexterity saving throw or take 4d6 fire damage.
Glavenus Scale On a successful save, the creature takes half of that
Handicraft. For 24 hours, you gain proficiency with one damage. Once used, you can't use this property again until
artisan tool of your choice each dawn. you finish a short or long rest.
Glavenus Carapace
You suffer no harm from temperatures as warm as 120 Acidic Glavenus
degrees Fahrenheit while you wear this armor.
Acidic glavenus' body is a variety of emerald and blue shades,
Flaming Bursa with dark grey spikes and horns. Its tail is usually covered in
You have resistance to fire damage while you wear this
armor.
yellow crystals, which, when scraped off reveal a dull blue,
katana-like blade. Its eyes are dark red.
Glavenus Pyroshell Acidic Glavenus' most notable adaption that sets it apart
While you wear this armor, any creature that hits you with from the main species is its tail. The tail is lighter and more
a melee weapon, an unarmed strike, or a natural melee resembles a Long Sword, and because of this, it is able to
weapon takes 1d6 fire damage. attack quicker and use more gracile moves reminiscent of its
Glavenus Tail weapon counterpart. When the tail dulls it will grow an acidic
While you are attuned to this armor, it glows faintly when a compound that covers the entirety of its tail. This acid will
rathian, malfestio, agnaktor, or zinogre is near (240 feet or lower the toughness of whatever it is fighting, and can be
less). thrown off at opponents during some of its attacks.
Solar Bursa While the common Glavenus inhabits forests, deserts, and
Whenever you make a saving throw against an attack or volcanos, Acidic Glavenus inhabits the more extreme Rotten
spell that deals fire damage, you do so with advantage. Vale and the Rotten region of the Guiding Lands. It is able to
Glavenus Plate
grow sulphurous crystals on its tail that create acidic mist
You have advantage on (Charisma & Strength) Intimidation when shattered, perhaps because of its habitat choice.
checks while you wear this armor. Due to living in the hostile Rotten Vale, Acidic Glavenus are
very aggressive towards whatever they may come across.
Glavenus Fire Orb Oddly enough, there are no records of an Acidic Glavenus
While attuned to this armor you can use an action to speak
the armors command word and gain truesight out to 60
scavenging despite its habitat, only of it hunting other
feet for 1 hour. Once used, you can't use this property
inhabitants of the Rotten Vale.
again until you finish a long rest.
43
Acidic Glavenus Glavenus Tail. The glavenus can use its bonus action to
Huge wyvern (brute), unaligned
sharpen its tail, removing the acidic crystals that cover it;
or it can use the bonus action to regrow them.
Armor Class 18 (natural armor)
Hit Points 270 (20d12 + 140) Legendary Resistance (3/Day). If the glavenus fails a saving
Speed 50 ft. throw, it can choose to succeed instead.
Actions
STR DEX CON INT WIS CHA Multiattack. The glavenus makes two tail attacks. If both
attacks hit the same target, the target also takes 14
25 (+7) 16 (+3) 24 (+7) 16 (+3) 12 (+1) 10 (+0) (4d6) slashing damage and must succeed on a DC 21
Strength or Dexterity saving throw (target' s choice) or
Saving Throws Str +13, Con +11, Cha +6 be knocked prone.
Skills Perception +7
Damage Resistances cold; bludgeoning, piercing, slashing Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one
from nonmagical attacks. target. Hit: 26 (3d12 + 7) piercing damage + 7 (2d6)
Damage Immunities acid acid damage.
Condition Immunities charmed, frightened Tail (Acid Crystals Only). Melee Weapon Attack: +13 to
Senses passive Perception 17 hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) slashing
Languages — damage plus 7 (2d6) acid damage.
Challenge 19 (22,000 XP)
Tail (Sharpened Only). Melee Weapon Attack: +13 to hit,
Acid Burn. If a creature wearing metal armor or holding a reach 15 ft., one target. Hit: 40 (6d10 + 7) slashing
metal weapon is dealt acid damage from one of the damage.
glavenus's attacks, that creature must succeed on a DC Tail Spin (Recharge 5-6) The glavenus uses one of the
21 Dexterity saving throw. On a failed save, one of the following tail spin attacks depending on which form its
following effects happen: tail is in:
Armor. The armor takes a cumulative -1 penalty to the Acid Tail Spin. The glavenus launches itself forward 50
AC. Nonmagical armor reduced to an AC of 10 is feet, without provoking opportunity attacks, using its
destroyed. Magical armor reduced to an AC of 10 no tail to slash at all foes in or within a 15-foot radius of
longer gains the benefits of any of its properties for its path. Each creature in that area must then make a
one week, but its AC returns to normal after a long DC 21 Dexterity saving throw. taking 24 (7d6)
rest. slashing and 24 (7d6) acid damage on a failed save,
Weapon. The weapon takes cumulative -1 penalty to and half as much on a successful one..
its attack and damage rolls. A nonmagical weapon Sharpened Tail Spin. The glavenus launches itself forward
reduced to -5 to its attack or damage is destroyed. A 50 feet, using its tail to slash at all foes in a 15-foot
magical weapon reduced to -5 no longer gains the radius around it. Each creature in that area must then
benefits of any of its properties for one week, but it make a DC 21 Dexterity saving throw, taking 63
becomes a +0 weapon after a long rest. (18d6) slashing damage on a failed save, and half as
much on a successful one.
44
Acidic Glavenus Acidic Glavenus Tailedge
You have immunity to cold damage and resistance to acid
Challenge Rating 19 Carves/Capture 3 damage while you wear this armor.
Carve Capture
Chance Chance Material Slots WEAPON MATERIAL EFFECTS
Acidic Glavenus Shard
1-6 1-4 Acidic Glavenus Shard (A)
When this material is placed into a weapon it gains the
7-11 5-8 Acidic Glavenus Cortex (A) finesse tag. This material cannot be placed in a weapon
that has the heavy tag.
12-14 9-11 Acidic Glavenus Hardfang (A,W)
15 12-14 Honed Acidcryst (A,W) Acidic Glavenus Cortex
Maximum Might. While your hit points are full and you are
16-19 15-18 Acidic Glavenus Spineshell (A,W) not suffering from any levels of exhaustion, you deal
maximum weapon damage with your attacks.
20 19-20 Acidic Glavenus Tailedge (A,W)
Acidic Glavenus Hardfang
Stamina Surge+2. While attuned to this weapon, you can
ARMOR MATERIAL EFFECTS use an action to cast the haste spell from it once per day,
Acidic Glavenus Shard but can target only yourself when you do so and you gain 1
Handicraft+2. For 24 hours, you gain proficiency with two level of exhaustion when the spell ends.
artisan tools of your choice each dawn.
Honed Acidcryst (Bladed Weapon only)
Acidic Glavenus Cortex You can use a bonus action to speak this weapon's
Effluvia Resis+. While wearing this armor you are immune command word, causing acidic crystals to grow on the
to damage from Effluvia and you have resistance to acid blade. While the weapon is covered in these crystals, it
damage. deals acid damage instead of its normal weapon damage,
and it reduces the AC of any target it hits, for the first time
Acidic Glavenus Hardfang on a turn, by 1 until the start of your next turn. The acidic
You have advantage on saving throws against being crystals last until you use a bonus action to speak the
stunned while you wear this armor. command word again or until you drop or sheathe the
Honed Acidcryst weapon.
Iron Skin. While this material is in your armor, your AC Acidic Glavenus Spineshell
cannot be reduced in any way. You do not retain AC Your weapon deals an extra 1d10 acid damage.
granted to you by a shield if you drop it; or a potion, or
magical effect after it has expired. Acidic Glavenus Tailedge
Heavy Polish+. This weapon's attacks bypass a creature's
Acidic Glavenus Spineshell immunity and resistance to slashing damage.
While you wear this armor, acidic spikes grow from it.
Whenever a creature hits you with a melee weapon attack,
that creature takes 1d4 slashing damage and 1d4 acid
damage. Additionally, your unarmed strikes deal an extra
1d4 acid damage while you wear this armor.
45
Radobaan Radobaan
Challenge Rating 10 Carves/Capture 3
Radobaan looks very similar to uragaan in many aspects but
has its own unique features. Unlike uragaan, radobaan is Carve Chance Capture Chance Material Slots
covered in a tar-like substance that sticks rows of bones onto 1-5 1-5 Radobaan Shell (A)
its body. These bones vary in size throughout the radobaan's
body but the most distinctive ones are on its legs. The bones 6-11 6-10 Radobaan Scale (A)
on its legs are the horns of diablos. Though the bones aren't 12-16 11-13 Radobaan Oilshell (A)
as strong as ore, they are lighter. This lighter weight makes
radobaan faster than uragaan. Despite not eating ore, — 14-16 R.Sleep Sac (W,O)
radobaan still has a massive chin like uragaan. Like uragaan, 17-19 17-19 Radobaan Marrow (A)
radobaan can roll into a wheel and run over enemies.
It also can emit coma-inducing gas from its body like 20 19-20 Radobaan Gem (A)
uragaan. radobaan can be fairly calm unless provoked by a
threat unlike their ore eating relatives the uragaan which will ARMOR MATERIAL
become hostile regardless of being threatened or not. Once Radobaan Shell
provoked, they will turn violent. Guard. You cannot be pushed or knocked backwards while
you wear this armor.
Multiattack. The uragaan makes one tail attack and two Uragaan Scute
chin slam attacks. Guard. You cannot be pushed or knocked backwards while
you wear this armor.
Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one Flame Sac
target. Hit: 20 (3d10 + 4) bludgeoning damage. While you are attuned to this armor, you can use a bonus
Chin Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., action to speak its command word and exhale fire at a
one target. Hit: 17 (3d8 + 4) bludgeoning damage. target within 15 feet of you. The target must make a DC
15 Dexterity saving throw, taking 3d6 fire damage on a
Roll (Recharge 5-6). The uragaan rolls its body into a failed save, or half as much damage on a successful one.
wheel and moves up to its speed, during this move it
may move through other creatures without provoking Once used, this property cannot be used again until you
opportunity attacks . Any creatures the uragaan moves finish a long rest.
through must succeed on a DC 15 Dexterity saving Uragaan Marrow
throw or take 28 (8d6) bludgeoning damage and be Negate Bleeding. You are immune to wounding effects,
knocked prone. such as the Odogaron's bloody wound or the bearded
Emit Flames. (2/per Long rest). The uragaan releases a devil's infernal wound while you wear this armor.
wave of fire from its underside in a 10-foot radius Uragaan Ruby
around it. Each creature in that area must make a DC Uragaan Protection. When you must make a saving throw
14 Dexterity saving throw, taking 21 (6d6) fire damage while taking the dodge action, you can use your Armor
and catches fire on a failed save or half as much on a Class in place of making the roll. You can use this property
successful one and does not catch fire. Until someone three times, regaining all uses when you finish a long rest.
takes an action to douse the fire, the creature takes 3
(1d6) fire damage at the start of each of its turns.
WEAPON MATERIAL EFFECTS
Uragaan Carapace
Sharpening. During a short or long rest you can spend your
time sharpening a bladed weapon. When you hit a creature
for the first time after sharpening it, the weapon deals its
maximum piercing or slashing damage to the target.
Uragaan Scale
Carver. You have advantage on your first carve attempt on
a creature while you are attuned to this weapon.
47
U.Firecell Stone
While you are attuned to this weapon you can use an Juvenile Uragaan
action to conjure a flask of alchemist's fire once a day. If Challenge Rating 3 Carves/Capture 3
unused for 24 hours, the flask returns to whence it came,
where that is, who knows? Carve Chance Capture Chance Material Slots
Uragaan Scute 1-4 1-5 J.Uragaan Carapace (A,W)
Partbreaker. You deal an extra 1d4 damage when you
5-9 6-9 J.Uragaan Scale (W)
critically hit with this weapon.
Flame Sac 10-14 12-15 J.Uragaan Scute (A,W)
When you cast a spell that deals fire damage, it deals an 15-17 19-20 J.Uragaan Marrow (A,W)
extra 1d4 fire damage.
20 — J.Uragaan Ruby (A)
Uragaan Jaw (Bowgun only)
Spread up. When you hit a creature with spread ammo and
they are within half your normal bowgun range, increase ARMOR MATERIAL EFFECTS
the damage die size by 1. Uragaan Carapace
You reduce thunder and lightning damage you take by 2
while you wear this armor.
Uragaan Scute
Juvenile Uragaan You have a +2 bonus to Athletics checks while you wear
this armor.
Large wyvern (brute), unaligned
Uragaan Marrow
Armor Class 15 (natural armor) Staunch Bleeding. You have advantage on Wisdom
Hit Points 97 (13d10 + 26) (Medicine) checks to staunch a wound, such as the
Speed 40 ft. odogaron's blood wound or bearded devil's inferal wound.
Uragaan Ruby
Uragaan Minor Protection. When you must make a saving
STR DEX CON INT WIS CHA throw while taking the dodge action, you can use your
16 (+3) 10 (+0) 14 (+2) 3 (-2) 10 (+0) 6 (-2) Armor Class in place of making the roll. Once used, you
can't use this property again until you finish a long rest.
Skills Perception +2
Senses passive Perception 12 WEAPON MATERIAL EFFECTS
Languages — Uragaan Carapace
Challenge 3 (700 XP) Your bludgeoning weapon deals an extra 2 bludgeoning
damage.
Actions Uragaan Scale
The first time you make a Carve check on a creature, you
Multiattack. The uragaan makes two attacks; one with do so with advantage.
its tail and one with its chin slam.
Uragaan Scute
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one When you make a weapon attack with this weapon and roll
target. Hit: 12 (2d8 + 3) bludgeoning damage. a 20 for the attack roll, you can chose release a wave of
Chin Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., concussive force. When you do, each creature within 5
one target. Hit: 10 (2d6 + 3) bludgeoning damage. feet of you must succeed on a DC 12 Strength saving
throw or be knocked prone.
Roll (Recharge 5-6). The uragaan rolls its body into a
wheel and moves up to half its speed, during this move Uragaan Marrow (Bowgun only)
it may move through other creatures without Load Up. Your normal ammo capacity increases by 10
provoking opportunity attacks . Any creatures the while you are attuned to this weapon.
uragaan moves through must succeed on a DC 13
Dexterity saving throw or take 14 (4d6) bludgeoning
damage and be knocked prone.
48
Carapaceon
Carapaceons are crustacean-like monsters that have hard shells and exoskeletons or crab-like bodies, When they're weakened by
physical damage, they show internal bleeding by the frothing of the purple bubbles from their mouths. Carapaceons are known to
hide underground and attack their prey once within range. Most of these crustaceans resemble crabs, lobsters or scorpions.
Ceanataur
Ceanataur Challenge Rating 1/2 Carves 1
Small beast (carapaceon), unaligned Carve Chance Material Slots
1-9 Sm. Ceantaur Shell (A)
Armor Class 14 (natural armor)
Hit Points 44 (8d6 + 16) 10-14 Sm Monsterbone (O)
Speed 30 ft., burrow 20 ft.
15-20 Sharp Claw (W)
49
-ataur, it is able to move faster than Daimyo Hermitaur. With
this lighter armor, Shogun Ceanataur are also able to attack
and move offensively rather than defensively. Another bizarre Poison Spit. Range Weapon Attack. +9 to hit, reach
defense of Shogun Ceanataur is its own urine. While wearing 30/120 ft., one target. Hit: 17 (7d4) poison damage.
On a hit, the target must make a DC 17 Constitution
a skull and hanging on a ceiling, Shogun Ceanataur are saving throw or be poisoned for 1 minute. The target
known to spray water on their enemies from the ceiling. can repeat the saving throw at the end of each of its
Each Shogun Ceanataur has their own personality. Some turns, ending the effect on itself on a success.
are more aggressive than others. When undisturbed, Shogun
Ceanataur are usually fairly calm, however, if threatened, they Hydropump (Recharge 5-6). The ceanataur releases a
will turn aggressive in an instant. They’ll unsheathe their high pressure stream of water from the back of its shell
claws and will attempt to kill a foe. If the skull on Shogun in a 60-foot line that is 5 feet wide. Each creature in
Ceanataur's backside is broken, it'll immediately go looking that line must make a DC 17 Dexterity saving throw,
for another one, so it can protect its vulnerable bottom. taking 44 (8d10) cold damage on a failed save, or half
as much damage on a successful one.
Shogun Ceanataur are somewhat high in the food chain.
They primarily feed on small creatures that live in dark Legendary Actions
environments like shrimp and insects, but will also feed on
carrion. Despite this, they can more than hold their own The shogun ceanataur can take 3 legendary actions,
choosing from the options below. Only one legendary
against larger species. They are also known to have battles action option can be used at a time and only at the end
with Khezu and other Shogun Ceanataur in the caves of the of another creature's turn. The ceanataur regains spent
swamp. legendary actions at the start of its turn.
Dig. The ceanataur burrows underground and moves up
to half its burrow speed.
Shogun Ceanataur Spit. The ceanataur makes a poison spit attack.
Huge beast (carapaceon), unaligned
Sweeping Strike (Costs 2 Actions). The ceanataur
sweeps its claws in a 10-foot line that is 35-feet wide.
Armor Class 17 (natural armor) Each creature in the area must make a DC 16 Dexterity
Hit Points 157 (15d12 + 60) saving throw, taking 11(2d10) slashing damage and
Speed 40 ft., burrow 30 ft., climb 30 ft. increases the damage from a bloody wound by 3 (1d6)
on a failed save. On a successful one, the target takes
half damage and does not increase the bloody wounds
STR DEX CON INT WIS CHA damage.
19 (+4) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 16 (+3)
50
WEAPON MATERIAL EFFECTS
Ceanataur Shell
Ammo Saver. When you roll a 17-20 on a range attack roll
die, the ammunition returns to you unbroken after hitting
the target(s).
Ceanataur Leg
Critical Eye. Your weapon attacks critical hit range is
increased by 1.
Ceanataur Claw
Once per turn, when you hit a creature with this weapon,
you can wound the target. At the start of each of the
wounded creature’s turns, it takes 1d4 necrotic damage
for each time you’ve wounded it, and it can then make a
DC 15 Constitution saving throw, ending the effect of all
such wounds on itself on a success. Alternatively, the
wounded creature, or a creature within 5 feet of it, can
use an action to make a DC 15 Wisdom (Medicine)
check, ending the effect of such wounds on
it on a success.
Almost all of Daimyo Hermitaur's shells come from members
OTHER MATERIAL EFFECTS of the larger species like Monoblos. Daimyo Hermitaur also
Crab Pearl
A jewel formed inside the body over many
possesses surprisingly strong legs, able to move the creature
years valued at 75 gp.
with great speed if necessary. The legs assist the creature in
digging holes and they are able to launch themselves many
Monster Toughbone feet into the air, causing them to land vigorously on top of
Very rare weapon upgrade material. hunters who don't react fast enough.
Black Pearl Some unusual rare Daimyo Hermitaur have a dark reddish
A pearl with a black glow valued at 250 gp. color on their claws, darker legs and more shiny eyes. Along
with this their shells are unusually covered in moss or algae.
They also have the ability to spit long streams of water. They
Hermitaur use new attack techniques as their claws are much stronger
Hermitaur are hermit crab-like monsters with red carapaces than average, they use their claws in a shielded position
and a thick white shell. The shell is grown by the crab itself; much like a human boxing while walking at a target, these
only when they grow much larger, into a Daimyo Hermitaur, claws are reported to be so strong in this position that ranged
will they replace it with a Monoblos skull, or into a Diablos projectiles fired from guns ricochet, along with this new
skull. Hermitaurs are related to the Ceanataur, a blue smarter advancing technique they perform a very aggressive
Carapaceon that lives in Volcanic regions. non stop side to side claw snapping attack behavior that out-
When they are left undisturbed, Hermitaurs are most often speeds most attackers.
seen picking through sand with their claws, presumably Despite their size, Daimyo Hermitaur are fairly calm, when
searching for food. Sometimes, a Hermitaur may wait undisturbed. However, Daimyo Hermitaur will turn
beneath the ground for prey or a hunter to pass, jumping out aggressive if they feel threatened or attacked. Most of the
of the ground and striking them when they walk overhead. A time, they can be seen foraging for food as they roam around
Hermitaur that is burrowed underground can be spotted by their environment.
the puffs of dust that it regularly spits out.
Daimyo Hermitaur
Daimyo Hermitaur has a large, crab-like body. It is covered in
a red and white carapace and wears the skull of a Monoblos
as a protective shell. They have huge, thick claws capable of
holding prey as well as shielding the giant crab from most any
attacks. Daimyo Hermitaur's shell is also very tough, able to
deflect the blows of most weapons. The one chink in the
creature's armor is its soft hindquarters, where many of the
creature's major organs are stored. To fix this problem,
Daimyo Hermitaur will wear the skulls of dead wyverns on
their backs. Acquiring the right size shell is a chore though,
and occasionally Daimyo Hermitaur can be spotted with
shells too large, or small for their bodies.
51
Hermitaur Daimyo Hermitaur
Small beast (carapaceon), unaligned Huge beast (carapaceon), unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 9 (-1) 18 (+4) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 16 (+3)
Senses darkvision 60 ft., tremorsense 60 ft., passive Damage Resistances piercing, slashing
Perception 10 Damage Vulnerabilities lightning
Languages — Senses darkvision 60 ft., tremorsense 60 ft., passive
Challenge 1/2 (100 XP) Perception 12
Languages —
Amphibious. The hermitaur can breathe air and water. Challenge 9 (5,000 XP)
Scuttle. As a bonus action, the hermitaur can moves up Amphibious. The hermitaur can breathe air and water.
to its half speed in a straight line.
Scuttle. As a bonus action, the hermitaur can moves up
Actions to its speed in a straight line.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.
Actions
Multiattack. The hermitaur makes two claw attacks.
Water Beam. Range Weapon Attack. +4 to hit, reach
30/120 ft., one target. Hit: 6 (1d8 + 2) cold damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
On a hit, the target must make a DC 12 Constitution target. Hit: 20 (3d10 + 4) slashing damage.
saving throw or be poisoned with waterblight for 1
Water Beam. Range Weapon Attack. +8 to hit, reach
minute.
30/120 ft., one target. Hit: 22 (4d8 + 4) cold damage.
Reactions On a hit, the target must make a DC 16 Constitution
saving throw or be poisoned with waterblight for 1
Retreat. After being hit by an attack, the hermitaur can minute.
take the dodge action until the start of its next turn by
retreating into its shell and using its shield-like claws to Crush (Recharge 5-6). If the hermitaur jumps at least 15
protect its head. feet as part of its movement, it can then use this action
to land on its feet in a space that contains one or more
other creatures. Each of those creatures must succeed
on a DC 18 Strength or Dexterity saving throw (target's
Hermitaur choice) or be knocked prone and take 22 (4d8 + 4)
Challenge Rating 1/2 Carves 1 bludgeoning damage. On a successful save, the
creature takes only half the damage, isn't knocked
Carve Chance Material Slots prone, and is pushed 5 feet out of the hermitaur's
1-8 Sm. Hermitaur Shell (A) space into an unoccupied space of the creature's
choice. If no unoccupied space is within range, the
9-15 Carapaceon Brains (O) creature instead falls prone in the hermitaur's space.
16-20 Sharp Claw (W) Reactions
Retreat. After being hit by an attack, the daimyo
ARMOR MATERIAL EFFECTS hermitaur can take the dodge action until the start of
Sm. Hermitaur Shell its next turn by retreating into its shell and using its
You reduce bludgeoning damage you take by 2 while you shield-like claws to protect its head.
wear this armor.
52
Daimyo Hermitaur Decayed Crimson Horn
Challenge Rating 9 Carves/Capture 3 You have resistance to cold damage while you wear this
armor.
Carve Capture
Chance Chance Material Slots
WEAPON MATERIAL EFFECTS
1-4 1-3 Crab Pearl (O) Hermitaur Claw
5-12 4-6 Hermitaur Shell (A) Your weapon deals an extra 1d4 slashing damage.
53
Shen Gaoren
Identifiable by their grey skin, towering legs and the gigantic armor. It's unknown how this monster is able to produce this
green-yellow balls of acid that they generate and hurl from acid or even fire it out of its skull.
the rear of their bodies. Shen Gaoren are so large they use a Due to Shen Gaoren not being seen interacting with other
Lao-Shan Lung skull for protection. Their colossal size helps species, it is unknown how it fits into the ecological niche.
them to defeat most creatures. The diet of Shen Gaoren is Shen Gaoren are relatively passive by nature. They move
unknown; however, it is likely to be omnivorous, like most about without noticing hunters; however, when enraged, it
real-life crabs. may attempt to attack hunters by using
Its massive pincers are incredibly strong and sturdy, being their huge sturdy claws or by moving their
described as capable of cutting through even the toughest legs and pincers wildly. It was recently discovered
volcanic rock. Its long legs give the Shen Gaoren an that Shen Gaoren attacked villages and cities
incredible field-of-vision, and if its eyesight is proficient, it because they are in its territory. Shen Gaoren were
should be able to spot prey from a very large distance. Like found to attack any foe that posed any threat to them,
many other Carapaceons, its rear section is naturally very showing that these passive giants can be aggressive
soft, and, if left unprotected, it's a large weak point. when they feel that their life is in danger. When Shen
Fortunately, for them, Shen Gaoren are able to acquire the Gaoren gets old enough, or injured in
equally gigantic skull shells of the mighty Lao-Shan Lung, battle, they'll molt.
whether they are actually able to kill the massive dragon is
still uncertain, but improbable, which serves as incredibly
efficient armor. It has been recently found that the gigantic
skull shows signs of containing the deadly dragon element
but Shen Gaoren doesn't seem to use this element. The Shen
Gaoren is grey/blue in color, but its legs turn red as they
experience great pain.
One of Shen Gaoren's deadliest abilities is its ability to
shoot a gigantic ball of acid from its gigantic skull. This acidic
ball can corrode armor rather quickly and, in some
cases, it can even melt straight through the
54
Shen Gaoren Claws. Melee Weapon Attack: +19 to hit, reach 15 ft.,
one target. Hit: 24 (4d6 + 10) slashing damage. If the
Gargantuan monstrosity (carapaceon), unaligned
target is a creature, it is grappled (escape DC 20) . Until
this grapple ends, the target is restrained. The shen
Armor Class 25 (natural armor) gaoren can grapple up to 2 targets, one with each claw.
Hit Points 430 (21d20 + 210)
Speed 40 ft., burrow 30 ft., climb 30 ft. Legs. Melee Weapon Attack: +19 to hit, reach 10 ft.
while standing or 5 ft. while prone, one target. Hit: 28
(4d8 + 10) slashing damage. If the target is a creature, it
STR DEX CON INT WIS CHA must make a DC 20 Strength saving throw or be pushed
back 10 feet and knocked prone.
30 (+10) 10 (+0) 30 (+10) 5 (-3) 14 (+2) 9 (-1)
Acid Spit (usable only when standing). Range Weapon
Attack. +19 to hit, reach 30/120 ft., one target. Hit: 24
Saving Throws Int +6, Wis +11 Cha +8 (4d6 + 10) acid damage. If the creature is in either metal
Skills Perception +11 armor or has a metal shield being worn or carried, it
Damage Immunities cold, poison; bludgeoning, piercing, takes a permanent and cumulative -1 penalty to the AC it
and slashing from nonmagical weapons offers. Armor reduced to an AC of 10 or a shield that
Damage Resistances acid, fire, thunder; (bludgeoning, drops to a +0 bonus is destroyed. If the creature has a
piercing, and slashing from magical weapons while nonmagical weapon made of metal, the weapon takes a
lao-shun skull is not broken) permanent and cumulative -1 penalty to damage rolls. If
Condition Immunities charmed, frightened, paralyzed, its penalty drops to -5, the weapon is destroyed.
poisoned
Senses blindsight 120 ft., passive Perception 21 Collapse. The shen gaoren falls prone for 3 rounds
Languages — crushing any creature under or around it. While prone in
Challenge 30 (155,000 XP) this way, the shen gaoren may still move up to half its
movement speed and creatures do not gain advantage
Amphibious. The shen gaoren can breathe air and water. on melee weapon attack against the shen gaoren. Any
creatures under or within 5 feet of the shen gaoren must
Legendary Resistance (3/Day). If the shen gaoren fails a succeed on a DC 20 Strength or Dexterity saving throw
saving throw, it can choose to succeed instead. (target's choice) or be knocked prone and take 28 (4d8
+ 10) bludgeoning damage. On a successful save, the
Magic Resistance. The shen gaoren has advantage on creature takes only half the damage, isn't knocked prone,
saving throws against spells and other magical effects. and is pushed 5 feet out of the shen gaoren's space into
Siege Monster. The shen gaoren deals double damage to an unoccupied space of the creature's choice. If no
objects and structures. unoccupied space is within range, the creature instead
falls prone in the shen gaoren's space.
Lao-Shun Skull. The shen gaoren protects its vulnerable
back with the skull of a Lao Shun (AC 20, 200 HP; Acid Spray (Recharge 5-6, only usable while prone and Lao
immunity to poison and psychic damage, resistances to Shun Skull is not destroyed). The shen gaoren releases a
piercing, and slashing from nonmagical weapons, high pressure stream of poison from its shell and turns
vulnerable to bludgeoning damage). Damaging the shell 360 degrees around. Each creature, on the ground, in a
deals no damage to the shen gaoren. Once destroyed, 30-foot radius of shen gaoren must make a DC 17
the shen gaoren takes -2 to AC and becomes vulnerable Dexterity saving throw, taking 99 (18d10) acid damage
to bludgeoning, piercing, and slashing from magical on a failed save, or half as much damage on a successful
weapons. one.
Armored Legs. The shen gaoren has 4 legs stretching 30 Legendary Actions
feet up. Each leg can be attacked (AC 16; 25 hit points;
immunity to poison and psychic damage, resistances to The shen gaoren can take 3 legendary actions, choosing
bludgeoning, piercing, and slashing from nonmagical from the options below. Only one legendary action
weapons). Damaging a leg deals no damage to the shen option can be used at a time and only at the end of
gaoren. Reducing all four legs to 0 hit points causes the another creature's turn. The shen gaoren regains spent
shen gaoren to immediately use its reaction to collapse. legendary actions at the start of its turn.
3 rounds after the shen gaoren uses collapse, its legs Move. The shen gaoren moves up to half its speed.
heal to their maximum hp and the shen gaoren can stand
up. Attack. The shen gaoren makes one Claw or Leg attack.
55
Shen Gaoren spell is cast. The spell has no effect, other than to be
stored in the weapon. If the weapon can't hold the spell,
Challenge Rating 30 Carves/Capture 7 the spell is expended without effect. The level of the slot
Carve Chance Material Slots used to cast the spell determines how much space it uses.
While holding this weapon, you can cast any spell stored in
1-5 Gaoren Shell (A,W) it. The spell uses the slot level, spell save DC, spell attack
bonus, and spellcasting ability modifier of the original
6-9 Gaoren Pincer (A,W)
caster, but is otherwise treated as if you cast the spell. The
10-12 Elder Dragon Bone (O) spell cast from the weapon is no longer stored in it, freeing
up space.
13-16 Gaoren Claw (W)
17-18 Gaoren Carapace (A,W) OTHER MATERIAL EFFECTS
19-20 Gaoren Spine (A,W) Elder Dragon Bone
Any rarity armor upgrade material.
56
Elder Dragons
A very broad term, the only thing in common amongst all elder dragons is their power which seems to border the mystical as
opposed to the wyverns which are all limited to natural laws. It is said that an elder dragon is powerful enough to single handedly
bring about the destruction of an ecosystem. In ancient times, they would be mistaken for gods. Many elder dragons feature four
legs and wings that are separate limbs, unlike wyverns with two legs and winged forelimbs.
Although all are called dragons, the genus isn't limited to four-legged, winged creatures. Spanning to beasts such as Kirin and
Yama Tsukami as well as the more traditional Fatalis. Aside from these are the 'second generation' breeds that all feature a similar
build, the Teostra and Kushala Daora are members of this type with all featuring some form of barrier or aura to protect them.
Alatreon
Known as the "Blazing Black Dragon", alatreon possesses
control over the fire, thunder, and ice elements, and is said to Alatreon
Huge dragon (elder), unaligned
be elementally unstable. In its scales are each of the three
elements which it constantly produces, even when it is dead.
However, it is unknown how its scales are able to harness the Armor Class 20 (natural armor)
elements. On top of alatreon's head are two large horns, these Hit Points 261 (18d12+144)
horns seem to play some part in alatreon's control over the Speed 60 ft., fly 60 ft.
three elements, however, it is known to scholars if they
actually do. STR DEX CON INT WIS CHA
From alatreon living isolated from all other monsters, it is
hard to say where it fits in the ecological niche. Due to 27 (+8) 11 (+0) 26 (+8) 10 (+0) 15 (+2) 14 (+2)
alatreon living in the Sacred Land, it has changed the area
into an inhospitable environment. No living things, including Saving Throws Dex +6, Con +12, Wis +8, Cha +8
plants, can live in the area due to the constant weather Skills Perception +14
changes that occur in the Sacred Land. alatreon are monsters Condition Immunities charmed, frightened
capable of destroying the world. Some locals even believe Senses blindsight 60 ft., darkvision 120ft., passive
that the alatreon is a god or demon which is transformed into Perception 24
an Elder Dragon. Many of alatreon's abilities seem to be Languages Draconic
Challenge 21 (33,000 XP)
unnatural, much like the Fatalis, but not much else is really
known about the Elder Dragon. Legendary Resistance (3/Day). If the alatreon fails a
saving throw, it can choose to succeed instead.
Actions
Multiattack. The alatreon makes three attacks: two with
its claw and one with its bite or tail.
Bite. Melee Weapon Attack. +14 to hit, reach 15 ft.,
one target. Hit: 22 (3d8 + 8) piercing damage. If the
target is a large or smaller creature, it is grappled
(escape DC 22). Until this grapple ends, the alatreon
can't use its bite on another target.
Claws. Melee Weapon Attack. +14 to hit, reach 10ft.,
one target. Hit: 19 (3d6 + 8) slashing damage.
Tail. Melee Weapon Attack. +14 to hit, reach 20ft., one
target. Hit: 22 (3d8 + 8) bludgeoning damage. On hit,
the target must make a DC 22 Strength saving throw
or be knocked prone.
Ice Storm. The alatreon magically creates a hail of rock-
hard ice that pounds to the ground in a 20-foot-radius,
40-foot-high cylinder centered on a point within 150
feet. Each creature in the cylinder must make a DC 21
Dexterity saving throw. A creature takes 17 (3d10)
bludgeoning damage and 17 (3d10) slashing damage
on a failed save, or half as much damage on a
successful one.
Lightning Storm. The alatreon magically creates three
bolts of lightning, each of which can strike a target the
alatreon can see within 120 feet of it. A target must
make a DC 23 Dexterity saving throw, taking 22
(4d10) lightning damage on a failed save, or half as
much damage on a successful one.
57
Flame Strike. The alatreon magically creates a vertical Alatreon Webbing
column of fire roars down from the heavens in a Evade Extender (L). You gain a +3 bonus to Dexterity
location you specify. Each creature in a 10-foot-radius, saving throws while you wear this armor.
40-foot-high cylinder centered on a point within 40 Alatreon Plate
feet of the alatreon must make a DC 21 Dexterity While wearing this armor, any critical hit against you
saving throw, taking 41 (9d8) fire damage on a failed becomes a normal hit.
save, or half as much damage on a successful one.
Skypiercer
Breath Weapons (Recharge 5-6). The alatreon uses one You have resistance to piercing damage while you wear
of the following breath weapons: this armor.
Lightning Breath. The alatreon exhales lightning in a
120-foot line that is 10 feet wide. Each creature in WEAPON MATERIAL EFFECTS
that line must make a DC 22 Dexterity saving throw, Alatreon Scute
taking 88 (16d10) lightning damage on a failed save, Awaken. When this material is placed in a weapon that
or half as much damage on a successful one. does not deal cold, fire, lightning, necrotic, or thunder
Cold Breath. The alatreon exhales an icy blast in a 90- damage, it rolls one additional damage die when it hits. For
foot cone. Each creature in that area must make a example a shortsword now rolls 2d6 and a greatsword
DC 22 Constitution saving throw, taking 72 (l6d8) deals 3d6.
cold damage on a failed save, or half as much
damage on a successful one. Alatreon Talon
Critical Element. When you critically hit with a weapon or
spell that deals cold, fire, lightning, necrotic, or thunder
Legendary Actions damage, you deal an extra 1d6 damage of that type.
The alatreon can take 3 legendary actions, choosing
Alatreon Webbing (Ranged weapon only)
from the options below. Only one legendary action
Bonus Shot. When you take the attack action, you can
option can be used at a time and only at the end of
make one additional attack with this weapon as a bonus
another creature's turn. The alatreon regains spent
action.
legendary actions at the start of its turn.
Alatreon Tail
Attack. The alatreon makes a Bite attack. You gain +3 to spell attack rolls and you ignore half cover
Storm (Costs 2 Actions). The alatreon uses its Lightning when making a spell attack.
Storm or Ice Storm. Alatreon Plate
Tail Sweep(Costs 3 Actions). The alatreon sweeps its tail Your weapon deals an extra 1d10 damage. This damage
and rises into the air. Each creature within 30 feet of can be cold, fire, lightning, or necrotic damage (your
the alatreon must succeed on a DC 20 Strength saving choice).
throw, taking 28 (5d10) bludgeoning damage and are Skypiercer
knocked prone on a failed save. On a successful save Elemental Atk Up. If your weapon deals cold, fire, lightning,
the target takes half damage and isn't knocked prone. or necrotic damage and you hit a creature with this
The alatreon can then rise 30 feet into the air. weapon; roll one additional damage die for the elemental
damage.
Azure Dragongem (Druid, Sorcerer, Warlock, & Wizard
Alatreon only)
The weapon has 10 runes. While holding it, you can use an
Challenge Rating 21 Carves 6
action to expend 1 or more of its runes to cast one of the
Carve Chance Material Slots following spells from it, using your spell save DC: call
lightning (3 runes). flame strike (5 runes), or ice storm (4
1-3 Elder Dragon Blood (O) runes).
4-7 Alatreon Scute (A,W) The weapon regains 1d6 + 4 expended runes daily at
dawn. If you expend the last rune, roll a d20. On a 1. the
8-9 Alatreon Talon (W)
weapon cannot regain any runes for one week.
10-11 Alatreon Webbing (A,W)
12-14 Alatreon Tail (W) OTHER MATERIAL EFFECTS
Elder Dragon Blood
15-18 Alatreon Plate (A,W) Any rarity weapon upgrade material.
19 Skypiercer (A,W)
20 Azure Dragongem (W)
Tempered Alatreon
Within the New World, the alatreon has taken on a unique
form of water element alongside its four existing elements.
ARMOR MATERIAL EFFECTS The alatreon is also capable of creating unique ice structures
Alatreon Scute that explode when struck. Finally, alatreon's mastery over the
Blightproof. While wearing this armor you are immune to elements has been enhanced beyond what was previously
blight spells, spell like abilities, and conditions. known, allowing the alatreon to take on unique active forms
based on three core elements; fire state, ice state and dragon
58
state. When transitioning between its dragon state and either fire or ice state, alatreon will generate an immense pool of elemental
energy, eventually allowing it to execute a devastating burst of elements known as the Escaton Judgment, decimating any who are
unfortunate enough to be within the vicinity of this tremendous power.
Tempered Alatreon Legendary Limit. The alatreon can only use each legendary
action once per round.
Gargantuan dragon (elder), unaligned
Legendary Resistance (3/Day). If the alatreon fails a saving
Armor Class 24 (natural armor) throw, it can choose to succeed instead.
Hit Points 820 (39d20 + 390) Magic Resistance. The alatreon has advantage on saving
Speed 60 ft., fly 120 ft. throws against spells and other magical effects.
Magic Weapons. The alatreon's weapon attacks count as
STR DEX CON INT WIS CHA magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
30 (+10) 12 (+1) 30 (+10) 14 (+2) 23 (+6) 24 (+7)
Actions
Saving Throws Dex +10, Con +19 Multiattack. The alatreon makes three attacks: two with
Skills Athletics +19, Perception +16 its claws and one with its bite or tail.
Damage Resistances lightning; bludgeoning, piercing, and
slashing from weapons that aren't adamantine Bite. Melee Weapon Attack. +19 to hit, reach 15 ft., one
Condition Immunities charmed, diseased, frightened, target. Hit: 28 (4d8 + 10) piercing damage plus 3 (1d6)
poisoned necrotic damage and the target must make a DC 27
Senses blindsight 120 ft., darkvision 240ft., passive Constitution saving throw or be afflicted with
Perception 26 dragonblight for 1 minute. A creature can repeat the
Languages Draconic saving throw at the end of each of its turns, ending the
Challenge 30 (155,000 XP) dragonblight on itself on a success.
Claws. Melee Weapon Attack. +19 to hit, reach 10ft., one
Active State (Mythic Trait). The alatreon has three states it target. Hit: 17 (2d6 + 10) slashing damage plus 3 (1d6)
can take. They are the dragon state, fire state, and the ice necrotic damage and the target must make a DC 27
state. Each state provides benefits and detriments Constitution saving throw or be afflicted with
depending on which state it is in, as shown below: dragonblight for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
Fire State. While in the fire state, the alatreon is dragonblight on itself on a success.
immune to fire damage, but vulnerable to cold
damage. Tail. Melee Weapon Attack. +19 to hit, reach 20ft., one
Dragon State. While in the dragon state, the alatreon is target. Hit: 32 (4d10 + 10) bludgeoning damage and the
resistant to all damage except for necrotic, poison, target must make a DC 27 Strength saving throw or
and psychic damage. knocked prone.
Ice State. While in the ice state, the alatreon is immune Elemental Breath (Recharge 5-6). Roll a d4 each time you
to cold damage, but vulnerable to fire damage. use this action to determine what element the alatreon
The alatreon begins combat in either the fire state or exhales. On a 1, fire damage; On a 2, cold damage; On a
ice state. When it begins combat in the fire state, the 3, necrotic; On a 4, lightning. The alatreon exhales the
order of the states it changes into is: fire, dragon, ice, rolled element in a 120-foot line that is 10 feet wide.
dragon and then repeats. When it starts in the ice stage, Each creature in that line must make a DC 27 Dexterity
the order is: ice, dragon, fire, dragon and then repeats. saving throw or take 63 (18d6) (of the rolled elemental)
Whenever the alatreon hit points are reduced by 100 damage on a failed save, or half as much damage on a
in its current active state it changes its state to the next successful one.
one in the order and uses a special reaction to use its Escaton Judgement (Once during the second dragon state,
element burst. This special reaction can be used even if each time the active state order repeats). The alatreon
the alatreon has already used its reaction this round. swoops down from the sky (without provoking
opportunity attacks) if it is not already on the ground and
Elemental Overload. The alatreon gains 1 charge for every begins gathering energy until the start of its next turn.
10 elemental damage (fire, cold, lightning) it takes from While charging the alatreon is immune to the
a single attack or spell. The charges reset to 0 after the incapacitated, stunned, paralyzed, and unconscious
alatreon uses its escaton judgement. conditions. On its next turn, the alatreon can use its
Horns. the alatreon has two horns, each which can be action to release the energy it has gathered in a 600-
attacked and broken (AC 30; 200 hit points; resistant to foot-radius-sphere around it. All terrain above ground
bludgeoning, piercing, slashing damage that do not deal level in that area is obliterated and each creature in that
siege damage; immunity to poison, psychic, and the area must make a DC 30 Dexterity saving throw or take
damage immunity alatreon gains from its current active 210 (60d6) force damage on a failed save, or half as
state). Dealing damage to the horn deals no damage to much damage on a successful one.
the alatreon. When a horn is broken the alatreon reverts The number of damage dice this action deals can be
back to its previous active state. reduced by 10d6 for each horn broken and by an
59
additional #d6 where # is equal to the number of Dragon Rush The alatreon moves up to half its fly
charges its elemental overload has. speed in a straight line, during this move it may move
through other creatures without provoking attacks of
Legendary Actions opportunity. Each creature or object the alatreon
moves through must succeed on a DC 27 Dexterity
The alatreon can take 3 legendary actions, choosing from saving throw, taking 17 (2d6 + 10) slashing damage
the options below. Only one legendary action option can plus 10 (3d6) necrotic damage and be knocked prone
be used at a time and only at the end of another on a failed save, or half as much damage and isn't
creature's turn. The alatreon regains spent legendary knocked prone on a successful one.
actions at the start of its turn.
Fly. The alatreon flies up to half its fly speed without Fire State. The alatreon can use the following legendary
provoking opportunity attacks. actions while in the fire state.
Detect. The alatreon makes a Wisdom (Perception)
check. Fireball. The alatreon exhales a fireball to a point within
120 feet of it. Each creature in a 15-foot radius sphere
Water Breath. The alatreon fires 5 water globules, each at centered on that point must make a DC 27 Dexterity
a different point within a 150-foot cone in front of it. saving throw, taking 28 (8d6) fire damage on a failed
Each creature within a 5-foot radius of a point must save, or half as much damage on a successful one.
make a DC 27 Dexterity saving throw or take 14 (4d6) Fire Breath Y. The alatreon exhales fire in a 45-foot line
cold damage and be afflicted with waterblight for 1 that is 5 feet wide and then splits into a two more
minute on a failed save, or half as much damage and is lines forming a "Y" shape that are 30 feet long and
not afflicted with waterblight on a successful one. wide 5 feet. Each creature in a line must make a DC 27
A creature in the area of more than one globule, makes Dexterity saving throw, taking 35 (10d6) fire damage
their saving throw at disadvantage, but does not take any on a failed save, or half as much damage on a
additional damage. A creature can repeat the saving successful one.
throw at the end of each of its turns, ending the Scorched Earth. The alatreon rises 30 feet into the air,
waterblight on itself on a success. without provoking opportunity attacks, and exhales
Arc Lightning. The alatreon magically causes lightning to flames that covers the ground in a 30-foot radius
strike, within 120 feet of it, along a 45-foot long line, centered on a point directly below it. The ground
that is 5 feet wide. It then causes lightning to strike continues to burn until the start of the alatreon's next
along another 45-foot long, 5-foot-wide line, but this line turn. Flammable objects in the area that aren't being
must begin in a 5-foot space of the original lightning worn or carried ignite. A creature that starts its turn in
strikes or pass through it at one point in the line. Each the area or enters it for the first time on a turn takes
creature in a line, must make a DC 27 Dexterity saving 10 (3d6) fire damage and ignites. Until a creature
throw or take 22 (5d8) lightning damage and be afflicted takes an action to douse the fire, the burning creature
with thunderblight for 1 minute on a failed save, or half takes 7 (2d6) fire damage at the start of each of its
as much damage and is not afflicted with thunderblight turns. When a creature moves into or within the area,
on a successful one. it takes 7 (2d6) fire damage for every 5 feet it travels.
A creature in the area of more than one line, makes
their saving throw at disadvantage, but does not take any Ice State. The alatreon can use the following legendary
additional damage. A creature can repeat the saving actions while in the ice state.
throw at the end of each of its turns, ending the
thunderblight on itself on a success. Frost Breath. The alatreon rises 30 feet into the air,
Lightning Storm. Numerous bolts of lightning strike the without provoking opportunity attacks, and exhales
ground in a 120-foot radius around the alatreon. Choose frost that covers the ground in a 30-foot radius
three creatures, each of which must make a DC 27 centered on a point directly below it. The frost remains
Dexterity saving throw, taking 22 (4d10) lightning until the start of the alatreon's next turn and Each
damage and be afflicted with thunderblight for 1 minute creature that starts its turn in that area must make a
on a failed save, or half as much damage and is not DC 27 Constitution saving throw or take 17 (5d6)
afflicted with thunderblight on a successful one. A cold damage and be afflicted with iceblight for 1
creature can repeat the saving throw at the end of each minute on a failed save, or half as much damage and is
of its turns, ending the thunderblight on itself on a not afflicted with iceblight on a successful one. When
success. a creature moves into or within the area, it takes 7
(2d6) cold damage for every 5 feet it travels.
Mythic Actions Ice Shards. The alatreon freezes the air around it
creating ice shards that fill a 5-foot-cube in the air
The alatreon can use the options below as legendary above each creature in a 90-foot radius around it,
actions depending on which state it is currently in, as before they plummet to the ground. Each creature in
determined by its mythic trait: that area must make a DC 27 Dexterity saving throw.
Dragon State. The alatreon can use the following On a failed save the creature takes 13 (3d8) cold
legendary actions while in the dragon state. damage plus 18 (4d8) bludgeoning damage, is pushed
5 feet into an unoccupied space, and is knocked
Multiattack. The alatreon uses its multiattack. prone. On a successful save, the creature takes half as
much damage, is pushed 5 feet into an unoccupied
60
Alatreon Direwing
Health Boost+2. While wearing this armor, your hit point
space, but isn't knocked prone. If there are no maximum increases by 3 for each character level you have.
unoccupied spaces around the creature, it fails its Skyswayer
saving throw and is knocked prone under the ice chunk While wearing this armor you have advantage on saving
until it melts, is destroyed, or it succeeds on a DC 20 throws against spells and other magical effects.
Athletics check.
The ice shards remain in the spaces they land in until Azure Dragonsphire
they melt at the start of the alatreon's next turn. The You have immunity to force damage and resistances to
ice shards can be attacked and destroyed (AC 10; 10 necrotic damage while you wear this armor.
hit points; vulnerable to fire damage; immune to cold,
poison, and psychic damage). If the ice shard takes WEAPON MATERIAL EFFECTS
necrotic damage, it instead explodes in a 15-foot Alatreon Mantle
radius dealing 4 (1d8) piercing damage to each Critical Element. When you critically hit with a weapon or
creature in that area. spell that deals cold, fire, lightning, necrotic, or thunder
damage, you deal an extra 1d10 damage of that type.
Reactions
Alatreon Riptalon
Element Burst. When the alatreon changes active states Resentment. Until the end of your turn, you gain a +2
it can use this special reaction to release elemental bonus to attack and damage rolls against any creature that
energy into the area around it. Each creature in a 30- has damaged you since the end of your last turn.
foot radius-sphere around the alatreon must make a DC
27 Dexterity saving throw, taking 24 (7d6) damage on Alatreon Pallium (Range weapon only)
a failed save or half as much damage on a successful Critical Eye+2. Your weapon attacks critical hit range is
one. The damage type is determined by the active state increased by 3.
the alatreon changes into: fire damage for fire state, Alatreon Diretail
necrotic damage for dragon state, and cold damage for While you are attuned to this weapon, your cold, fire, and
ice state. lightning spells bypass a creatures resistance and
immunities.
Alatreon Direwing
Tempered Alatreon Your weapon deals an extra 1d12 damage. This damage
can be cold, fire, lightning, or necrotic damage (your
Challenge Rating 30 Carves 6 choice).
Carve Chance Material Slots Skyswayer
Critical Status (Blight). When you make a weapon attack
1-3 Elder Dragon Blood (O)
with this weapon, and roll a 20 for the attack roll, the
4-7 Elder Dragon Bone (O) target is afflicted with dragonblight, iceblight,
thunderblight, or waterblight (your choice) until the end of
8-9 Alatreon Mantle (A,W) its next turn.
10-11 Alatreon Riptalon (A,W) Azure Dragonsphire
12-14 Alatreon Pallium (A,W) Power Prolonger. Depending on which weapon this
material is placed into, it gains the following benefits:
15-16 Alatreon Diretail (A,W)
Dual Blades. Demon/Archdemon Mode duration is
17-18 Alatreon Direwing (A,W) increased by 30 seconds.
Great Sword Guard grants a +4 AC bonus for the
19 Skyswayer (A,W)
duration of the turn it is used.
20 Azure Dragonsphire (A,W) Hunting Horn. Melodies duration is increased by 1
minute.
Insect Glaive. Kinsects Essence duration is increased by
ARMOR MATERIAL EFFECTS 1 minute.
Alatreon Mantle Lance Powerguard grants a +4 AC bonus for the duration
Blightproof. While wearing this armor you are immune to of the turn it is used.
blight spells, spell like abilities, and conditions. Switch Axe. Coat Weapon duration is increased by 1
minute.
Alatreon Riptalon Tonfas. Earth Style. weapon damage die is increased to a
Evasion+. You gain a +1 bonus to all saving throws and you d10.
have advantage on Dexterity saving throws while you wear
this armor.
OTHER MATERIAL EFFECTS
Alatreon Pallium Elder Dragon Blood
While wearing this armor you can use an action to cast the Any rarity weapon upgrade material.
control weather spell from it. Once used, you can't use this
property again for 1 week. Elder Dragon Bone
Any rarity armor upgrade material.
Alatreon Diretail
Iron Wall+. You have a +3 bonus to your armor class while
you wear this armor.
61
Alatreon Material Bonus
When a character has two adult alatreon materials
socketed into their equipment they gain the
Alatreon Divinity bonus. When they have three
tempered alatreon materials socketed into their
equipment they gain the Alatreon Divinity+ bonus.
Alatreon Divinity. When you deal cold, fire, or
lightning damage, the damage die is increased by 1
size.
Alatreon Divinity+. You gain the benefits of the
first alatreon divinity and you have resistance to
cold, fire, and lightning damage.
62
Amatsumagatsuchi (Amatsu) upward and automatically miss. (Magic arrows,
The Amatsumagatsuchi, Amatsu for short, have a unique boulders hurled by Giants or siege engines, and similar
body structure. The head itself is quite small, though it is projectiles, are unaffected.) Creatures in Gaseous Form
adorned with massive golden horns, flanked by tendrils of can't pass through the barrier.
flesh. These horns show that nothing will attack Amatsu due Suppressed Power. The amatsu is unable to use its
to its sheer power. Amatsu's body is largely pale white in Grand Vortex Beam while it is above (90) half of its
color, and covered entirely in fins that stretch along all four maximum hit points.
limbs, which contribute to its ability to fly smoothly through
the air. From its back rise more pointed fins, whereas its Actions
underside is grey and scaled. When angered, red veins stand Multiattack. The amatsu makes one tail attack and one
out more prominently in its wing membranes, and when near bite attack. It can replace any of these attacks with a
death, its chest, horns and eyes shine with a faint golden water beam attack.
luminescence. Its control over storms surpasses even that of
Kushala Daora, this power comes from a unique jade colored Bite. Melee Weapon Attack. +12 to hit, reach 15 ft.,
organ called the "Storm Vesicle". one target. Hit: 19 (3d8 + 6) piercing damage.
This organ stores large amounts of water and is how Tail. Melee Weapon Attack. +12 to hit, reach 20 ft., one
Amatsu is able to produce its terrifying storms. Its most target. Hit: 28 (4d10 + 6) bludgeoning damage. On hit,
deadly form of attack is a massive beam of wind and water the target must make a DC 21 Strength saving throw
fired from its mouth; when the beam hits the ground, it or be knocked prone.
releases a torrent of water on anything nearby the point of Water Beam. Range Weapon Attack. +6 to hit, reach
impact. Once an Amatsu dies, the storm it made will 150/600 ft., one target. Hit: 23 (5d8) cold damage.
dissipate within seconds. Showing this unique hard jade
colored organ has great power. Wind Vortex (Recharge 5-6). The amatsu conjures a
swirling vortex of hurricane winds centered on itself.
Living mainly in the sky and mountain tops, the Amatsu is Each creature within 100 feet of the amatsu must
a mainly passive Elder Dragon, but the frequency that it make a DC 20 Strength saving throw or are pulled 30
creates storms is dependent on its mood. It does not take feet towards the amatsu. A creature that is pulled
kindly to anything invading its airspace. When truly angered, within 30 feet of the amatsu or is already within that
it does not calm down easily. It is also known to take claim of range must make a DC 20 Strength saving throw or be
a resting ground for its territory going as far as chasing out thrown 130 feet straight up into the air on a failed
predators as powerful as groups of Zinogre if it wants their save, or half as high on successful one. If a thrown
home as its own. target strikes a solid surface upon landing, the target
takes 3 (1d6) bludgeoning damage for every 10 feet it
fell.
Amatsumagatsuchi Grand Vortex Beam (Recharge 6). The amatsu exhales
three high pressure beams of water in different
Gargantuan dragon (elder), unaligned
directions in front of it. Each beam is a 60-foot line
that is 5 feet wide. Each creature in a line must make a
Armor Class 17 (natural armor) DC 20 Dexterity saving throw, taking 82 (15d10) cold
Hit Points 181 (11d20+66) damage on a failed save, or half as much damage on a
Speed 0 ft., fly 60 ft. (hover) successful one.
Control Weather (1/day). The amatsu can alter the
STR DEX CON INT WIS CHA weather in a 6-mile radius centered on it. The amatsu
doesn't need to be outdoors; otherwise the effect is
23 (+6) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 17 (+3) identical to the control weather spell.
Saving Throws Dex +6, Con +12, Wis +8, Cha +9 Legendary Actions
Skills Acrobatics +6, Perception +8 The amatsu can take 3 legendary actions, choosing
Damage Immunities radiant from the options below. Only one legendary action
Condition Immunities charmed, exhaustion, frightened, option can be used at a time and only at the end of
prone another creature's turn. The amatsu regains spent
Senses blindsight 60 ft., darkvision 120 ft., passive legendary actions at the start of its turn.
Perception 18
Languages Draconic, Primordial Detect. The amatsu makes a Wisdom (Perception)
Challenge 17 (18,000 XP) Check.
Bite Attack. The amatsu makes a bite attack.
Legendary Resistance (2/Day). If the amatsu fails a
saving throw, it can choose to succeed instead. Whirlwind (Costs 3 Actions). The amatsu chooses 3
unoccupied 5-foot cubes within 5 feet of it. An
Wind Barrier. A barrier of strong wind surrounds the elemental force that resembles a dust devil appears in
amatsu in a 10-foot radius around it. The strong wind the cubes and they move in a straight line 60 feet away
keeps fog, smoke, and other gases at bay. Small or from the amatsu before dispersing. Each creature in
smaller flying creatures or Objects can't pass through one of the lines must make a DC 20 Strength saving
the barrier. Loose, lightweight materials brought into throw, taking 18 (4d8) force damage on a failed save
the barrier fly upward. Arrows, bolts, and other ordinary or half as much on a successful one.
projectiles launched at the amatsu are deflected
63
Amatsumagatsuchi -ing spells from it, using your spell save DC: dragon's
Challenge Rating 17 Carves 6 breath (cold) (1 rune), fog cloud (1 rune), gust of wind (2
runes), wind wall (3 runes) or, sleet storm (3 rune). The
Carve Chance Material Slots weapon regains 1d4 + 1 expended runes daily at dawn. If
1-2 Elder Dragon Blood (O) you expend the last rune it cannot regain any runes for one
week.
3-4 Elder Dragon Bone (O)
Storm Vesicle
5-8 Amatsu Carapace (A) Partbreaker+2. You deal an extra 1d8 weapon damage
9-11 Amatsu Pleura (W) when you critically hit with this weapon.
12-13 Storm Vesicle (A,W) Amatsu Webbing
Elderseal. A creature hit by this weapon cannot use an
14 Amatsu Webbing (A,W) action that has a recharge until the start of your next turn.
15 Amatsu Hardclaw (W) The creature can still roll to recharge its ability at the end
of its turn.
16-18 Amatsu Stormtail (A,W)
Amatsu Hardclaw
19 Amatsu Horn (A,W) Latent Power +1. When you are reduced to a quarter of
your maximum hit points for the first time in combat or at
20 Heavenly Dragongem (A,W) the start of your turn on the 10th round of combat,
whichever comes first, you gain the effects of the haste
spell for 1 minute. Once used, you must finish a short or
ARMOR MATERIAL EFFECTS long rest before you can use this property again.
Amatsu Carapace
When a ranged weapon attack hits you while wearing this Amatsu Stormtail
armor, you can use your reaction to reduce the damage by Your weapon deals an extra 1d8 radiant damage.
1d10 + your Dexterity modifier, provided that you have a Amatsu Horn
free hand. If you reduce the damage to 0, you can catch You gain a +2 bonus to your spell attack rolls and spell
the missile if it is small enough for you to hold in that save DC while attuned to this weapon. This bonus
hand. increases to +3 when the spell you are casting deals
Storm Vesicle thunder damage.
While you wear this armor, you can cast the levitate spell Heavenly Dragongem (Spellcaster only)
from it as an action at will, but can target only yourself While attuned to this weapon you can use an action to cast
when you do so. the control weather spell from it. Once used, you can't use
Amatsu Webbing this property again for 1 week.
Evasion. You have advantage on Dexterity saving throws
while you wear this armor. OTHER MATERIAL EFFECTS
Elder Dragon Blood
Amatsu Stormtail Any rarity weapon upgrade material.
You have advantage on saving throws against spells while
you wear this armor. Elder Dragon Bone
Amatsu Horn Any rarity armor upgrade material.
You have immunity to cold damage while you wear this
armor.
Heavenly Dragongem
Wind Barrier+. While you are attuned to this armor, you
can use an action to summon a wind barrier around you for
1 minute. While the barrier is active, you have three-
quarters cover against range attacks, resistance to
nonmagical ammunition, and disperse any fog like effect in
a 10-foot radius around you. Once used, you can't use this
property again until you finish a long rest.
64
Behemoth
The behemoth has a proportion of size, weight and speed The behemoth came from the entirely different world of
that can easily be described as nature-defying. The creature Eorzea and thus does not consider any habitat charted by the
is almost as big as the recently discovered Xeno'jiiva, Guild its home. The Elder's Recess of the New World is the
although it could move as fast as nergigante. It also has only locale the monster was ever known to prowl,
powerful horns and claws that while seemingly have no mostly because it is the site of its entry from the
special attribute to them, prove to be dangerous weapons anomalous occurrence that brought some Eorzean
when paired with their very muscular build. The combination creatures into the continent.
of these physical traits allows Behemoth to pull quick and In its home world, Behemoth is already
powerful attacks that cover a wide area in a continuous considered a powerful creature, often
streak; one reason why fighting the monster alone is heavily requiring the effort of a dozen or more
advised against. heroes with various unique and magical
The behemoth also has the ability to cast abilities to take down.
magical attacks that is rather unnatural even compared When it arrived in the Elder's Recess, it
to Elder Dragons. While fellow Elder Dragons commonly easily asserted itself as an unrivaled invader
generate, conduct or manipulate a specific substance or that could easily kill lesser monsters like
energy to produce powerful effects, dodogama with no effort and deter those
Behemoth seemingly conjure natural disasters fortunate enough to flee. Apparently, even
out of thin air: It can summon meteors, make Elder Dragons like nergigante, teostra, and
whirlwind to appear in a specific spot, make kushala daora are reluctant to be in the Elder's
lighting strikes and most infamously, summon a Recess during the beast's time there. Behemoth
titanic mass of rock from the sky to easily thus made itself a threat to all life in the New World,
destroy would be-opponents, a move called so much in fact that the Commission deemed made
"Ecliptic Meteor". However the Ecliptic it a priority target. It is almost a mandate for any
Meteor seems to be very self-destructive hunter not to tackle the creature alone, a degree
towards behemoth itself, as they can of caution reserved by the Guild for very few
die from using it too often or in creatures.
heavily wounded state. Either shocked for being transported into a different
Another unique trait of behemoth world or because of its natural mentality, behemoth has no
is its ability to develop "Enmity" tolerance towards Hunters, and will show almost immediate
towards a foe, which basically aggression, possibly because the creature also bear terrible
makes behemoth more focused relations with humanoids back in its original world.
and determined in a fight. Little else is known of the creature's behavior
This will be indicated with as there was but one case when it was
the behemoth's eye turning witnessed to attack another
red and the body gaining monster in Recess, and it was
reddish hue. However, left to be ambiguous if the
it is a double-edged attack was done out of
sword as in this predatory or territorial
state, behemoth behavior.
could not heed
proper attention
to multiple
opponent,
making it
vulnerable
to flanking
attacks.
65
Behemoth Tail. Melee Weapon Attack. +16 to hit, reach 20 ft., one
target. Hit: 26 (4d8 + 8) bludgeoning damage. If the
Gargantuan monstrosity (elder), Chaotic Evil
target is a creature, it must succeed on a DC 20 Strength
Armor Class 22 (natural armor) saving throw or be knocked prone.
Hit Points 462 (25d20 + 200) Thunderbolt. The behemoth magically creates two bolts
Speed 40 ft., burrow 30 ft. of lightning, each of which can strike a target the
behemoth can see within 120 feet of it. A target must
make a DC 22 Dexterity saving throw, taking 31 (9d6)
STR DEX CON INT WIS CHA lightning damage on a failed save, or half as much
27 (+8) 14 (+2) 27 (+8) 16 (+3) 18 (+4) 22 (+6) damage on a successful one.
Comet (Recharge 5-6). The behemoth conjures a 10-foot
Saving Throws Str +16, Con +16, Wis +12, Cha +14 wide, 10-foot tall chunk of burning rock from the sky
Skills Athletics +16, Investigation +12, Perception, +12 that strikes a location it can see within 120 feet of it.
Damage Resistances fire, thunder; bludgeoning, piercing, Each creature within a 30-foot radius of the impact must
and slashing from nonmagical Attacks make a DC 22 Dexterity saving throw, taking 33 (6d10)
Senses truesight 120 ft., passive Perception 22 bludgeoning damage and 33 (6d10) fire damage on a
Languages Abyssal, Deep Speech, Infernal failed save, or half as much on a successful one.
Challenge 27 (105,000 XP) Upon impact the comet becomes part of the
environment, any creature that was directly under the
Apocalypse. The behemoth can only use its Ecliptic comet's impact pushed 5 feet out of the comet's space
Meteor if it is below one-quarter of its maximum hit into an unoccupied space of the creature's choice. If no
points (112), or if it has used Comet action three times unoccupied space is within range, the creature instead
in the same battle. falls is restrained (Escape DC 20) under the comet,
taking 11 (2d10) fire damage at the start of each of its
Enmity. As a bonus action, the behemoth chooses a turns while restrained in this way.
creature that dealt damage to it since the start of its last Ecliptic Meteor (1/day). The behemoth summons an
turn, that it can see. That creature is marked. The enormous magic circle in the sky. From it a massive 30-
behemoth has advantage on attack rolls against the foot wide meteor begins to fall from the sky. At the
marked creature and can't mark another creature for 1 beginning of the behemoth's next turn, even if it dies,
minute, until it drops to 0 hit points, or falls the meteor hits the ground in the location the behemoth
unconscious. Additionally attack rolls made against the summoned it from. Each creature, besides the
behemoth by any creature other than the marked behemoth, within a 300-foot sphere of the meteor's
creature have advantage while it remains marked. impact point must make a DC 22 Dexterity saving throw.
Legendary Resistance (3/Day). If the behemoth fails a On a failed save, the creature takes 58 (9d12) fire
saving throw, it can choose to succeed instead. damage plus 65 (10d12) thunder damage and they are
pushed 25 feet away from the meteor location. On a
Magic Resistance. The behemoth has advantage on saving successful save the creature takes half damage and is not
throws against spells and other magical effects. pushed back.
Siege Monster. behemoth deals double damage to A creature that has full cover from the meteor, takes no
objects and structures. damage and it is not knocked back.
All comets, trees, rocks, and smaller covers are
Actions destroyed with 300 feet of the meteor's impact.
Multiattack. The behemoth makes three attacks: one with
its horn, one with its tail, and one with its claw.
Legendary Actions
The behemoth can take 3 legendary actions, choosing
Frightful Presence. Each creature of the behemoth's from the options below. Only one legendary action
choice that is within 120 feet of the behemoth and option can be used at a time and only at the end of
aware of it must succeed on a DC 22 Wisdom saving another creature's turn. The behemoth regains spent
throw or become frightened for 1 minute. A creature can legendary actions at the start of its turn.
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature's Tail Attack. The behemoth makes one tail attack.
saving throw is successful or the effect ends for it, the Charybdis. The behemoth targets a creature within 120
creature is immune to the behemoth's Frightful Presence feet of it. Magical winds begin to swirl around the
for the next 24 hours. creature. At the end of the creature's next turn, a small 5
Claw. Melee Weapon Attack. +16 to hit, reach 15 ft., one foot wide, 10 foot tall tornado appears under them.
target. Hit: 15 (2d6 + 8) slashing damage. On a hit or The tornado lasts for 1 minute, heavily obscures the
miss, flames erupt from the ground and the target must area it is in, and a creature that starts its turn or enters a
make a DC 22 Dexterity saving throw, taking 27 (5d10) space within 10 feet of the tornado must make a DC 22
fire damage on a failed save. Strength saving throw or be pushed back 10 feet and
knocked prone.
Horns. Melee Weapon Attack: +16 to hit, reach 10 ft.,
one target. Hit: 30 (4d10 + 8) piercing damage. Thunderbolt (Costs 2 Actions). The behemoth uses
thunderbolt.
66
Behemoth Behemoth Tail
When you attack a creature with a ranged spell attack and
Challenge Rating 27 Carves 8 roll a 20 on the attack roll, you can cast fireball as a bonus
Carve Chance Material Slots action using a 3rd level or higher spell slot. The spell must
be centered on the creature you hit with the ranged spell
1-5 Behemoth Bone (A,W) attack.
6-9 Behemoth Mane (A,W) Behemoth Great Horn (Insect Glaive)
10-12 Behemoth Shearclaw (A,W) Dragon Soul. Your kinsect takes on the characteristics of a
dragon and your kinsect attacks deal an extra 1d12
13-16 Behemoth Tail (A,W) bludgeoning damage.
17-19 Behemoth Great Horn (A,W) Aetheryte Shard (Sorcerer & Wizard only)
While attuned to this weapon you know the meteor swarm
20 Aetheryte Shard (A,W) spell. If you already know this spell, the DC of this spell
increases by 3.
ARMOR MATERIAL EFFECTS
Behemoth Bone
When you take damage while wearing this armor, at the
start of your next turn this set of armor casts the mage
armor spell on you. Once this property has been used, it
cannot be used again until the next dawn.
Behemoth Mane
This armor has 3 runes, which it regains daily at dawn.
While wearing this armor, you can
expend 1 rune as an action to call down a
10-foot tall comet (AC 15, 30 hit points) in an
unoccupied space within 30 feet of you.
Behemoth Shearclaw
You have advantage on Constitution saving throws to
maintain concentration while you wear this armor.
Behemoth Tail
You have immunity to lightning damage and you cannot be
paralyzed while you wear this armor.
Behemoth Great Horn
Wind Barrier+. While you are attuned to this armor, you
can use an action to summon a wind barrier around you for
1 minute. While the barrier is active, you have three-
quarters cover against range attacks, resistance to
nonmagical ammunition, and disperse any fog like effect in
a 10-foot radius around you. Once used, you can't use this
property again until you finish a long rest.
Aetheryte Shard
As a bonus action, you can utter a vow of enmity against a
creature you can see within 10 feet of you. You gain
advantage on attack rolls against the creature and
disadvantage on attack rolls against other creatures for 1
minute, until it drops to 0 hit points, or falls unconscious.
67
Ceadeus
Ceadeus are giant sea dwelling Elder Dragons that have only
been recently discovered. Older Ceadeus individuals are
called Goldbeard Ceadeus. It is said that Ceadeus and Jhen
Mohran share the same common ancestor. Ceadeus is up to
5837.2cm in length. Ceadeus has a special relationship with
an algae, which is the reason why it has its beard. It farms for
the algae with its beard and uses the glow from the luminous
bacteria as a form of photosynthesis.
With this algae, Ceadeus can spend longer times under the
depths without having to come up for air. When it needs air, it
will swim up with a burst of speed and jump out of the water
for a breath. It is estimated a Ceadeus can hold its breath for
about several months. Ceadeus has powerful fins and a tail
fin designed for swimming in the sea with both power and
grace. The horns of a Ceadeus never stop growing, and at
times, the Elder Dragon will grind them against the seafloor,
with enough force to produce earthquakes and tsunamis.
It is believed that this behavior resulted in the destruction
of an island on at least one occasion. Throughout their years,
Ceadeus are able to use an organ called the Luminous
Organ. This organ is used to help farm the algae it uses to
breathe. The luminous bacteria on its body reacts to the
organ by reflecting the light.
The Ceadeus is known to be a rather peaceful creature
until provoked. It won't take notice of adventurers until it is
greatly damaged by them. If Ceadeus is provoked, it'll try to
kill its enemy with its immense strength.
Ceadeus Actions
Gargantuan dragon (elder), unaligned Multiattack. The ceadeus makes one tail attack and one
bite attack.
Armor Class 15 (natural armor)
Hit Points 604 (31d20+279) Bite. Melee Weapon Attack. +16 to hit, reach 10 ft., one
Speed 0 ft., swim 60 ft. target. Hit: 21 (4d6 + 7) piercing damage.
Tail. Melee Weapon Attack. +16 to hit, reach 20ft., one
target. Hit: 25 (4d8 + 7) bludgeoning damage.
STR DEX CON INT WIS CHA
Hydropump (Recharge 5-6). The ceadeus releases a high
25 (+7) 10 (+0) 28 (+9) 9 (-1) 11 (+0) 10 (+0) pressure stream of water in a 120-foot line that is 10
feet wide. Each creature in that line must make a DC 17
Saving Throws Dex +9, Int +8, Wis +9, Cha +9 Dexterity saving throw, taking 72 (16d8) cold damage
Damage Immunities fire; bludgeoning, piercing, and on a failed save, or half as much damage on a successful
slashing from nonmagical weapons one.
Damage Resistances acid, cold, poison, thunder;
bludgeoning, piercing, and slashing from magical Legendary Actions
weapons The ceadeus can take 3 legendary actions, choosing from
Condition Immunities charmed, frightened, paralyzed, the options below. Only one legendary action option can
poisoned, prone be used at a time and only at the end of another
Senses blindsight 120 ft., passive Perception 10 creature's turn. The ceadeus regains spent legendary
Languages Draconic actions at the start of its turn.
Challenge 26 (90,000 XP)
Detect. The ceadeus makes a Wisdom (Perception)
Legendary Resistance (3/Day). If the ceadeus fails a saving check.
throw, it can choose to succeed instead. Tail Attack. The ceadeus makes one Tail attack.
Magic Resistance. The ceadeus has advantage on saving Torpedo (Costs 2 Actions). The ceadeus swims up to its
throws against spells and other magical effects. swim speed, during this move it may swim through other
Siege Monster. The ceadeus deals double damage to creatures without provoking attacks of opportunity. Any
objects and structures. creature the ceadeus moves through must succeed on a
DC 17 Dexterity saving throw or take 21 (4d6 + 7)
bludgeoning damage and be knocked prone.
68
Ceadeus Deep Dragongem (Druid, Sorcerer, Warlock, & Wizard only)
This weapon has 10 runes. While holding it, you can use an
Challenge Rating 26 Carves 9 action to expend 1 or more of its runes to cast one of the
Carve Chance Material Slots following spells from it, using your spell save DC: cone of
cold (5 runes), fog cloud (1 runes), ice storm (4 runes), or
1-3 Ceadeus Scale (A,W) wall of ice (4 runes).
4-5 Ceadeus Hide (A,W) The weapon regains 1d6 + 4 expended runes daily at
dawn. If you expend the last rune, roll a d20. On a 1. the
6 Luminous Organ (A) weapon cannot regain any runes for 1 week.
7-10 Crooked Horn (A,W)
11-14 Ceadeus Fur (A)
15-19 Ceadeus Tail (W)
20 Deep Dragongem (A,W)
69
Chameleos A Chameleos's Lair
Chameleos's body is covered by a purple and white hide, and The Forest-Dwelling Chameleos very rarely share their
its head ends with a protruding horn at the tip of its nose. Its territory with other dragons. With its ability to become
eyes are similar to a real life chameleon's; large and orb-like, invisible at will, it steals the treasures from anything that
with the ability to control eye movement individually. The attempts to invade and take over. A chameleos lair is
long and elastic tongue can extend to grasp and steal items sometimes confused with a green dragon's lair due to both of
from a distance. Its wings are a purple color with a grayish them having a perpetual fog hanging in the air, the chameleos
white membrane, and are used for flight and controlling the carrying a sweeter whiff of its poison mist. Tiny mushrooms,
direction of its poison fog. Chameleos's large tail is known as toadstool, litter the ground releasing poisonous
reminiscent of a leaf and has a curled, spiraling tip. spores at the slightest touch. Growing bigger as you deeper
Chameleos are different from other Elder Dragons, as they into the forest.
are not nearly as "elegant" in their appearance as other Elder At the center of the forest, the chameleos chooses a grove
Dragon species. Chameleos have a number of biological typically covered in mushrooms. The tree lining the grove is
adaptations that make them extremely unique. Most notably sparse, allowing the chameleos to move freely in and out. A
is the Chameleos's trademark camouflage mechanism. Each hole has been dug out in the middle and has been filled with
species of Chameleos has a different way of camouflaging the treasures the chameleos has gathered from lost folk,
itself. By generating a weak electric current in its skin that adventurers, and anything else it has stolen in its travels
interacts with the mist it can breathe, the Elder Dragon can
bend light around itself, rendering it effectively invisible. LAIR ACTIONS
Some Chameleos use special ore to enable their camouflage. On initiative count 20 (losing initiative ties), the chameleos
Chameleos have independently moving eyeballs that protrude takes a lair action to cause one of the following effects; the
from the sides of its head to create a wider field of vision. dragon can't use the same effect two rounds in a row:
Chameleos have several nasty defenses should it ever come
under attack. They possess an extremely strong poison, The Chameleos exhales a thick fog from its lungs filling
which can be released from its mouth at will and often the area. The fog is a 60-foot-radius, 30-foot-high cylinder
whipped into a thick cloud by the dragon's wings. Some centered on the chameleos, spreads around corners, and
Chameleos also possess an extra vocal cord paralysis poison its area is heavily obscured. The fog lasts for 1 minute,
in their acid globs. Finally, it can exhale large amounts of until a wind of moderate or greater speed (at least 10
mist to further hinder the vision of hunters, allowing it to miles per hour) disperses it, or when the chameleos dies.
either make a swift getaway or launch a surprise attack with While the chameleos remains in this fog, it can use its
ease. Invisible Passage as a free action at the end of its turn
Chameleos are ambush hunters, waiting patiently for prey Poisonous mist billows around one creature the
to pass by while they blend perfectly into their surroundings. chameleos can see within 120 feet of it. The creature
Chameleos can and will eat almost anything, and can use must succeed on a DC 15 Constitution saving throw or be
different tactics to take down varying sizes of prey. Should its poisoned until initiative count 20 on the next round.
prey be a Neopteron such as a Vespoid, Altaroth, Bnahabra, Chameleos causes 8 small poisonous mushrooms to grow
or Konchu it will simply snatch it out of the air using its long in unoccupied spaces that it chooses within the lair. While
sticky tongue. If it is a supply camp, it'll steal with each the mushrooms are heavily obscured they are considered
opportunity it gets. invisible. A creature that enters a space that the poisonous
Chameleos are very intelligent creatures. They will wait mushrooms occupy must make a DC 17 Constitution
patiently at a spot of importance such as a water source or saving throw, taking 11 (3d6) poison damage and become
natural crossroads, waiting for prey to pass by. Chameleos poisoned for 1 minute on a failed save, or half as much
are well known for stealing items from adventurers. damage and are not poisoned on a successful one. A
Chameleos do this in order for the adventurers to lose creature can repeat the saving throw at the end of each of
motivation in hunting them down. its turns, ending the poison on itself on a success.
70
Chameleos Horn. Melee Weapon Attack. +10 to hit, reach 10 ft., one
target. Hit: 21 (3d10 + 5) piercing damage.
Huge dragon (elder), unaligned
Tongue Lash. Melee Weapon Attack. +10 to hit, reach 15
Armor Class 16 (natural armor) ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.
Hit Points 178 (17d12 + 68) On hit, if the target has an object in at least one hand,
Speed 40 ft., fly 80 ft. they must make a DC 15 Strength saving throw or have
the object swallowed by the chameleos. If the chameleos
takes 30 damage in one turn, it regurgitates all
STR DEX CON INT WIS CHA swallowed objects in a 5 foot area adjacent to it.
21 (+5) 14 (+2) 18 (+4) 16 (+3) 15 (+2) 14 (+2) Poison Spit. Range Weapon Attack. +10 to hit, range
30/120 ft., one target. Hit: 10 (3d6) poison damage. On
hit, a poisonous cloud appears in a 5-foot-radius, 10-
Saving Throws Dex +7, Con +9, Wis +7, Cha +7 foot-high cylinder centered on the target that lasts for
Skills Perception +7 24 hours or until strong wind disperses the cloud. On a
Damage Immunities poison miss, the cloud appears in an area adjacent to the target.
Condition Immunities poisoned A creature that starts its turn in the cloud or moves
Senses blindsight 60 Ft., darkvision 120 ft., passive through it for the first time must make a DC 17
Perception 17 Constitution saving throw, taking 7 (2d6) poison
Languages Draconic damage and become poisoned for 1 minute on a failed
Challenge 14 (11,500 XP) save. On a successful save the creature takes half
damage and is not poisoned.
Elder Sight. Magical Darkness doesn't impede the
chameleos's darkvision. Poison Mist (Recharge 5-6). The chameleos exhales a
poisonous mist in a 60-foot cone. Each creature in that
Legendary Resistance (3/Day). If the chameleos fails a area must make a DC 17 Constitution saving throw,
saving throw, it can choose to succeed instead. taking 54 (12d8) poison damage on a failed save, or half
as much damage on a successful one. The Mist lingers
Chameleon Skin. The chameleos has advantage on until the start of the chameleos next turn. A creature that
Dexterity (Stealth) checks made to hide. starts its turn in the mist or moves through it for the first
Silent Step. While invisible, as a bonus action, the time on a turn must make a DC 17 Constitution saving
chameleos teleports up to 30 feet to an unoccupied throw, taking 28(8d6) poison damage and become
space. poisoned for 1 minute on a failed save. On a successful
save the creature takes half damage and is not poisoned.
Actions Invisible Passage. The chameleos magically turns invisible
Multiattack. The chameleos makes three attacks: two until it attacks or casts a spell, or until its concentration
with its horn and one with its tongue lash attack. It can ends (as if concentrating on a spell). While invisible, the
replace any of these attacks with a poison spit attack. chameleos leaves no physical evidence of its passage, so
it can be tracked only by magic.
71
Chameleos WEAPON MATERIAL EFFECTS
Challenge Rating 14 Carves 4 Chameleos Webbing
While attuned to this weapon, you know the poison spray
Carve Chance Material Slots cantrip. If you already know the cantrip it deals one extra
1-2 Elder Dragon Bone (O) die of damage.
72
Tempered Chameleos Tongue. Melee Weapon Attack. +11 to hit, reach 15 ft.,
one target. Hit: 15 (3d6 + 5) bludgeoning damage. On
Huge dragon (elder), unaligned
hit, if the target has an object in at least one hand, they
must make a DC 15 Strength saving throw or have the
Armor Class 18 (natural armor) object swallowed by the chameleos. If the chameleos
Hit Points 200 (16d12 + 96) takes 30 damage in one turn, it regurgitates all
Speed 40 ft., fly 80 ft. swallowed objects in a space adjacent to it.
Poison Fountain (Must be in fog). The chameleos looks up
STR DEX CON INT WIS CHA and exhales three poison balls into the air, each of which
can strike a target within the fog cloud. A target must
21 (+5) 14 (+2) 22 (+6) 17 (+3) 16 (+3) 15 (+2) make a DC 20 Constitution saving throw, or be poisoned
for 1 minute on a failed save, or half as much damage on
Saving Throws Dex +8, Con +12, Wis +9, Cha +8 a successful one. While poisoned in this way, the
Skills Perception +9, Stealth +8 creature takes 17 (5d6) poison damage at the start of
Damage Immunities cold, poison each of its turns. A creature may repeat its saving throw
Condition Immunities poisoned at the end of its turn, ending the poison on a success.
Senses blindsight 120 Ft., darkvision 120 ft., passive Poison Ring (Recharge 5-6). The chameleos flies 15 feet
Perception 19 into the air without provoking opportunity attacks and
Languages Draconic exhales poisonous gas that spreads across the ground in
Challenge 19 (22,000 XP) a 30-foot radius centered directly below the chameleos.
Each creature in that area must make a DC 20
Blinding Panic. When the chameloes is invisible and is Constitution saving throw, taking 28 (8d6) poison
blinded by a flash bomb or other effect, it panics and damage and be poisoned for 1 minute on a failed save,
loses concentration. While the chameloes is blinded, it is or half as much damage and isn't poisoned on a
unable to use its Invisible Passage. successful one. While poisoned in this way, the creature
takes 17 (5d6) poison damage at the start of each of its
Chameleon Skin. The chameleos has advantage on turns. A creature may repeat its saving throw at the end
Dexterity (Stealth) checks made to hide. of its turn, ending the poison on a success.
Deadly Poison. Poison damage dealt by the chameleos, Invisible Passage. The chameleos magically turns invisible
including poison damage a creature takes at the start of until it attacks or casts a spell, or until its concentration
its turn from the poisoned condition, bypasses a ends (as if concentrating on a spell). While invisible, the
creature's resistance to poison damage and deals half chameleos leaves no physical evidence of its passage, so
damage to creatures that are immune to poison damage. it can be tracked only by magic.
Elder Dragon Sight. Magical darkness doesn't impede the
chameleos's darkvision. Legendary Actions
Innate Spellcasting. The chameleos can innately cast the The chameleos can take 3 legendary actions, choosing
fog cloud spell at 3rd-level at will. It doesn't need to from the options below. Only one legendary action
concentrate on the spell, but when recast, the previous option can be used at a time and only at the end of
fog cloud dissipates. another creature's turn. The chameleos regains spent
legendary actions at the start of her turn.
Legendary Resistance (3/Day). If the chameleos fails a
saving throw, it can choose to succeed instead. Attack (2/round). The chameleos attacks with its tongue
or tail.
Silent Step. While invisible, as a bonus action, the
chameleos teleports up to 30 feet to an unoccupied Transparent. The chameleos uses its invisible passage.
space. Mist (Costs 2 Actions). The chameleos casts the fog
Actions cloud spell at 3rd-level.
Multiattack. The chameleos makes two attacks with its Poison Breath (Costs 3 Actions) The chameleos exhales
horn or two attacks with its claws. poisonous gas in a 90-foot line that is 5-feet wide. Each
creature in that area must succeed on a DC 20
Claw. Melee Weapon Attack. +11 to hit, reach 5 ft., one Constitution saving throw, taking 14 (4d6) poison
target. Hit: 15 (3d6 + 5) slashing damage. damage and be poisoned for 1 minute on a failed save,
or half as much damage and isn't poisoned on a
Horn. Melee Weapon Attack. +11 to hit, reach 10 ft., one successful one. While poisoned in this way, the creature
target. Hit: 21 (3d10 + 5) piercing damage. takes 17 (5d6) poison damage at the start of each of its
Tail. Melee Weapon Attack. +11 to hit, reach 10 ft., one turns. A creature may repeat its saving throw at the end
target. Hit: 21 (3d10 + 5) bludgeoning damage and the of its turn, ending the poison on a success.
target and each Medium or smaller creature adjacent to
the target must succeed on a DC 19 Strength saving
throw, or be pushed 10 feet away from the chameleos
and knocked prone.
73
Tempered Chameleos T.Chameleos Claw (Ranged weapon only)
Challenge Rating 19 Carves 4 Deadeye+. Your weapon's normal attack range is doubled.
Carve Chance Material Slots TC.Deadly Poison Sac
(Druid, Sorcerer, Warlock & Wizard only)
1-2 Elder Dragon Bone (O)
This weapon has 10 runes While holding this weapon, you
3-4 Elder Dragon Blood (O) can use an action to expend 1 or more of its runes to cast
one of the following Spells from it, using your spell save
5-8 T.Chameleos Speckled Hide (A,W) DC: dragon's breath (poison) (1 rune), fog cloud (1 rune),
9-11 T.Chameleos Wing (A,W) darkvision (2 runes), invisibility (2 runes) or, stinking cloud
(3 rune). The weapon regains 1d4 + 1 expended runes
12-13 T.Chameleos Claw (A,W) daily at dawn. If you expend the last rune it cannot regain
14 TC.Deadly Poison Sac (A,W) any runes for one week.
74
Dalamadur
The Dalamadur has a snake-like face, with bright red eyes,
numerous fangs, and many hook-like spikes along its body
which start out clustered around its head and neck, and
becoming more spread out along its long body, with a small
cluster near the tip of its tail, which is topped with a pair of
red barbs that it can rattle in a manner similar to
rattlesnakes. Its chest has glowing vents, which huff steam.
Its face and tail will also glow red when in its Raged state.
Dalamadur are quite aggr- -essive in nature, willing to
destroy adventurers at all cost. Dalamadur can easily
destroy whole mountains with their coils and cause
pieces of rumble to fall from them. For unknown
reasons, large numbers of Dalamadur are known
to rise from underground during certain times of
the year.
75
.
Dalamadur
Challenge Rating 18 Carves 6
Carve Chance Material Slots
1-2 Elder Dragon Bone (O) Dalamadur Steel
Blast Coat. This material provides one of the following
3-4 Elder Dragon Blood (O) weapon properties depending on which weapon it is
placed in:
5-6 Dalamadur Glaive (W)
7-8 Dalamadur Gazer (A) (Heavy Bowgun) Your cluster ammo deals an extra 2d6
fire damage.
9-10 Dalamadur Steel (A,W) (Bow) Your blast coating deals an extra 1d6 fire damage.
11 D.Vortex Bone (A,W) D.Vortex Bone
12 Dalamadur Pectus (A,W) Critical Eye. Your weapon attacks critical hit range is
increased by 1.
13 Dalamadur Talon (W)
Dalamadur Pectus
14-15 Dalam Tail Scale (A,W) Elderseal. A creature hit by this weapon cannot use an
16-17 Dalam Tail Shell (W) action that has a recharge until the start of your next turn.
The creature can still roll to recharge its ability at the end
18-19 Dalamadur Fanblade (W) of its turn.
20 Skyblade Gem (A,W) Dalamadur Talon (Bladed Weapon only)
Honed Blade. This weapons damage die is increased by 1
size up to a maximum of a d10. A d6 becomes a d8, and a
ARMOR MATERIAL EFFECTS d8 becomes a d10.
Dalamadur Gazer
Guts+. When you are reduced to 0 hit points but not killed Dalam Tail Scale (Spellcaster only)
outright, you can drop to 1 hit point instead. Once you use You know the melf's minute meteors spell while attuned to
this property, you can’t use it again until you finish a long this weapon. If you already know the spell, you cast it as if
rest. it was one level higher than the spell slot you use.
Dalam Tail Shell
Dalamadur Steel This weapon has 3 runes which are regained daily at dawn.
While wearing this armor you have resistance to poison Once per turn when you hit a creature with this weapon
damage. You can also communicate with snakes and you can expend a rune to have the target make a DC 17
snake-like creatures as though you shared a language. Wisdom saving throw or become frightened of you for 1
D.Vortex Bone minute. A creature may repeat its saving throw at the end
While you are attuned to this armor, you can use an action of its turn, ending the effect on a successful save.
to speak its command word to cast the polymorph spell Dalamadur Fanblade
from it and turn into a giant constrictor snake (MM p.324) At the start of your turn if a creature is grappled or
that resembles the dalamadur. Once used, this property restrained by you, that creature takes 1d6 bludgeoning
can't be used again until the next dawn. damage.
Dalamadur Pectus Skyblade Gem
You cannot be paralyzed while you wear this armor. This weapon has 3 runes which are regained daily at dawn.
Dalam Tail Scale As an action you can expend a rune to have the target
Iron Wall. You have a +2 bonus to your armor class while make a DC 17 Charisma saving throw or become charmed
you wear this armor. by you as if you cast the charm person spell.
Skyblade Gem
You have resistance to cold and fire damage while you OTHER MATERIAL EFFECTS
wear this armor. Elder Dragon Blood
Any rarity weapon upgrade material.
WEAPON MATERIAL EFFECTS Elder Dragon Bone
Dalamadur Glaive Any rarity armor upgrade material.
Siege. This weapon deals double damage to objects and
structures.
76
Shah Dalamadur
Shah dalamadur is the undisputed apex predator of its Shah dalamadur sports a lighter, sand-colored hide with red-
habitat. Although its diet is unknown, it is almost certainly orange spines after molting out of their old skin. After
carnivorous, and herbivorous monsters such as aptonoth, molting, shah dalamadur have no control over their
conga, and rhenoplos would be easy prey. Given its incredible metabolism, meaning their body temperature will constantly
size, predators such as tigrex, deviljho, stygian zinogre, azure change. When cold, a shah dalamadur's hide can repel most
rathalos, rajang and even the infamous shagaru magala attacks. When hot, the hide of a shah dalamadur is
would most likely avoid the beast at all costs. vulnerable to most attacks. From their body temperature
Shah dalamadur are far more aggressive than any mere constantly changing, shah dalamadur are able to perform an
dalamadur due to them being in a sort of defenseless state ability never seen before by a normal dalamadur. Shah
after molting. dalamadur are able to burn the very ground with their
powerful heated metabolism through just about any part of
their body that is heated. This heat can leave behind
powerful flames with just a single touch.
77
Shah Dalamadur Bite. Melee Weapon Attack. +18 to hit, reach 15 ft., one
target. Hit: 31 (4d10 + 9) piercing damage, and the
Gargantuan dragon (elder), unaligned
target must make a DC 27 Constitution saving throw,
taking 28 (8d6) poison damage on a failed save, or half
Armor Class 23 (natural armor) as much damage on a successful one.
Hit Points 594 (29d20 + 290)
Speed 60 ft., burrow 60 ft., climb 60 ft. Tail. Melee Weapon Attack. +18 to hit, reach 25 ft., one
target. Hit: 27 (4d8 + 9) piercing damage.
Constrict. Melee Weapon Attack: +14 to hit, reach 10 ft.,
STR DEX CON INT WIS CHA one creature. Hit: 31 (4d12 + 5) bludgeoning damage,
20 (+5) 28 (+9) 30 (+10) 26 (+6) 21 (+5) 20 (+5) and the target is grappled (escape DC 22). Until this
grapple ends, the creature is restrained, and the shah
dalamadur can't constrict another target.
Saving Throws Str +14, Wis +14 Cha +14
Skills Perception +23, Stealth +18 Frightful Presence. Each creature of the shah dalamadur's
Damage Resistances fire, poison choice that is within 120 feet of the shah dalamadur and
Condition Immunities charmed, frightened, paralyzed aware of it must succeed on a DC 22 Wisdom saving
Senses truesight 120 ft., passive Perception 33 throw or become frightened for 1 minute. A creature can
Languages Common, Deep Speech, Draconic, Sylvan, repeat the saving throw at the end of each of its turns,
Telepathy 120 ft. ending the effect on itself on a success. If a creature's
Challenge 30 (155,000 XP) saving throw is successful or the effect ends for it, the
creature is immune to the shah dalamadur's Frightful
Aggressive. As a bonus action, the shah dalamadur can Presence for the next 24 hours.
move up to its speed toward a hostile creature that it can Rattle. Using the hypnotic sounds from the rattle on its
see. tail, the shah dalamadur chooses one humanoid it can
see within 30 feet of it must succeed on a DC 22
Legendary Resistance (3/Day). If the shah dalamadur fails a Wisdom saving throw or be magically charmed for 1 day.
saving throw, it can choose to succeed instead. The charmed target obeys the shah dalamadur spoken
Magic Resistance. The shah dalamadur has advantage on and telepathic commands. If the target suffers any harm
saving throws against spells and other magical effects. from the dalamadur or another creature or receives a
suicidal command from the shah dalamadur, the target
Siege Monster. The shah dalamadur deals double damage can repeat the saving throw, ending the effect on itself
to objects and structures. on a success. If a target's saving throw is successful, or if
Uncontrolled Metabolism. The shah dalamadur have no the effect ends for it, the creature is immune to the shah
control over their metabolism. At the start of its turn roll dalamadur's Fiendish Charm for the next 24 hours. A
a d4; creature that is Deafened is immune to this effect.
On a 1-2, Fire Breath (Recharge 5-6). The shah dalamadur exhales
The shah dalamadur overheats and gains the following fire in a 90-foot cone. Each creature in that area must
benefits and loses any benefits it had from the make a DC 27 Dexterity saving throw, taking 88 (16d10)
previous turn: fire damage on a failed save, or half as much damage on
Fire Aura. At the start of each of the shah dalamadur's a successful one.
turns, each creature within 10 feet of it takes 14 (4d6)
fire damage, and flammable objects in the aura that Legendary Actions
aren't being worn or carried ignite. A creature that The shah dalamadur can take 3 legendary actions,
touches the shah dalamadur or hits it with a melee choosing from the options below. Only one legendary
attack while within 5 feet of it takes 14 (4d6) fire action option can be used at a time and only at the end
damage. of another creature's turn. The shah dalamadur regains
Burn. When the shah dalamadur hits a creature with a spent legendary actions at the start of its turn.
bite attack, tail attack, or with its constrict; that
creature begins to burn, taking 5 (1d10) fire damage Squeeze. The shah dalamadur makes a constrict attack.
at the start of each of its turns until a creature takes an Rattle (Costs 2 Actions). The shah dalamadur uses its
action to douse the fire. Rattle.
On a 3-4,
The shah dalamadur cools to almost freezing Meteor (Costs 3 Actions). The shah dalamadur opens its
temperatures and gains the following benefit and loses mouth and magically creates three swirling balls of blue
any benefits it had from the previous turn: fire, launching them into the sky, each of which can
Frozen Hide. The shah dalamadur hide repels most strike a different target the shah dalamadur can see
attacks. It has resistance to all damage except psychic within 120 feet of it. A target must make a DC 22
Dexterity saving throw, taking 31 (7d8) lightning
Actions damage on a failed save, or half as much damage on a
successful one.
Multiattack. The shah dalamadur can use its frightful
presence. It then makes two attacks: one with its bite
and one with its tail. It can't make both attacks against
the same target.
78
Shah Dalamadur WEAPON MATERIAL EFFECTS
Challenge Rating 30 Carves 9 S.Dalamadur Glaive
Awaken+. When this material is placed in a weapon that
Carve Chance Material Slots does not deal cold, fire, lightning, necrotic, or thunder
1-2 Elder Dragon Blood x2 (O) damage, it rolls two extra damage die when it hits. For
example a shortsword now rolls 3d6 and a greatsword
3-4 Elder Dragon Bone x2 (O) deals 4d6.
5-6 S.Dalamadur Glaive (A,W) S. Dalamadur Gazer. (Ranged weapon only)
7-8 S.Dalamadur Gazer (A,W) Bonus Shot. When you take the attack action, you can
make one additional attack with this weapon as a bonus
9-10 S.Dalamadur Steel (A,W) action.
11 S.Vortex Bone (A,W) S.Dalamadur Steel
At the start of your turn if a creature is grappled or
12 S.Dalamadur Pectus (A,W) restrained by you, that creature takes 2d6 bludgeoning
13 S.Dalamadur Ripper (W) damage.
14-15 S.Dalam Tail Scale (A,W) S.Vortex Bone (Hammer only)
Punish Draw+. All creatures hit by your hammer's mighty
16-17 S.Dalam Tail Shell (W) weapon make their saving throw at disadvantage.
18-19 S.Dalamadur Fanblade (W) S.Dalamadur Pectus
Amplify. The elemental damage done by your weapon is
20 Skyblade Dragon Sapphire (A,W)
increased by one die size and the duration of consumables
is increased by 50%.
ARMOR MATERIAL EFFECTS S.Dalamadur Ripper (Bladed Weapon only)
S.Dalamadur Glaive Honed Blade+. This weapons damage die is increased by 1
Pack Rat. While you are attuned to this armor, your party size up to a maximum of a d12. A d6 becomes a d8, a d8
can gather double the normal number of resources becomes a d10, a d10 becomes a d12.
available on a hunt.
S.Dalam Tail Scale (spellcaster only)
S.Dalamadur Gazer You know the melf's minute meteors spell while attuned to
Guts+2. When you are reduced to 0 hit points but not this weapon. If you already know the spell, you cast it as if
killed outright, you can drop to 1 hit point instead. Once it was three levels higher than the spell slot you use.
you use this property, you can’t use it again until you finish S.Dalam Tail Shell
a short or long rest. This weapon has 3 runes which are regained daily at dawn.
S.Dalamadur Steel Once per turn when you hit a creature with this weapon
Nimbleness. You have advantage on Dexterity (Acrobatics) you can expend a rune to have the target make a DC 21
checks and Dexterity saving throws while you wear this Wisdom saving throw or become frightened of you for 1
armor. Also when you are subjected to an effect that minute. A creature may repeat its saving throw at the end
allows you to make a dexterity saving throw to take only of its turn, ending the effect on a successful save.
half damage, you instead take no damage if you succeed S.Dalamadur Fanblade
on the saving throw, and only half damage if you fail. Brutality. Your weapon attacks critical hit range is
S.Vortex Bone increased by 2 and you deal an extra 1d10 damage when
While you are attuned to this armor, you can use an action you critically hit with this weapon.
to speak its command word to cast the polymorph spell Skyblade Dragon Sapphire
from it and turn into a giant constrictor snake (MM p.324) This weapon has 3 runes which are regained daily at dawn.
that resembles the dalamadur. You can use this property As an action you can expend a rune to have the target
twice, regaining all expended uses when you finish a long make a DC 21 Charisma saving throw or become charmed
rest. by you as if you cast the charm person spell.
S.Dalamadur Pectus
Wellness. While wearing this armor, you cannot be OTHER MATERIAL EFFECTS
unwillingly put to sleep, poisoned, paralyzed, or stunned. Elder Dragon Blood
Any rarity weapon upgrade material.
S.Dalam Tail Scale
Iron Wall+. You have a +3 bonus to your armor class while Elder Dragon Bone
you wear this armor. Any rarity armor upgrade material.
Skyblade Dragon Sapphire
You have immunity to cold and fire damage while you wear
this armor.
79
Dire Miralis
Dire Miralis is a very large, semi-aquatic Elder Dragon. Its
body structure is reminiscent of Fatalis, with relatively short Dire Miralis
Gargantuan dragon (elder), unaligned
limbs and a long tail and neck. Its body is filled with a
magma-like substance which pools at the base of the tail, the
chest, and at each shoulder. Each of these pools directs Armor Class 18 (natural armor)
magma flow to certain parts of the body. On its back are a Hit Points 155 (10d20+50)
pair of wing-like appendages. Seemingly useless in terms of Speed 30 ft., swim 30 ft.
flight, these "wings" feature cannon-like chutes which can
extrude globules of magma, both as a means of defense and STR DEX CON INT WIS CHA
as a way to jettison excess magma. Dire Miralis head features
a frill-like structure and an upturned snout. 24 (+7) 16 (+3) 21 (+5) 12 (+1) 15 (+2) 9 (-1)
Due to the hot fluids inside of Dire Miralis, an intense heat
is known to come from its body, boiling any sources of water Saving Throws Wis +6, Cha +3
around it. This intense heat can easily wipe out all living Damage Immunities fire
creatures within Dire Miralis's range. Condition Immunities frightened
Interestingly, long after a Dire Miralis dies, its heart Senses blindsight 120 ft., passive Perception 12
continues to beat even if removed--just as legend states. It is Languages Draconic
Challenge 11 (7,200 XP)
said that Dire Miralis can regenerate its whole body with its
heart alone, and that Dire Miralis is even immortal. Legendary Resistance (2/Day). If the dire miralis fails a
Dire Miralis is extremely hostile to all living things and can saving throw, it can choose to succeed instead.
destroy an entire ecosystem just from its intense heat. A Dire
Miralis actually destroyed the Tainted Sea and killed all living Magma Armor. When the dire miralis is below half of its
things in the area, filling the water with blood, until it was maximum hp, its body cools and AC increases by +4.
driven off in ancient times. This monster is one that many Siege Monster. The dire miralis deals double damage to
hunters don't live to tell about. objects and structures.
Actions
Multiattack. The dire miralis makes two attacks: two
with its claws, or two with its magma glob attack.
Claw. Melee Weapon Attack. +11 to hit, reach 5 ft., one
target. Hit: 25 (4d8+7) slashing damage.
Magma Glob. Range Weapon Attack. +7 to hit, reach
80/320 ft., one target. Hit: The target and the space it
is in, are covered in lava, taking 27 (5d10) fire damage.
The space is covered in lava for 24 hours before
cooling. Any creature that starts its turn or enters the
space for the first time, takes 11 (2d10) fire damage.
On a miss, an unoccupied space within 5 feet of the
target is covered in lava. The lava ignites flammable
objects in the area that aren't being worn or carried.
Crush. The dire miralis slams its body on the ground in
a 40-foot square in front of it. Each creature in that
areas must succeed on a DC 19 Strength or Dexterity
saving throw (target's choice) or be knocked prone and
take 18 (4d8) bludgeoning damage + 18 (4d8) fire
damage. On a successful save, the creature takes only
half the damage, isn't knocked prone, and is pushed 5
feet out of the dire miralis's space into an unoccupied
space of the creature's choice. If no unoccupied space
is within range, the creature instead falls prone in the
dire miralis's space.
Greater Fireball (Recharge 5-6). The dire miralis exhales
a massive fireball within 150 feet of its location. Each
creature in a 25-foot radius Sphere centered on that
point must make a DC 17 Dexterity saving throw. A
target takes 38 (11d6) fire damage on a failed save, or
half as much damage on a successful one.
80
Dire Miralis Miralis Smelter
This weapon has 3 runes that it regains daily at dawn.
Challenge Rating 11 Carves 6 When you hit a creature with this weapon, you can expend
Carve Chance Material Slots a rune to have it make a DC 15 Wisdom saving throw. On
a failed save, the target has disadvantage on all attack rolls
1-4 Miralis Scale (A,W) against targets other than you until the end of your next
turn.
5-7 Miralis Fireback (A)
Miralis Hellwing (Spellcaster only)
8-9 Miralis Fireclaw (W) This weapon has 7 runes. While holding it, you can use an
10 Gushing Magma (A) action to expend 1 or more of its runes to cast the fireball
spell (save DC 15) from it. For 1 rune, you cast the 3rd-
11-13 Immortal Heart (A,W) level version of the spell. You can increase the spell slot
14-15 Miralis Smelter (W) level by one for each additional rune you expend.
This weapon regains 1d6 + 1 expended runes daily at
16-17 Miralis Hellwing (A,W) dawn. If you expend the weapon's last rune, roll a d20. On
18-19 Miralis Evil Eye (A,W) a 1, the runes cannot recharge for a week.
Miralis Evil Eye
20 Dire Dragongem (W)
Elderseal. A creature hit by this weapon cannot use an
action that has a recharge until the start of your next turn.
ARMOR MATERIAL EFFECTS The creature can still roll to recharge its ability at the end
Miralis Scale of its turn.
Current Resist. While wearing this armor you are Dire Dragongem
unaffected by the waters current, natural or magical, unless Latent Power +1. When you are reduced to a quarter of
you otherwise choose to be. your maximum hit points for the first time in combat or at
the start of your turn on the 10th round of combat,
Miralis Fireback whichever comes first, you gain the effects of the haste
Windproof. Spells you cast such as fog cloud, can no spell for 1 minute. Once used, you must finish a short or
longer be dispersed by wind, magical or otherwise while long rest before you can use this property again.
you wear this armor.
Gushing Magma
Earplugs. While you are attuned to this armor, you can use
a bonus action to conjure two earplugs in the shape of
your choice. While using these earplugs, you are
considered deafened and you have advantage on saving
throws against thunder damage. You can dispel the ear
plugs as a bonus action ending the deafened effect.
Immortal Heart
When you are below half of your maximum hit points, you
can use your bonus action to increase your AC by 2 for 1
minute. Once you use this feature, you cannot use it again
until you complete a short or long rest.
Miralis Hellwing
You have resistance to fire damage while you wear this
armor.
Miralis Evil Eye
Rock Steady. While wearing this armor, you can't be
unwillingly knocked prone and you ignore effects like the
kushala daora and amatsu's wind barrier.
81
Tempered Dire Miralis Crush. The dire miralis slams its body on the ground in
a 40-foot square in front of it. Each creature in that
Gargantuan dragon (elder), unaligned areas must succeed on a DC 21 Strength or Dexterity
saving throw (target's choice) or be knocked prone and
take 18 (4d8) bludgeoning damage plus 22 (5d8) fire
Armor Class 18 (natural armor)
damage. On a successful save, the creature takes only
Hit Points 214 (13d20 + 78)
half the damage, isn't knocked prone, and is pushed 5
Speed 30 ft., swim 30 ft.
feet out of the dire miralis's space into an unoccupied
space of the creature's choice. If no unoccupied space
STR DEX CON INT WIS CHA is within range, the creature instead falls prone in the
dire miralis's space.
24 (+7) 16 (+3) 23 (+6) 12 (+1) 15 (+2) 9 (-1)
Greater Fireball (Recharge 5-6). The dire miralis exhales
a massive fireball within 150 feet of its location. Each
Saving Throws Con +12, Wis +8, Cha +5 creature in a 25-foot-radius sphere centered on that
Damage Resistances bludgeoning, piercing, and point must make a DC 20 Dexterity saving throw. A
slashing damage from nonmagical attacks target takes 63 (18d6) fire damage on a failed save, or
Damage Immunities fire half as much damage on a successful one.
Condition Immunities frightened
Senses blindsight 120 ft., passive Perception 12 Legendary Actions
Languages Draconic
Challenge 18 (20,000 XP) The dire miralis can take 3 legendary actions, choosing
from the options below. Only one legendary action
Legendary Resistance (2/Day). If the dire miralis fails a option can be used at a time and only at the end of
saving throw, it can choose to succeed instead. another creature's turn. The dire miralis regains spent
legendary actions at the start of its turn.
Magma Armor. When the dire miralis is below half of its
maximum hp, its body cools and AC increases by +5. Move. The dire miralis moves up to its speed without
provoking opportunity attacks.
Siege Monster. The dire miralis deals double damage to
objects and structures. Tremor. The dire miralis stomps on the ground sending
a tremor out in a 60-foot radius around it. Each
Actions creature other than the dire miralis on the ground in
that area must succeed on a DC 21 Dexterity saving
Multiattack. The dire miralis makes two claw attacks. Or throw or be knocked prone.
it makes two magma glob attacks.
Magma Attack (Costs 2 Actions). The dire miralis makes
Claw. Melee Weapon Attack. +13 to hit, reach 5 ft., one a magma glob attack.
target. Hit: 25 (4d8+7) slashing damage.
Magma Glob. Range Weapon Attack. +9 to hit, reach
80/320 ft., one target. Hit: 33 (6d10) fire damage and
the space it is in, is covered in lava for 24 hours before
cooling. On a miss, an unoccupied space within 5 feet
of the target is covered in lava. The lava ignites
flammable objects in the area that aren't being worn or
carried and creatures that starts its turn in the lava or
enters the space for the first time on a turn, takes 11
(2d10) fire damage.
82
T.Miralis Evil Eye
Tempered Dire Miralis Rock Steady. While wearing this armor, you can't be
Challenge Rating 18 unwillingly knocked prone and you ignore effects like the
Carves 6 kushala daora and amatsu's wind barrier.
Carve Chance Material Slots
WEAPON MATERIAL EFFECTS
1-4 T.Miralis Scale (A,W) T.Miralis Scale
Your weapon deals an extra 1d8 slashing damage.
5-7 T.Miralis Fireback (A)
8-9 T.Miralis Fireclaw (W) T.Miralis Fireclaw
Your weapon deals an extra 1d8 fire damage.
10 T.Gushing Magma (A)
T.Immortal Heart
11-13 T.Immortal Heart (A,W) Whenever you cast a spell of 1st-level or higher, lava
erupts from the ground around you. any creature within 5
14-15 T.Miralis Smelter (W) feet of you takes 9 (2d8) points of fire damage. Also when
16-17 T.Miralis Hellwing (A,W) you cast a spell that deals fire damage, it deals extra
damage equal to 2 times the spells level as fire damage.
18-19 T.Miralis Evil Eye (A,W)
T.Miralis Smelter
20 T.Dire Dragongem (W) This weapon has 4 runes that it regains daily at dawn.
When you hit a creature with this weapon, you can expend
a rune to have it make a DC 16 Wisdom saving throw. On
ARMOR MATERIAL EFFECTS a failed save, the target has disadvantage on all attack rolls
T.Miralis Scale against targets other than you until the end of your next
Current Resist. While wearing this armor you are turn.
unaffected by the waters current, natural or magical, unless
you otherwise choose to be. T.Miralis Hellwing (Spellcaster only)
This weapon has 7 runes. While holding it, you can use an
T.Miralis Fireback action to expend 1 or more of its runes to cast the fireball
Windproof. Spells you cast such as fog cloud, can no spell (save DC 16) from it. For 1 rune, you cast the 3rd-
longer be dispersed by wind, magical or otherwise while level version of the spell. You can increase the spell slot
you wear this armor. level by one for each additional rune you expend. This
weapon regains 1d6 + 1 expended runes daily at dawn. If
T.Gushing Magma
you expend the weapon's last rune, roll a d20. On a 1, the
HG Earplugs. While you are attuned to this armor, you can
runes cannot recharge for a week.
use a bonus action to conjure two earplugs in the shape of
your choice. While using these earplugs, you can only hear T.Miralis Evil Eye
creatures you choose to be able to hear and you have Elderseal. A creature hit by this weapon cannot use an
advantage on saving throws against thunder damage. action that has a recharge until the start of your next turn.
The creature can still roll to recharge its ability at the end
T.Immortal Heart
of its turn.
When you are below half of your maximum hit points, you
can use your bonus action to increase your AC by 3 for 1 T.Dire Dragongem
minute. Once you use this feature, you cannot use it again Latent Power +2. When you are reduced to a half of your
until you complete a short or long rest. maximum hit points for the first time in combat or at the
start of your turn on the 10th round of combat, whichever
T.Miralis Hellwing
comes first, you gain the effects of the haste spell for 1
You have immunity to fire damage while you wear this
minute. Once used, you must finish a short or long rest
armor.
before you can use this property again.
83
Archtempered Dire cooling. On a miss, an unoccupied space within 5 feet of
the target is covered in lava. The lava ignites flammable
Miralis objects in the area that aren't being worn or carried and
creatures that starts its turn in the lava or enters the
Gargantuan dragon (elder), unaligned space for the first time on a turn, takes 11 (2d10) fire
damage.
Armor Class 20 (natural armor)
Crush. The dire miralis slams its body on the ground in a
Hit Points 437 (25d20 + 175)
40-foot square in front of it. Each creature in that areas
Speed 30 ft., swim 30 ft.
must succeed on a DC 23 Strength or Dexterity saving
throw (target's choice) or be knocked prone and take 18
STR DEX CON INT WIS CHA (4d8) bludgeoning damage plus 31 (7d8) fire damage.
On a successful save, the creature takes only half the
24 (+7) 16 (+3) 25 (+7) 12 (+1) 15 (+2) 9 (-1) damage, isn't knocked prone, and is pushed 5 feet out of
the dire miralis's space into an unoccupied space of the
Saving Throws Con +15, Int +9, Wis +10, Cha +7 creature's choice. If no unoccupied space is within range,
Damage Resistances bludgeoning, piercing, and slashing the creature instead falls prone in the dire miralis's
damage from nonmagical attacks space.
Damage Immunities fire Greater Fireball (Recharge 5-6). The dire miralis exhales a
Condition Immunities charmed, frightened massive fireball within 150 feet of its location. Each
Senses blindsight 120 ft., passive Perception 12 creature in a 25-foot-radius sphere centered on that
Languages Draconic point must make a DC 23 Dexterity saving throw. A
Challenge 26 (90,000 XP) target takes 77 (22d6) fire damage on a failed save, or
half as much damage on a successful one.
Legendary Resistance (4/Day). If the dire miralis fails a
saving throw, it can choose to succeed instead. Legendary Actions
Magic Resistance. The dire miralis has advantage on The dire miralis can take 3 legendary actions, choosing
saving throws against spells and other magical effects. from the options below. Only one legendary action
option can be used at a time and only at the end of
Magma Armor. When the dire miralis is below half of its another creature's turn. The dire miralis regains spent
maximum hp, its body cools and AC increases by +6. legendary actions at the start of its turn.
Siege Monster. The dire miralis deals double damage to Move. The dire miralis moves up to its speed without
objects and structures. provoking opportunity attacks.
Actions Tremor. The dire miralis stomps on the ground sending a
tremor out in a 60-foot radius around it. Each creature
Multiattack. The dire miralis makes two claw attacks. Or it
other than the dire miralis on the ground in that area
makes two magma glob attacks.
must succeed on a DC 23 Dexterity saving throw or be
Claw. Melee Weapon Attack. +15 to hit, reach 15 ft., one knocked prone.
target. Hit: 25 (4d8+7) slashing damage. Magma Attack (Costs 2 Actions). The dire miralis makes a
Magma Glob. Range Weapon Attack. +11 to hit, reach magma glob attack.
80/320 ft., one target. Hit: 38 (7d10) fire damage and
the space it is in, is covered in lava for 24 hours before
84
Archtempered Dire Miralis AT.Miralis Evil Eye
Challenge Rating 26 Carves 6 Rock Steady. While wearing this armor, you can't be
unwillingly knocked prone and you ignore effects like the
Carve Chance Material Slots kushala daora and amatsu's wind barrier.
1-4 AT.Miralis Scale (A,W)
5-7 AT.Miralis Fireback (A) WEAPON MATERIAL EFFECTS
AT.Miralis Scale
8-9 AT.Miralis Fireclaw (W) Your weapon deals an extra 1d10 slashing damage.
10 AT.Gushing Magma (A) AT.Miralis Fireclaw
11-13 AT.Immortal Heart (A,W) Your weapon deals an extra 2d6 fire damage.
14-15 AT.Miralis Smelter (W) AT.Immortal Heart
Whenever you cast a spell of 1st-level or higher, lava
16-17 AT.Miralis Hellwing (A,W) erupts from the ground around you. any creature within 10
feet of you takes 9 (2d8) points of fire damage. Also when
18-19 AT.Miralis Evil Eye (A,W)
you cast a spell that deals fire damage, it deals extra
20 AT.Dire Dragongem (W) damage equal to 2 times the spells level as fire damage.
AT.Miralis Smelter
This weapon has 5 runes that it regains daily at dawn.
ARMOR MATERIAL EFFECTS
When you hit a creature with this weapon, you can expend
AT.Miralis Scale
a rune to have it make a DC 17 Wisdom saving throw. On
Current Resist. While wearing this armor you are
a failed save, the target has disadvantage on all attack rolls
unaffected by the waters current, natural or magical, unless
against targets other than you until the end of your next
you otherwise choose to be.
turn.
AT.Miralis Fireback AT.Miralis Hellwing (Spellcaster only)
Windproof. Spells you cast such as fog cloud, can no This weapon has 8 runes. While holding it, you can use an
longer be dispersed by wind, magical or otherwise while action to expend 1 or more of its runes to cast the fireball
you wear this armor. spell (save DC 17) from it. For 1 rune, you cast the 3rd-
AT.Gushing Magma level version of the spell. You can increase the spell slot
HG Earplugs. While you are attuned to this armor, you can level by one for each additional rune you expend. This
use a bonus action to conjure two earplugs in the shape of weapon regains 1d6 + 2 expended runes daily at dawn. If
your choice. While using these earplugs, you can only hear you expend the weapon's last rune, roll a d20. On a 1, the
creatures you choose to be able to hear and you have runes cannot recharge for a week.
advantage on saving throws against thunder damage. AT.Miralis Evil Eye
AT.Immortal Heart Elderseal. A creature hit by this weapon cannot use an
When you are below half of your maximum hit points, you action that has a recharge until the start of your next turn.
can use your bonus action to increase your AC by 4 for 1 The creature can still roll to recharge its ability at the end
minute. Once you use this feature, you cannot use it again of its turn.
until you complete a short or long rest. AT.Dire Dragongem
AT.Miralis Hellwing Latent Power +2. When you are reduced to a half of your
You have immunity to fire damage while you wear this maximum hit points for the first time in combat or at the
armor. start of your turn on the 10th round of combat, whichever
comes first, you gain the effects of the haste spell for 1
minute. Once used, you must finish a short or long rest
before you can use this property again.
85
A creepy light coming from its eyes invites those it stares at
Fatalis into its dark depths. The fluids are said to have no exact
In legend, it is said that all living things fear Fatalis, including weight. Its shell is impervious to strikes from weapons and
other Elder Dragons, such as Teostra and Lao-Shan Lung. All has terrifying power inside of it, which could be unleashed at
monsters are said to try to avoid Fatalis at all costs, leading to any time. The scariest part about this legend is that not only
some leaving areas altogether simply to avoid it. is its strength far beyond the ones from the other legends, but
The Fatalis is a powerful, unnatural beast. The Fatalis its body shows signs of possible regenerative powers. This
scales are extremely thick, while its shell is very durable. This means that this Fatalis may be able to regenerate after taking
is due to Fatalis melting the armor of its fallen prey on its large amounts of damage, just like Dire Miralis can
shell, increasing its protection against some attacks. Fatalis regenerate from its still beating heart. Thankfully, this legend
doesn't seem to have very good eyesight, though this may be hasn't been proven as of yet so the Guild has nothing to worry
partially be due to what its eyes are made of. Creepily, a about.
Fatalis's eyes are made out of crystals. How is unknown. One thing that all the legends share about Fatalis is its
Fatalis's wing membrane is flexible, but as hard as metal. equipment. This equipment is much more than what it
From this, Fatalis's wings don't break very easily, allowing it appears to be. When adventurers wear this monster's armor,
to fly at high speeds and support itself as it becomes they are known to disappear mysteriously without a trace or
airborne. Even on the ground, Fatalis is able to walk on all even die if the armor is worn for too long. Some who have
fours and rush prey at shocking speeds with sheer power worn the Fatalis's armor report having terrible nightmares,
behind its bulk. The most powerful feature is its powerful unsettling strength, and a feeling as if they were being
fiery breath. This fire is some of the strongest fire breath out possessed by something. They also report feeling a familiar
of all monsters and can kill most enemies almost instantly. pulse coming from the armor, a feeling as if their legs were
Recent encounters have revealed that Fatalis possess control taken from them. With some adventurers wearing the armor
over fire on par with Teostra and Lunastra. Its fire breath of the Black Flame, they report feeling as if their body was
extends well beyond the length and height of the already taken over while they were unconscious. It is said that this
large dragon. equipment might be alive, meaning that Fatalis might not
In some legends about the Fatalis, there is a legend known truly be dead. In Pokke Village, a giant black blade embedded
by some as the shifting scales of fate. This legend claims that in the ice is known to regenerate days after being mined
the Second Coming of Fatalis is infinite. The Fatalis in this once, which supports this claim that Fatalis is still alive.
legend is quite different from the Fatalis seen in the other Other Fatalis weapons also seem to suggest that Fatalis is
legends. This Fatalis is described to have six horns, a glowing still alive in some form. Some weapons despair eat at the
blue chest, a short mane in between its spikes, bizarre fluids user's hands while other weapons, when held, have hideous
flowing throughout its body, and the ability to shift its scales abyssal screams coming from them. Some weapons even
from black, red, or white. Each set of scales is said to grant have a thirst for blood. From this, it is said that it's best to not
the fatalis different abilities and protection. The most well use any equipment from Fatalis in any form at all.
known of these skills are the Black Flame and Crimson Fatalis is extremely hostile to all living things. It threatens
Demons breath that are said to combine the elements Fire the very existence of not only the Castle Schrade, but the very
and Death together, Despite both being combined together world around it. In legend, it is said Fatalis could scorch the
with the same elements, Each breath has a different element whole world with its flames in a few days, burning all lands to
that seems to overtake this Fatalis's body, allowing it to do a crisp. Due to this, the Guild will secretly send adventurers
things not seen in other legends. This Fatalis is said to be to hunt it down to prevent public panic. However, most
able to send monsters running with a single flap of its wings. adventurers never return. Due to many incidents surrounding
Schrade Kingdom and Fatalis, the Adventurer's Guild has
classified everything about both away from the public.
Fatalis's armor and quest are only allowed to those that have
proven they are quite credible.
86
Fatalis White Scales
Gargantuan dragon (elder), chaotic evil Emperor's Roar (Recharge 5-6). The fatalis calls down
a giant bolt of red lightning enveloping the area
Armor Class 22 (natural armor) around the fatalis with a bright red glow. Each creature
Hit Points 536 (29d20+232) in a 20-foot-radius, 100-foot-high cylinder centered
Speed 40 ft., fly 80 ft. on the ground below the fatalis must make a DC 24
Dexterity saving throw, taking 56 (16d6) lighting
damage plus 22 (5d8) fire on a failed save, or half as
STR DEX CON INT WIS CHA much damage on a successful one.
Claw. attack deals an additional 7 (2d6) lightning
28 (+9) 10 (+0) 26 (+8) 19 (+4) 17 (+3) 20 (+5) damage (not included in the attack action).
Damage Immunities. lightning, piercing
Saving Throws Dex +8, Con +16, Wis +11, Cha +13
Skills Insight +10, Intimidation +12, Perception +11 Actions
Damage Immunities determined by Shifting Scales Multiattack. The fatalis can use its Frightful Presence. It
Senses blindsight 60 ft., darkvision 120 ft., passive then makes three attacks: one with its bite and two with
Perception 21 its claws.
Languages Common, Draconic
Challenge 28 (120,000 XP) Frightful Presence. Each creature of the fatalis's choice
that is within 120 feet of the fatalis and aware of it must
Legendary Resistance (3/Day). If the fatalis fails a saving succeed on a DC 21 Wisdom saving throw or become
throw, it can choose to succeed instead. frightened for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect
Magic Resistance. The fatalis has advantage on saving on itself on a success. If a creature's saving throw is
throws against spells and other magical effects. successful or the effect ends for it, the creature is
Shifting Scales. The fatalis has three forms; black, immune to the fatalis's Frightful Presence for the next
crimson, and white. At the start of the fatalis turn its 24 hours.
scales shift, black to crimson, crimson to white, or white Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one
to black. The Fatalis loses its breath weapon, damage target. Hit: 25 (3d10 + 9) piercing damage.
immunities, and elemental damage from their bite or
claw attacks and gain the benefits below of its new scale Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one
color. Breath attacks all share the same recharge. target. Hit: 19 (3d6 + 9) slashing damage.
Black Scales Tail. Melee Weapon Attack: +17 to hit, 20 ft., one target.
Hit: 27 (4d8 + 9) bludgeoning damage.
Black Fire (Recharge 5-6). The fatalis exhales a black
flame in a 90-foot cone. Each creature in that area Fireball. The fatalis exhales a fireball radius within 120 ft
must make a DC 24 Dexterity saving throw, taking 55 of its location. Each creature in a 10-foot radius Sphere
(10d10) necrotic damage plus 28 (8d6) fire on a centered on that point must make a DC 24 Dexterity
failed save, or half as much damage on a successful saving throw. A target takes 31 (9d6) fire damage on a
one. failed save, or half as much damage on a successful one.
Bite. attacks deal an additional 11 (2d10) necrotic
damage (not included in the attack action). Legendary Actions
Damage Immunities. necrotic, bludgeoning The fatalis can take 3 legendary actions, choosing from
the options below. Only one legendary action option can
Crimson Scales be used at a time and only at the end of another
Crimson Demons Breath (Recharge 5-6). The fatalis creature's turn. The fatalis regains spent legendary
exhales flames mixed with necrotic energy in a 90- actions at the start of its turn.
foot line that is 10 feet wide. Each creature in that area Detect. The fatalis makes a Wisdom (Perception) check.
must make a DC 24 Dexterity saving throw, taking 54
(12d8) fire damage plus 28 (8d6) necrotic on a failed Tail Attack. The fatalis makes a tail attack.
save, or half as much damage on a successful one. Wing Attack (Costs 2 Actions). The dragon beats its wings.
Bite. attacks deal an additional 11 (2d10) fire damage Each creature within 15 feet of the fatalis must succeed
(not included in the attack action). on a DC 24 Dexterity saving throw or take 19 (3d6 + 9)
Damage Immunities. fire, slashing bludgeoning damage and be knocked prone. The fatalis
can then fly up to half its flying speed.
87
Fatalis At the start of each of your turns, you take 10 (1d20)
necrotic damage. This damage bypasses resistances and
Challenge Rating 28 Carves 9 immunities, and can't be reduced or avoided by any
Carve Chance Material Slots means.
While possessed, you cannot be grappled, stunned, or
1-2 Dark Stone (O) restrained.
You gain a +2 bonus to AC and you have advantage on
3-4 Fatalis B.Scale (A,W)
all saving throws.
5-6 Fatalis R.Scale (A,W) You cannot be healed by normal or magical means.
7-8 Fatalis W.Scale (A,W) When you are reduced to 0 hit points again, you
automatically fail 2 death saving throws and the
9-10 Fatalis Shell (A,W)
possession ends.
11-12 Fatalis Webbing (A,W)
13-14 Fatalis Fellwing (A,W) WEAPON MATERIAL EFFECTS
Fatalis B.Scale (Melee Weapon only)
15-16 Fatalis Cortex (A,W) When you attack a creature with this weapon and roll a 20
17-18 Fatalis Horn (A,W) on the attack roll, that target takes an extra 4d6 acid
damage. Then roll another d20. If you roll a 20, one of the
19-20 Fatalis Eye (A,W) target's limbs dissolves, with the effect of such loss
determined by the GM. If the creature has no limb to
dissolve, you dissolve a portion of its body instead.
ARMOR MATERIAL EFFECTS
Fatalis B.Scale Fatalis R.Scale
You have resistance to poison damage and immunity to While holding this weapon, you can use an action to speak
acid damage while you wear this armor. the weapon's command word and summon a fire
elemental and 1d4 magma mephits as if you had cast the
Fatalis R.Scale conjure elemental spell for each creature.
You have immunity to fire damage and you are immune to
the poisoned condition while you wear this armor. Fatalis W.Scale
This weapon has 5 runes that it regains daily at dawn.
Fatalis W.Scale When you hit a creature with this weapon you can expend
You have immunity to cold damage and you cannot be 1 rune to have the creature make a DC 21 Constitution
paralyzed while you wear this armor. saving throw. On a failed save, the target is chilled to the
Fatalis Shell bone for 1 minute. While chilled they have disadvantage
Evade Window+. This armor has 5 runes, and it regains on all attack rolls and ability checks, and their speed is
1d5 expended runes daily at dawn. When you fail a reduced by 10 feet. A creature may repeat its saving throw
Dexterity saving throw while wearing it, you can use your at the end of each of its turns, ending the effect on a
reaction to expend 1 of its runes to succeed on that saving success.
throw instead. Fatalis Shell
Fatalis Webbing Rapid Reload. You can reload as a free action while you are
Your Constitution score is 24 while you wear this armor. It attuned to this weapon. Additionally, when you make a
has no effect on you if your Constitution is already 24 or ranged weapon attack roll and roll a 20 for the attack roll,
higher. you can make one additional attack as a free action.
Fatalis Fellwing (Paladin & Cleric only) Fatalis Webbing
You may use your channel divinity feature one additional Critical Eye+2. Your weapon attacks critical hit range is
time between rests. increased by 3.
Fatalis Cortex Fatalis Fellwing
Stellar Hunter. You have advantage on Dexterity (Stealth), This weapon acts as an arcane focus for your spellcasting.
Intelligence (Investigation), Strength (Athletics), Wisdom While holding this weapon you can cast a spell of 4th level
(Insight), and Wisdom (Survival) checks. or lower that would normally take an action, as a bonus
action.
Fatalis Horn
Wellness. While wearing this armor, you cannot be Fatalis Cortex
unwillingly put to sleep, poisoned, paralyzed, or stunned. While holding this weapon, it creates an aura in a 10-foot
radius around you. You and all creatures friendly to you in
Fatalis Eye the aura have advantage on saving throws against spells
Dark Finale. When you are reduced to 0 hit points but not and other magical effects. If you have 17 or more levels in
killed outright, you can use your reaction to become the paladin class, the radius of the aura increases to 30
possessed by the Fatalis' evil energies and the following feet.
occurs:
Fatalis Horn
You heal to your maximum hit points. Blazing Majesty. As a bonus action you can activate this
Your eyes glow red, and an aura of black wisps weapons property known as Blazing Grace for 1 minute.
encompasses your body. While blazing grace is active, you gain the following
benefits:
88
You are immune to fire damage. CONSEQUENCES.
You can use an action to cast Melf's Minute Meteors
(DC 19) from the weapon at will, requiring no material The dark spirit in the trinket you were using escapes,
components. manifesting in the world. Cross off the Shadow Magic
Your weapons deal an extra 2d6 fire damage. option that was just used until the spirit is forced or
You can use the hammer's Mighty Weapon property convinced back into the trinket.
once with any weapon. Your eyes turn jet black. You have truesight out to 120
feet in dim light and darkness, but you see no color and
Once you use this property, you cannot use it again until are blinded by sunlight.
the next dawn. Your skin turns deathly pale or coal black (your choice)
and chill to the touch. You have immunity to cold
Fatalis Eye damage, but you have disadvantage on all social
Mind's Eye+. Your attacks with this weapon bypass the interaction checks. Additionally, the sun burns your skin,
damage resistances and immunities of any creature. you take 1d4 fire damage for every 10 minutes you are
in the sunlight.
OTHER MATERIAL EFFECTS You begin to suffer from dark and troubling dreams.
Dark Stone (Trinket only) When you take a long rest make a DC 10 Wisdom saving
When inserted into a trinket you begin to hear hushed throw. On a failed save you do not gain the benefits of a
voices coming from it. When you spend a few hours long rest and you suffer from nightmares that may reveal
staring into the trinket and listening to their whispers, a useful secret.
name someone you know but on whom you have never The spirits in the trinket take purchase in your soul.
used this power on before. Then, roll 2d6+2. Once a day the spirits can compel you to action as if by
the command spell. When they do, you must succeed
On a 10+, The trinket reveals a secret about them. on a DC 15 Wisdom saving throw. On a failed save, you
On a 7-9, As 10+, but you must first reveal a secret to the follow the spirits command. If you fail your saving throw
trinket about your hopes, fears, regrets, or desires. by 5 or more, you fall unconscious and spirits take
On a 6-, the trinket pries a secret from your mind. control of your body for 1d4 hours. When you wake up,
Each time the trinket reveals a secret, mark a box. you have no memory of what you did.
[ ][ ][ ][ ][ ]
When you mark the last box, you unlock the trinkets’
mysteries and can use Shadow Magic Cursed. This material is cursed. Attuning to it curses you
until you are targeted by the greater restoration or wish
spell. As long as you remain cursed, you are unwilling to
SHADOW MAGIC part with the trinket, keeping it on your person at all times.
When you hold the trinket and call on the shadows within, Once the curse is broken, you are no longer attuned to
choose one of the following as an action and roll 2d6+2: the trinket, you no longer suffer from any consequences,
and you can no longer attune to the trinket.
On a 10+, The magic is cast successfully.
On a 7-9, As a 10+, but you suffer one of the
consequences below of the GM choice, if they choose to
pick one.
On a 6-, The trinket ceases to function until it is caressed
by a dying breath.
ACTIONS.
You cloak yourself in shadows and silence for 1 minute,
as if by the invisibility and silence spells. Moving unseen
and unnoticed as long as you draw no attention to
yourself and avoid the sun or sacred light.
Name someone you know or to whom you have an
arcane link (hair, piece of clothing, etc.). For the next 24
hours you can see them, hear them, and whisper to
them as if from a nearby shadow.
Choose a creature you can see within 60 feet of you.
That creature must succeed on a DC 17 Strength saving
throw or be grappled by ensnaring shadows around
them. A creature grappled by the shadows can use its
action to make a contested Strength check against your
Intelligence (Athletics) check. On a success, it frees
itself.
89
Fatalis's Lair
Fatalis makes its lair in the courtyard of the ruins of Castle Fatalis rises onto its hindlegs and comes crashing down,
Schrade that was built during ancient times, a shadow of its causing a tremor in a 60-foot radius around it. Each
former glory. The area features blood red skies that have dark creature other than Fatalis on the ground in that area
hues, and swirls of purple clouds. must succeed on a DC 20 Dexterity saving throw or be
knocked prone.
Regional Effects The ground in a 20-foot-cubed area within 120 feet of
The region containing Fatalis’s lair is warped by the dragon’s fatalis explodes with hellfire and debris from below. Each
magic, which creates one or more of the following effects: creature in that area must succeed a DC 20 Dexterity
saving throw or take or take 10 (3d6) fire damage plus 10
Smoke blots out the sun within 6 miles of the lair. (3d6) bludgeoning damage.
Endemic life is exceedingly rare or not present within 1
mile of the lair.
Small earthquakes and forest fires are common within 6 Tempered Fatalis Loot Table
miles of Fatalis's lair. Tempered Fatalis uses the same loot table as the
original Fatalis.
If Fatalis dies, the smoke abate within 1d10 hours. Any forest
fires remain where they are until they die out.
Lair Actions
On initiative count 20 (losing initiative ties), Fatalis takes a
lair action to cause one of the following effects; Fatalis can't
use the same effect two rounds in a row:
Fatalis scorches the ground with its breath creating an
explosion in a 5-foot-wide line between two locations on
the ground that Fatalis can see. They must be within 120
feet of fatalis and 40 feet of each other. Each creature in
that line must succeed on a DC 20 Dexterity saving throw
or take 10 (3d6) fire damage plus 10 (3d6) bludgeoning
damage.
Tempered Fatalis
Gargantuan dragon (elder), chaotic evil
Saving Throws Str +19, Dex +9, Wis +16, Cha +16
Skills Insight +16, Intimidation +16, Perception +16
Damage Resistances cold, lightning, poison, thunder
Damage Immunities bludgeoning, piercing, and slashing
from nonmagical attacks
Condition Immunities charmed, frightened, petrified,
stunned
Senses blindsight 120 ft., darkvision 240 ft., passive
Perception 26
Languages Common, Draconic
Challenge 30 (155,000 XP)
90
Fireballs. The fatalis exhales three fireballs at different
Hellfire. Fire damage dealt by Fatalis bypasses fire points it can see within within 120 feet of its location.
resistance and deals half damage to creatures that are Each creature in a 10-foot radius Sphere centered on a
immune to fire damage. point must make a DC 27 Dexterity saving throw, taking
31 (9d6) fire damage on a failed save, or half as much
Legendary Resistance (3/Day). If Fatalis fails a saving damage on a successful one. A creature that is hit by
throw, it can choose to succeed instead. more than one fireball takes no additional damage, but
Magic Resistance. Fatalis has advantage on saving throws makes their saving throw at disadvantage.
against spells and other magical effects. Hellfire Breath (Recharge 6). The Fatalis exhales hellfire in
Mythic Creature. Fatalis counts as a number of creatures a 120-foot cone in front of it. Each creature in that area
equal to it's mythic multiplier (2) for the purposes of must make a DC 27 Dexterity saving throw, taking 91
determining combat encounters. The XP value for Fatalis (26d6) fire damage on a failed save, or half as much
is multiplied by it's mythic multiplier. damage on a successful one.
World Ender (Mythic Trait; Recharges after a Short or Long Legendary Actions
Rest). When Fatalis is reduced to 0 hit points, it doesn't
die or fall unconscious. Instead, Fatalis regains 700 hit The fatalis can take 3 legendary actions, choosing from
points and gains 200 temporary hit points. In addition it the options below. Only one legendary action option can
gains the following benefits and changes: be used at a time and only at the end of another
creature's turn. The fatalis regains spent legendary
Its Hellfire trait now bypasses a creature immunity and actions at the start of its turn.
resistance to fire damage.
It regains up to two expended legendary resistances Detect. Fatalis makes a Wisdom (Perception) check.
uses. Tail Attack. Fatalis makes a tail attack.
Creature's are no longer immune to Fatalis's Frightful
Presence, until they succeed on the saving throw or Trample (Costs 2 Actions). Fatalis moves up to its speed,
the effect ends again. Its Frightful Presence save DC is during this move it can move through other creatures
increased by 2. without provoking attacks of opportunity. Any creatures
When a creature makes a melee weapon attack against Fatalis moves through must succeed on a DC 27
Fatalis and misses by 5 or more, that creature Dexterity saving throw or take 32 (4d10 + 10)
becomes stuck to the Fatalis's chest. While stuck in bludgeoning damage and be knocked prone.
this way the creature is restrained (Escape DC 23). On Large Fireball (Costs 3 Actions). The fatalis exhales a
Fatalis's turn, if a creature is stuck to it, Fatalis can use monstrous sized fireball at a point it can see within
a bonus action to make a bite attack against the within 120 feet of its location. Each creature in a 20-
creature and throw it 15 feet away into an unoccupied foot-radius sphere centered on that point must make a
space. DC 27 Dexterity saving throw, taking 45 (13d6) fire
damage on a failed save, or half as much damage on a
Actions successful one.
Multiattack. The fatalis can use its Frightful Presence. It
then makes three attacks: one with its bite and two with Mythic Trait
its claws; or it uses its fireballs. When the Fatalis' mythic trait is activated, it takes flight,
without provoking attacks of opportunity, and hovers
Frightful Presence. Each creature of the fatalis's choice 600 feet above the ground before releasing a gout of
that is within 120 feet of the fatalis and aware of it must hellfire in a 600-foot line that is 10 feet wide. When the
succeed on a DC 24 Wisdom saving throw or become hellfire hit a creature or object it spreads out in a 150-
frightened for 1 minute. A creature can repeat the saving foot radius. A creature that starts its turn in the flames
throw at the end of each of its turns, ending the effect must make a DC 27 Dexterity saving throw, taking 22
on itself on a success. If a creature's saving throw is (4d10) fire damage on a failed saved or half as much
successful or the effect ends for it, the creature is damage on a successful one.
immune to the fatalis's Frightful Presence for the next On subsequent turns, while the Fatalis's temporary hit
24 hours. points are above 0, Fatalis can't move from the space it
Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one is in and must use its action to maintain the gout of
target. Hit: 26 (3d10 + 10) piercing damage. flames. As part of the same action Fatalis can change the
direction of the hellfire. When Fatalis's temporary hit
Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one points are reduced to 0, it flinches and the gout of
target. Hit: 20 (3d6 + 10) slashing damage. hellfire ends.
Tail. Melee Weapon Attack: +19 to hit, 20 ft., one target. On the Fatalis's 5th turn, if it is still exhaling hellfire, it
Hit: 28 (4d8 + 10) bludgeoning damage and the target must use its action to release one final empowered gout
must succeed on a DC 27 Strength saving throw or be of flames. Each creature in the flames area must make a
knocked prone. DC 27 Dexterity saving throw, taking 196 (56d6) fire
damage on a failed save, or half as much damage on a
successful one. The final gout of flames ignite flammable
objects in that area that aren't being worn or carried, and
it begins to melt all cover and parts of structures in the
flames area.
91
Gogmazios
Gogmazios is a massive Elder Dragon with a body structure Gogmazios has oil circulating throughout its body, while
similar in nature to that of Gore Magala and Shagaru Magala. some of the oil pours out of its body. The oil coming out of a
An adult Gogmazios is approximately 4920.5cm long and Gogmazios has impurities, such as waste or sweat, from its
standing at a height of about 1708.5cm. It has a large, heavy skin due to its diet.This oil is very sticky, attaching to anything
head with red eyes and rows of sharp teeth. Its wingarms that it touches. Inside some of the oil are objects that were
feature membranes that almost completely retract when not picked up by Gogmazios accidentally. These objects can be
in use, and its body is covered in thick, powerful scales, weapons, artifacts, arrows, and living organisms. Some of the
carapaces, and spines of an indigo coloration. Perhaps the oil has hardened on Gogmazios body, increasing the strength
most notable features of Gogmazios body are the ever- of its scales and shell, giving it better defense against
present covering of a sticky, tar-like substance which it uses potential threats. Also, found inside of its body and inside its
to incapacitate prey. It is unknown where Gogmazios exactly extra limbs are special organs that allow it to produce heated
lives but it is theorized by scholars that it comes from fire. Gogmazios uses this fire as a tool to ignite the oil and to
swamps along with some mountainous habitats. make its attacks deadlier than before. When greatly enraged,
Despite Gogmazios habitat being unknown, Gogmazios Gogmazios's body temperature will increase greatly, making
are known to feed sulfur, which can be found in gunpowder the oil it produces ignite faster and heat up faster without
and explosives. This was discovered after one raided much warning.
Dundroma's Weapon Warehouse for many years and was
seen feeding on the explosives. From this it can be assumed
that Gogmazios may also feed on ore though Gogmazios
hasn't been seen interacting with other monsters so this is Gogmazios
just a hypothesis by scholars. Gargantuan dragon (elder), unaligned
Gogmazios aren't the most aggressive Elder Dragons, but
certainly aren't harmless and will attack if threatened. Armor Class 20 (natural armor)
Gogmazios are known to hibernate underground for a very Hit Points 264 (16d20 + 96)
long period of time, spanning to a few years or even several Speed 40 ft., fly 80 ft.
decades, when it has obtained enough food, but waking up to
feed again when food is needed.
Unlike most other Elder Dragons, Gogmazios has an extra STR DEX CON INT WIS CHA
pair of limbs that allow it to walk better and allow it to walk 23 (+6) 10 (+0) 22 (+6) 10 (+0) 16 (+3) 14 (+2)
upright. These extra pairs of limbs even allow Gogmazios to
fly with its powerful wings. The wings of Gogmazios aren't Saving Throws Dex +6, Wis +9, Cha +8
tattered. The oil on its body has actually stuck the wings to its Damage Resistances fire
arms due to it hardening. When greatly angered, the heat will Senses darkvision 120 ft., passive Perception 13
cause the oil to evaporate from its wings and Gogmazios Languages Draconic
forces itself in the air to fly. Gogmazios don't fly easily and Challenge 19 (22,000 XP)
rarely ever fly.
Legendary Resistance (2/Day). If the gogmazios fails a
saving throw, it can choose to succeed instead.
Condition: Tarred Pitch. The gogmazios secretes tar from its body like
A creature, object, or area who is tarred is covered sweat. Every 10 feet the gogmazios moves, it leaves tar
in a dark brown or black viscous liquid. This liquid in an unoccupied 5-foot area. Each creature in that
sticks to anything it touches and is highly enters the area or starts its turn in that area must make
flammable. a DC 19 Strength saving throw, or become tarred.
A creature who is tarred is restrained, immune Combustible. A creature with the tarred condition takes
to being disarmed, and cannot use an object or an additional 11 (2d10) fire damage if the tarred
weapon not already in hand. condition ends from taking fire damage.
A tarred Object cannot be moved or used.
An area that is tarred is considered difficult Actions
terrain. Multiattack. The gogmazios can use its Frightful
The condition ends if a creature, object, or area Presence. It then makes three attacks: one with its tail
that has this condition takes fire damage. When and two with its claws. It can't make a tail attack
the condition ends in this way the creature, against the same target it used its claw attacks on.
object, or area ignites. Until a creature takes an
action to douse the fire , the target takes 5 Claw. Melee Weapon Attack. +12 to hit, reach 10 ft.,
(1d10) fire damage at the start of each of its one target. Hit: 13 (2d6 + 6) slashing damage plus 5
turns. (1d10) fire damage.
When an area ignites, any object or creature in Tail. Melee Weapon Attack. +12 to hit, reach 15 ft., one
that area also ignites. target. Hit: 24 (4d8 + 6) bludgeoning damage. and the
An area that ignites in this way burns for 1 target is tarred (escape DC 20).
minute.
92
Gogmazios Fortress
Bounty Hunter. Whenever you carve a creature of CR 5 or
Frightful Presence. Each creature of the gogmazios's higher, you can carve it two extra times. This property does
choice that is within 120 feet of the gogmazios and not stack with any other carve effect equipped by your or
aware of it must succeed on a DC 19 Wisdom saving others.
throw or become frightened for 1 minute. A creature
can repeat the saving throw at the end of each of its Gogmazios Offenders
turns, ending the effect on itself on a success. If a Evasion. You have advantage on Dexterity saving throws
creature's saving throw is successful or the effect ends while you wear this armor.
for it, the creature is immune to the gogmazios's Gogmazios Fiberwing
Frightful Presence for the next 24 hours. You have resistance to cold damage while you wear this
Breath Weapons (Recharge 5-6). The gogmazios uses armor.
one of the following breath weapons: Gogmazios Briartail
Fire Breath. The gogmazios exhales fire in a 90-foot Evade Extender (L). You have a +3 bonus to Dexterity
line that is 5-feet wide. Each creature in that area saving throws while you wear this armor.
must make a DC 20 Dexterity saving throw, taking Wartorn Dragonsphire
55 (10d10) fire damage on a failed save, or half as You have immunity to cold damage while you wear this
much damage on a successful one. armor.
Oil Breath. The gogmazios exhales tar in a 90-foot
cone. That area becomes tarred for one hour. Each WEAPON MATERIAL EFFECTS
creature in that enters the area or starts its turn in Gogmazios Battlement (Bladed Weapon)
that area must make a DC 20 Strength saving throw, Speed Sharpening. You can spend 1 minute sharpening a
or become tarred. bladed weapon. When you hit a creature for the first time
after sharpening it, the weapon deals its maximum
Legendary Actions piercing or slashing damage to the target.
The gogmazios can take 3 legendary actions, choosing
from the options below. Only one legendary action Gogmazios Fortress
option can be used at a time and only at the end of Elderseal. A creature hit by this weapon cannot use an
another creature's turn. The gogmazios regains spent action that has a recharge until the start of your next turn.
legendary actions at the start of its turn. The creature can still roll to recharge its ability at the end
of its turn.
Detect. The gogmazios makes a Wisdom (Perception) Gogmazios Offenders
check. Enlightened Blade. You have advantage on Intelligence
Tail Attack. The gogmazios makes a tail attack. (Arcana) checks and you increase any elemental damage
die your weapon deals by one size. IE: a d6 becomes a d8.
Wing Attack (Costs 2 Actions). The gogmazios beats its
wings. Each creature within 15 feet of the gogmazios Gogmazios Fiberwing
must succeed on a DC 21 Dexterity saving throw or Your weapon deals an extra 1d8 fire damage.
take 20 (4d6 + 6) bludgeoning damage and be Gogmazios Briartail
knocked prone. The gogmazios can then fly up to half Critical Eye+. Your weapon attacks critical hit range is
its flying speed. increased by 2.
Gogmazios Gasher
This weapon has 3 runes that it regains daily at dawn.
Gogmazios When you hit a creature with this weapon, you can expend
Challenge Rating 19 Carves 6 a rune to have it make a DC 17 Dexterity saving throw. On
a failed save, the target is tarred until they escape (DC 17)
Carve Chance Material Slots or until they take fire damage.
1-5 Gogmazios Battlement (A,W) Wartorn Dragonsphire
This material acts as a Rune material. When you hit a
6-9 Gogmazios Fortress (A,W) creature with this weapon, roll 5d8. If the creature's
10-11 Gogmazios Offenders (A,W) remaining hit points are below the number rolled, that
creature falls unconscious for 1 minute, until the creature
12 Gogmazios Fiberwing (A,W) takes damage, or until someone uses an action to shake or
slap the creature awake. Once the creature wakes up, they
13 Heavy Drakesbone Oil (O) are immune to this weapons effect for 24 hours.
14-16 Gogmazios Briartail (A,W)
OTHER MATERIAL EFFECTS
17-19 Gogmazios Gasher (W)
Heavy Drakesbone Oil
20 Wartorn Dragonsphire (A,W) This dark, thick, flammable oil. The oil can coat one
slashing or piercing weapon or up to 5 pieces of slashing
or piercing Ammunition. Applying the oil takes 1 minute.
ARMOR MATERIAL EFFECTS For 1 hour, the coated item is magical and it deals an extra
Gogmazios Battlement 2d6 fire damage to any target it hits.
Handicraft+2. For 24 hours, you gain proficiency with two
artisan tools of your choice each dawn.
93
Jhen Mohran
Jhen Mohran is a giant Elder Dragon that swims within the
sand. itfeeds very much like a baleen whale. It swallows large Jhen Mohran
Gargantuan dragon (elder), unaligned
amounts of sand to filter in any type of nutrients found within
the sands.
Jhen Mohran's main adaptation is its huge size. Jhen Armor Class 20 (natural armor)
Mohran is up to 11161.9 cm, twenty percent of this length is Hit Points 553 (36d20 + 360)
its tusks. Its body is streamlined and equipped with Speed 20 ft., swim 60 ft.
immensely powerful limbs, which allows it to travel through
the sand at great speeds. It uses the front limbs and tusks to STR DEX CON INT WIS CHA
push aside sand. Though Jhen Mohran feeds on the nutrients
found within the sand, it will expel the unnecessary materials 27 (+8) 10 (+0) 30 (+10) 9 (-1) 11 (+0) 10 (+0)
outside of its body with the help of multiple blowholes. The
expelled sand alone can cause a change in flow to the Saving Throws Dex +9, Int +8, Wis +9 Cha +9
quicksand in the Great Desert. Occasionally, seasonal winds Damage Immunities fire; bludgeoning, piercing, and
can catch the expelled sands and blow the sands in the slashing from nonmagical weapons
direction of settlements, causing massive sandstorms. Damage Resistances acid, lightning, poison, thunder;
Jhen Mohran has powerful lungs that help it hold its breath bludgeoning, piercing, and slashing from magical
weapons
for long periods of time. Some older Jhen Mohran can even Condition Immunities charmed, frightened, paralyzed
use their lungs to fire a destructive beam of sand at foes. If Senses blindsight 120 ft., passive Perception 10
sand wasn't covering Jhen Mohran then it would be a Languages Draconic
beautiful blue color. By spending long periods in the sand, the Challenge 26 (90,000 XP)
ore has formed from being polished by the sands.
Jhen Mohran is a relatively calm creature, but has been Legendary Resistance (3/Day). If the jhen mohran fails a
known to retaliate against Desert/Dragon Ships if attacked as saving throw, it can choose to succeed instead.
they see them as potential rivals. It takes little notice of
hunters climbing on its back, and will only occasionally try to Magic Resistance. The jhen mohran has advantage on
fling them off. saving throws against spells and other magical effects.
Siege Monster. The jhen mohran deals double damage
to objects and structures.
94
ARMOR MATERIAL EFFECTS
Siege Vulnerability. Siege weapons ignore jhen mohran Mohran Scale
immunities and resistances. Sand Surfing. While wearing this armor you're able to swim
through desert terrain as if it was water.
Sand Surfing. The jhen mohran can swim through
desert terrain as if it was water. Mohran Carapace
Divine Blessing+4. When you take damage you are not
Actions immune or resistant to, roll a d12 and reduce the damage
Body Slam. Melee Weapon Attack. +17 to hit, reach 5 you take by the number rolled. You can use this property a
ft., one target. Hit: 34 (4d12 + 8) bludgeoning damage. number of times equal to your Wisdom modifier. You
regain all expended uses when you finish a long rest.
Tusks. Melee Weapon Attack. +17 to hit, reach 30 ft., Mohran Rockskin
one target. Hit: 30 (4d10 + 8) piercing damage. Handicraft+3. For 24 hours, you gain proficiency with
Rock Toss. Range Weapon Attack. +9 to hit, reach three artisan tools of your choice each dawn.
80/320 ft., one target. Hit: 24 (7d6) bludgeoning Sturdy Fang
damage. You are immune to fire damage while you wear this armor.
Horn Sweep (Recharge 5-6). The jhen mohran sweeps Mohran Brace
its tusks across an area that is 30-feet long and 40-foot Rock Steady. While wearing this armor, you can't be
wide in front of it. Each creature in that area must make unwillingly knocked prone and you ignore effects like the
a DC 23 Dexterity saving throw, taking 32 (4d10+10) kushala daora and amatsu's wind barrier.
bludgeoning damage and are knocked prone on a failed
save or half as much on a successful one and are not Earth Dragongem
knocked prone. Iron Wall+. You have a +3 bonus to your armor class while
you wear this armor.
Legendary Actions
The jhen mohran can take 3 legendary actions, WEAPON MATERIAL EFFECTS
choosing from the options below. Only one legendary Mohran Scale
action option can be used at a time and only at the end Speed Sharpening. You can spend 1 minute sharpening a
of another creature's turn. The jhen mohran regains bladed weapon. When you hit a creature for the first time
spent legendary actions at the start of its turn. after sharpening it, the weapon deals its maximum
piercing or slashing damage to the target.
Summon Delex. Two delex emerge from underground
to assist the jhen mohran. Mohran Carapace
FastCharge+. When you roll for initiative, your greatsword,
Rock Toss. The jhen mohran makes a Rock Toss attack. longsword, charge blade, or tonfas gains 2 charge, spirit, or
Shake Off (Costs 2 Actions). The jhen mohran thrashes phial charge.
around in an attempt to throw any object or creature Mohran Rockskin
that is on its body. Each creature on the jhen mohran You gain a +3 bonus to your spell attack rolls and spell
must make a DC 25 Strength or Dexterity saving throw save DC while attuned to this weapon. This bonus
(creature's choice), or be thrown, up to 40 feet, off the increases to +4 when the spell you are casting deals
jhen mohran. If a thrown target strikes a solid surface lightning or thunder damage.
upon landing, the target takes 3 (1d6) bludgeoning
damage for every 10 feet it was thrown. Sturdy Fang
Critical Eye+. Your weapon attacks critical hit range is
increased by 2.
Mohran Brace (Hammer only)
Jhen Mohran Punish Draw+. All creatures hit by your hammer's mighty
Challenge Rating 26 Carves 9 weapon make their saving throw at disadvantage.
Carve Chance Material Slots Earth Dragongem
Mind's Eye. Your attacks with this weapon bypass the
1-2 Elder Dragon Blood x2 (O) damage resistances of any creature.
3-4 Elder Dragon Bone x2 (O)
OTHER MATERIAL EFFECTS
5-8 Mohran Scale (A,W) Elder Dragon Blood
9-11 Mohran Carapace (A,W) Any rarity weapon upgrade material.
95
VARIANT: Dah'ren Mohran
A dah'ren mohran has a challenge rating of 27 (105,000 XP). It has the same statistics as a jhen mohran except that
it adds +2 to its Armor Class (AC 22), loses its resistance to lightning but gains resistance to cold, and replaces the
jhen mohran's action options with the following action options.
Body Slam. Melee Weapon Attack. +17 to hit, reach 5 ft., one target. Hit: 34 (4d12 + 8) bludgeoning damage.
Horn. Melee Weapon Attack. +17 to hit, reach 30 ft., one target. Hit: 30 (4d10 + 8) piercing damage.
Rock Toss. Range Weapon Attack. +9 to hit, reach 80/320 ft., one target. Hit: 24 (7d6) bludgeoning damage.
Horn Drill (Recharge 5-6). The dah'ren mohran moves up to its swim speed while rotating at high speed. During this
move it may swim through other creatures without provoking attacks of opportunity. Each creature the dah'ren
mohran moves through must make a DC 23 Dexterity saving throw, taking 34 (4d12+8) bludgeoning damage and
are knocked prone on a failed save or half as much on a successful one and are not knocked prone.
96
Kirin
Kirin resembles a unicorn, though a closer look reveals that it
is covered in scales rather than a coat. Its majestic white
mane and hair stand on end, as if charged with static. The
monster often crackles with stray electricity.
Kirin have white fur used for picking up electricity. When
enough electrical currents are picked up in the fur, Kirin will
glow brightly and its hide will deflect most attacks. From this,
the Adventurer's Guild believes that Kirin's high metabolism
helps it pick up electricity as well. A Kirin's most vital feature
is its longhorn. This horn is used to summon lightning from
the sky, even when there isn't a storm cloud in sight, to strike
any foes that threaten it. However, even if this horn is
destroyed, Kirin can still summon lightning bolts with little
effort.
Some of the more rare, older, or just stronger individuals
are known for having unusually strong electrical powers that
are yet to be fully understood. Some of the larger, more
stronger muscles are located in its legs, capable of delivering
deadly kicks. Equipped with such powerful legs, all Kirin
possess the ability to run at speeds so unexpectedly fast they
appear to teleport, leaving behind a trail of blue electricity.
Kirin are a highly unpredictable species. Sometimes Kirin
are calm, other times they are aggressive. In one legend, it
was said that a Kirin actually destroyed a whole village with
its electrical powers.
Magic Resistance. The kirin has advantage on saving Move. The kirin moves up to its half speed without
throws against spells and other magical effects. provoking opportunity attacks.
97
Kirin Azure Horn
Kirin You have resistance to lightning damage while you wear
Challenge Rating 12 Carves 4 this armor.
Carve Chance Material Slots
WEAPON MATERIAL EFFECTS
1-4 Kirin Hide (A,W) Kirin Hide
Your weapon deals an extra 1d6 lightning damage.
5-7 Kirin Mane (A,W)
8-10 Kirin Tail (A,W) Kirin Mane
This weapon has 3 runes which are regained every day at
11-13 Kirin Thunderhorn (A,W) dawn. When you hit a creature with this weapon, you may
expend a rune to have the target make a DC 14
14-15 Elder Dragon Blood (O)
Constitution saving throw. On a fail, the creature is
16-18 Elder Dragon Bone (O) incapacitated and has its movement speed is reduced to 0
for 1 minute. The creature may repeat its saving throw at
19-20 Kirin Azure Horn (A,W) the end of its turn, ending the effect on a success.
Kirin Tail
ARMOR MATERIAL EFFECTS Critical Element (lightning). When you critically hit with a
Kirin Hide weapon or spell that deals lightning damage, you deal an
Marathon Runner+. While wearing this armor, your walking extra 1d6 lightning damage.
speed increases by 10 feet and you ignore difficult terrain Kirin Thunderhorn
if it was not created by a magical effect. When you cast a spell that deals lightning damage, you
Kirin Mane gain a +2 bonus to its spell attack roll or you increase the
Control Lightning. Whenever you cast a cone or line spell spell save DC by 2.
that deals lightning damage, you can choose any location Kirin Azure Horn (Spellcaster only)
within 30 feet of you as the starting location. While you are holding this weapon, you can use an action
Kirin Tail to cast the call lightning spell from it. Once used, you can't
Divine Blessing+. When you take damage you are not use this property again until the next dawn.
immune or resistant to, roll a d6 and reduce the damage
you take by the number rolled. You can use this feature a OTHER MATERIAL EFFECTS
number of times equal to your Wisdom modifier. You Elder Dragon Blood
regain all expended uses when you finish a long rest. Any rarity weapon upgrade material.
Kirin Thunderhorn Elder Dragon Bone
You can't be paralyzed while you wear this armor. Any rarity armor upgrade material.
98
Tempered Kirin Actions
Large celestial (elder), unaligned Multiattack. The kirin makes three attacks: two with its
hooves and one with its horn.
Armor Class 23 (natural armor) Hooves. Melee Weapon Attack. +12 to hit, reach 5 ft.,
Hit Points 171 (18d10 + 72) one target. Hit: 11 (2d4 + 6) bludgeoning damage.
Speed 60 ft.
Horn. Melee Weapon Attack. +12 to hit, reach 5 ft., one
target. Hit: 15 (2d8 + 6) piercing damage.
STR DEX CON INT WIS CHA
Legendary Actions
23 (+6) 16 (+3) 18 (+4) 19 (+4) 22 (+6) 22 (+6)
The kirin can take 3 legendary actions, choosing from
the options below. Only one legendary action option
Saving Throw Dex +9, Con +10, Int +10, Wis +12 can be used at a time and only at the end of another
Skills Perception +12, Insight +12, Religion +10 creature's turn. The kirin regains spent legendary
Damage Immunities lightning actions at the start of its turn.
Condition Immunities paralyzed
Senses blindsight 30 ft., darkvision 120 ft., passive Detect. The kirin makes a Wisdom (Perception) Check.
Perception 22
Languages all, telepathy 120 ft. Smite. The kirin makes a hoof attack or casts
Challenge 19 (22,000 XP) thunderclap.
Move. The kirin moves up to its half speed without
Control Lightning. The kirin can choose any location provoking opportunity attacks.
within 30 feet of it as the starting location of the
Cast a Spell (Costs 2 Actions). The kirin casts a spell
lightning bolt spell.
from its list of known spells, using a spell slot as
Elder Seal Susceptibility. When the kirin is hit by a normal.
weapon that has the elder seal material, its AC is
reduced by 3 until the start of its next turn.
Fulgurmancer The kirin has advantage on Concentration Tempered Kirin
checks to maintain concentration on a spell.
Additionally, when a creature fails their saving throw Challenge Rating 19 Carves 4
against a spell that deals lightning damage on a turn, Carve Chance Material Slots
that creature is afflicted with thunderblight for 1
minute. A creature can repeat the saving throw at the 1-4 Elder Dragon Blood (O)
end of each of its turns, ending the effect on itself on a 5-7 Elder Dragon Bone (O)
success.
8-10 T.Kirin Hide (A,W)
Innate Spellcasting. The kirin's innate spellcasting ability
is Wisdom. It can innately cast the following spells 11-13 T.Kirin Mane (A,W)
(spell save DC 20), requiring no material components:
14-15 T.Kirin Tail (A,W)
At will: control weather, expeditious retreat, gust of
wind, jump, see invisibility, thunderstep, thunderwave 16-18 T.Kirin Thunderhorn A,W)
(at 5th-level) 19-20 T.Kirin Azure Horn (A,W)
2/day each: chain lightning
1/day: storm of vengeance
Legendary Resistance (3/Day). If the kirin fails a saving ARMOR MATERIAL EFFECTS
throw, it can choose to succeed instead. T.Kirin Hide
Marathon Runner+. While wearing this armor, your walking
Magic Resistance. The kirin has advantage on saving speed increases by 10 feet and you ignore difficult terrain
throws against spells and other magical effects. if it was not created by a magical effect.
Magic Weapons. The kirin's weapon attacks are magical.
T.Kirin Mane
Spellcasting. The kirin is a 20th-level spellcaster. Its Control Lightning. Whenever you cast a cone or line spell
spellcasting ability is Wisdom (spell save DC 20, +12 that deals lightning or thunder damage, you can choose
to hit with spell attacks). It regains its expended spell any location within 30 feet of you as the starting location.
slots when it finishes a short or long rest. It knows the
T.Kirin Tail
following spells:
Divine Blessing+2. When you take damage you are not
Cantrips (at will): light, shocking grasp, thaumaturgy, immune or resistant to, roll a d8 and reduce the damage
thunderclap you take by the number rolled. You can use this property a
1st-5th level (4 5th-level slots): call lightning, number of times equal to your Wisdom modifier. You
destructive wave, elemental bane (lightning), lightning regain all expended uses when you finish a long rest.
bolt, storm sphere
99
T.Kirin Thunderhorn
You have resistance to thunder damage and can't be Kulve Taroth
paralyzed while you wear this armor. Kulve Taroth is an Elder Dragon that has a metallic coat that
T.Kirin Azure Horn shines golden but is made up of a variety of metals and
You have immunity to lightning damage while you wear minerals that it uses to protect itself. It appears every so often
this armor. to the surface and must be hunted quickly before it
disappears into the depths of the earth again.
WEAPON MATERIAL EFFECTS Kulve Taroth is unique among Elder Dragons in that it
T.Kirin Hide does not interact with any monsters of any kind apart from
Your weapon deals an extra 1d8 lightning damage. the Gajalaka's that reside in the caves who mostly take pieces
of her fallen metal coat for their own purposes. However
T.Kirin Mane considering her size, power, and speed it would be safe to
This weapon has 3 runes which are regained every day at assume she would be at the top of the food chain along with
dawn. When you hit a creature with this weapon, you may most elder dragons. Curiously she seems to be utterly safe
expend a rune to have the target make a DC 16
Constitution saving throw. On a fail, the creature is
from the rabid hunger of the infamous Nergigante.
incapacitated and has its movement speed is reduced to 0 Even amongst Elder Dragons Kulve Taroth is a very
for 1 minute. The creature can repeat its saving throw at passive aggressive monster, it will not attack until excessively
the end of its turn, ending the effect on a success. provoked and once provoked it will not stop till it's aggressors
are eliminated. Kulve Taroth once spotted will do all it can to
T.Kirin Tail escape conflict forcing hunters to track it down again. Kulve
Critical Status (thunderblight). When you hit a creature
with a weapon or spell that deals lightning or thunder
Taroth has some displays of intelligence particularly when
damage, and roll a 20 for the attack roll, the creature is
driven to a corner when she uses her breath to heat the
afflicted with thunderblight for 1 minute. A creature can ceiling of caves to off-balance hunters.
make a DC 15 Constitution saving throw at the end of The most striking trait of the Kulve is the metal coat which
each of its turns, ending the effect on itself on a success. it wears like a royal robe fit for a queen. Kulve's body is
covered by the same materials that make up it's coat, which
T.Kirin Thunderhorn
When you cast a spell that deals lightning damage, you
all shine a bright golden glow but is not gold itself. Another
gain a +3 bonus to its spell attack roll or you increase the
striking trait is Kulve's size, she is massive far larger than
spell save DC by 3. most elder dragons and is strong enough to carry her
massive metal coat. When removed from the coating the
T.Kirin Azure Horn (Spellcaster only) Kulve Taroth is a dazzling color of sapphire and emeralds.
This weapon has 7 runes. While holding it, you can use an Kulve uses both her massive body and her coat as both a
action to expend 1 or more of its runes to cast the call means of defense and attack, often diving down to ram her
lightning spell (save DC 16) from it. For 1 rune, you cast
the 3rd-level version of the spell. You can increase the
body against hunters while her coat allows her to attack in
spell slot level by one for each additional rune you expend.
ranges she wouldn't normally be able to attack.
This weapon regains 1d6 + 1 expended runes daily at It's not until one removes her metal coat that we see the
dawn. If you expend the weapon's last rune, roll a d20. On Kulve Taroth's true prowess, not only does she move much
a 1, the runes cannot recharge for a week. more nimbly but also more aggressively as well, using her
horned head to ram and smash hunters with extreme
OTHER MATERIAL EFFECTS aggression.
Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
100
Kulve Taroth to burn on a failed save. On a successful save, the target
takes half as much damage and does not burn. A creature
Gargantuan dragon (Elder), unaligned
that is burning takes 6 (1d12) fire damage at the start of
their turn. A creature can use its action on its turn to
Armor Class 19 (22 with gold mantle) douse the flames.
Hit Points 292/292/292 (15d20 + 135)
Speed 60 ft. (40 ft with gold mantle) Roll Over. The kulve taroth can move up to half its
movement speed, without provoking an attack of
opportunity, by rolling over and crushing anything in its
STR DEX CON INT WIS CHA path. Each creature in that area must make a DC 23
Dexterity saving throw, taking 45 (7d10+7) bludgeoning
27 (+8) 10 (+0) 29 (+9) 20 (+5) 21 (+5) 21 (+5) damage and are knocked prone on a failed save. On a
successful save the creature takes half damage and is not
Saving Throws Str +15, Dex +7, Con +16, Wis +12 knocked.
Skills Perception + 12
Damage Resistances cold; bludgeoning, piercing, and Paragon Trait
slashing from nonmagical attacks Paragon Fortitude. The kulve taroth has multiple pools of
Damage Immunities fire hit points, each which is tracked separately. Damage and
Condition Immunities charmed, frightened, paralyzed, healing only applies to the current hit point pool. When a
poisoned, stunned pool is depleted of all hit points, it becomes inactive.
Senses darkvision 120 ft., passive Perception 22 When this happens, the kulve taroth immediately saves
Languages Draconic against all ongoing conditions and effects. If all hit point
Challenge 21 (33,000 XP) pools are inactive, the kulve taroth dies. When it takes a
long rest, the kulve taroth heals all hit points in the
Legendary Resistance (3/Day). If the kulve taroth fails a current pool and fully heals one depleted hit point pool.
saving throw, it can choose to succeed instead.
Paragon Fury. The kulve taroth rolls initiative with
Gold Mantle. The Kulve Taroth is covered in a gold plating advantage. The kulve taroth starts with 0 paragon
While it remains intact, its AC is increased by 3 and its actions. If a hit point pool is depleted, the kulve taroth
speed is reduced by 20 feet. gains one additional paragon action. The kulve taroth
may use a paragon action after any other creature takes a
Magic Resistance. The kulve taroth has advantage on turn. If the kulve taroth does so, they regain their
saving throws against spells and other magical effects. reaction. A paragon action is a complete turn. They have
Paragon Creature. The kulve taroth counts as a number of an action, bonus action and may move up to their full
creatures equal to it's paragon multiplier (3) for the speed. The paragon actions refresh at the start of the
purposes of determining combat encounters. The XP kulve taroth's turn and any remaining actions from the
value for a kulve taroth is multiplied by its paragon previous turn are lost.
multiplier. Paragon Transformation. When the kulve taroth has only
Actions one hit point pool remaining, its golden mantle breaks
and falls off it, and gains the following actions:
Multiattack. The kulve taroth makes three attacks: one
with its ram, one with its claw, and one with its tail. Fire Lane. The kulve taroth rears up on her hind legs and
releases an explosion of lava in a 120-foot line that is
Claw. Melee Weapon Attack: +15 to hit, reach 15 ft., one 10 feet wide. Each creature in that line must make a
target. Hit: 25 (4d8 + 7) slashing damage. DC 26 Dexterity saving throw, taking 44 (8d10) fire
damage and begin to burn on a failed save, or half as
Ram. Melee Weapon Attack: +15 to hit, reach 10 ft., one much damage on a successful one and does not burn.
target. Hit: 33 (4d12 + 7) bludgeoning damage. A creature that is burning takes 6 (1d12) fire damage
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one at the start of their turn. A creature can use its action
target. Hit: 29 (4d10 + 7) bludgeoning damage and the on its turn to douse the flames.
target must make a DC 23 Strength saving throw or they Consecutive Molten Pools (Recharge 6). The kulve taroth
are knocked prone. rears up slightly, fires an orb of molten gold at two
Fireball. The kulve taroth exhales a fireball to a point creatures within 60 feet of it. The orb impacts the
within 120 feet of it. Each creature in a 20-foot radius ground at the feet of the targets creating a pool of
Sphere centered on that point must make a DC 26 molten gold that spreads out in a 20-foot radius. That
Dexterity saving throw. On a failed save, the creature area becomes difficult terrain for the duration. When a
takes 38 (11d6) fire damage, or half as much damage on creature moves into or within the area, it takes 6
a successful one. (1d12) fire damage for every 5 feet it travels.
At the start of the kulve taroth's next turn, the pool of
Molten Gold Breath (Recharge 5-6). The kulve taroth molten gold begins to cool and harden.
releases a gout of molten gold across the ground in a 90 At the start of its 2nd turn after using this action, the
foot cone in front of it. Each creature in that area, that is molten gold hardens and restrains (escape 20) any
touching the ground, must make a DC 26 Dexterity creature still standing within it.
saving throw taking 67 (15d8) fire damage and begin
101
Kulve Taroth Golden Spiralhorn
Peak Performance. When your hit points are full and you
Challenge Rating 21 Carves 9 roll a 1 or 2 on a damage die for an attack you make with a
Carve Chance Material Slots melee weapon, you can reroll the die and must use the
new roll, even if the new roll is a 1 or a 2.
1-2 Elder Dragon Bone (O)
Golden Scale
3-4 Elder Dragon Blood (O) You gain a +3 bonus to your spell attack rolls and spell
5-7 Golden Shell (A,W) save DC while attuned to this weapon. This bonus
increases to +4 when the spell you are casting deals fire
8-10 Golden Spiralhorn (A,W) damage.
11-13 Golden Scale (A,W) Golden Tailshell (Melee Weapon only)
Whenever you hit a creature with this weapon they ignite
14-16 Golden Tailshell (A,W) in flames. At the start of each of its turns, the creature
17-19 Golden Nugget (O) must make a DC 17 Constitution saving throw. On a failed
save, it takes 1d8 fire damage. On a successful save, the
20 Golden Glimstone (A,W) flames are smothered. If the target or a creature within 5
feet of it uses an action to put out the flames, or if some
other effect douses the flames (such as the target being
ARMOR MATERIAL EFFECTS submerged in water), the effect ends and the creature is
Golden Shell immune to this weapon effect for the next 24 hours.
Handicraft+3. For 24 hours, you gain proficiency with
three artisan tools of your choice each dawn. Golden Glimstone
Power Prolonger. Depending on which weapon this
Golden Spiralhorn material is placed into, it gains the following benefits:
You can't be stunned while you wear this armor.
Dual Blades. Demon/Archdemon Mode duration is
Golden Scale increased by 30 seconds.
You have resistance to lightning and thunder damage while Great Sword Guard grants a +4 AC bonus for the
you wear this armor. duration of the turn it is used.
Golden Tailshell Hunting Horn. Melodies duration is increased by 1
Wide-Range+. When you use Herbs, Antidotes, Cool minute.
Drinks, Hot Drinks, Adamant Seeds, or Might Seeds; all Insect Glaive. Kinsects Essence duration is increased by
other creatures within a 20-foot radius of you gain its 1 minute.
effect. Lance Powerguard grants a +4 AC bonus for the duration
of the turn it is used.
Golden Glimstone Switch Axe. Coat Weapon duration is increased by 1
You have immunity to fire damage while you wear this minute.
armor. Tonfas. Earth Style. weapon damage die is increased to a
d10.
WEAPON MATERIAL EFFECTS
Golden Shell OTHER MATERIAL EFFECTS
Your weapon deals an extra 1d8 fire damage. Elder Dragon Blood
Any rarity weapon upgrade material.
Elder Dragon Bone
Any rarity armor upgrade material.
Golden Nugget
A glittering white gold nugget from Kulve Taroth valued at
3,000 gp.
102
It uses a special organ to produce its famous wind based-
Kushala Daora attacks and abilities. When hit with poison, its organ will be
Kushala Daora is a four legged Elder Dragon with a pair of weak and its shield will disappear for a short period of time
widely spreading wings. Its skin is plated with metal that while fighting the toxins. Kushala Daora have tough, metal
makes weapons bounce off without enough sharpness. filled skin, but suffer from a severe weakness to poison,
Kushala Daora has numerous horns lining its head and sharp which can easily enter the bloodstream through cracks
claws on each of its legs. Kushala Daora have the ability to created in the skin. Kushala Daora must infrequently shed
manipulate strong winds, creating a wind barrier that their trademark skin as they grow. This can easily be spotted
surrounds itself. The wind barrier can knock an adventurer as the once shining silver scales will rust over due to
back, making the adventurer vulnerable to Kushala Daora's oxidation with air. The most well-known ability about Kushala
attacks. The wind barrier also makes it difficult for the Daora is the storms it summons. These storms can easily
adventurer to attack its body. destroy whole regions, varying from region to region.
Kushala Daora are rare top predators, and fear almost Kushala Daora can cause sandstorms, hurricanes, and
nothing. However, it is occasionally threatened by the large, snowstorms though it is unknown how.
fast and aggressive Tigrex and the rare powerful Rajang. Some extra rare individuals have increased storm and
They can compete with other elder dragons, especially wind-creating abilities. Such as creating multiple free-
Chameleos in the Jungle. There are reports of Kushala Daora roaming tornadoes and wind tunnels under multiple targets
eating mineral deposits, this may show how they manage to all at once using its wings to control the wind flow, they are
have a metal rust-able skin. Kushala Daora possesses some able to blow a breath that is both extremely strong and cold
of the largest wings of any monster. It uses these to sail to the point of freezing the ground and water it has breathed
effortlessly in the air. It can hover off the ground and blast on.
hunters with wind.
103
Kushala Daora 100 feet of the kushala daora. This cylinder becomes
difficult terrain for the duration, even for flying creatures.
Huge dragon (elder), unaligned
Unattended objects in this cylinder that are Large or
smaller are pulled towards the center. When a creature
Armor Class 19 (natural armor) enters the tornado's area for the first time on a turn or
Hit Points 189 (18d12+72) starts its turn there, it is struck by debris the tornado has
Speed 40 ft., fly 80 ft. picked up, and it must make a DC 19 Strength saving
throw or taking 14 (4d6) bludgeoning damage plus 14
(4d6) slashing damage, they are pulled to the center of
STR DEX CON INT WIS CHA the cylinder, and are restrained on a failed save. On a
23 (+6) 18 (+4) 19 (+4) 18 (+4) 15 (+2) 12 (+1) successful save the creature takes half as much damage
and they are not pulling into the center or restrained.
Saving Throws Str +11, Dex +9, Wis +7, Cha +6 On each of the kushala daora's turns, it must use its
Skills Perception +7, Stealth +9 bonus action to move the tornado 30 feet in any
Damage Vulnerabilities poison direction.
Senses blindsight 60 Ft., darkvision 120 ft., passive Wind Tunnel (Recharge 5-6). The kushala daora exhales a
Perception 17 blast of strong wind in a 90 foot line that is 10 feet wide.
Languages Draconic Each creature in the line must succeed on a DC 19
Challenge 15 (13,000 XP) Strength saving throw, taking 49 (11d8) thunder damage
and is pushed 15 feet away in a direction following the
Wind Barrier. A barrier of strong wind surrounds the line on a failed save or half as much on a successful one
kushala daora in a 5-foot radius around it. The strong and is still pushed away. Any creature in the line must
wind keeps fog, smoke, and other gases at bay. Small or spend 2 feet of movement for every 1 foot it moves
smaller flying creatures or Objects can't pass through when moving closer to the kushala daora. The wind
the barrier. Loose, lightweight materials brought into the tunnel disperses gas or vapor, and it extinguishes
barrier fly upward. Arrows, bolts, and other ordinary candles, torches, and similar unprotected flames in the
projectiles launched at the kushala daora are deflected area. It causes protected flames, such as those of
upward and automatically miss. (Boulders hurled by lanterns, to dance wildly and has a 50 percent chance to
Giants or siege engines, and similar projectiles, are extinguish them.
unaffected.) Creatures in Gaseous Form can't pass
through the barrier. When a Medium sized creature Legendary Actions
enters the Wind Barrier's area for the first time on a turn The kushala daora can take 3 legendary actions, choosing
or starts its turn there, they must make a DC 19 Strength from the options below. Only one legendary action
saving throw or be pushed back 10 feet. If a creature option can be used at a time and only at the end of
fails the saving throw by more than 5 they are also another creature's turn. The kushala daora regains spent
knocked prone. legendary actions at the start of its turn.
Poison susceptibility. While poisoned, the kushala daora's Move. The kushala daora can move all dust devils up to
Wind Barrier is deactivated, it must land on its next turn, 30 feet in any direction.
and is unable to fly until the poisoned is removed. Once
the poisoned condition is removed, the kushala daora's Bite Attack. The kushala daora makes a bite attack.
Wind Barrier once again takes effect. Dust Devils (Costs 2 Actions). The kushala daora chooses
Flyby. The kushala daora doesn't provoke opportunity 3 unoccupied 5-foot cube within 60 feet of it. An
attacks when it flies out of an enemy's reach. elemental force that resembles a dust devil appears in
the cube and lasts for 1 minute. Any creature that starts
Actions its turn within 5 feet of the dust devil must make a DC
Multiattack. The kushala daora makes two bite attacks. 19 Strength saving throw. On a failed save, the creature
takes 9 (2d8) bludgeoning damage and is pushed 10
Bite. Melee Weapon Attack. +11 to hit, reach 10 ft., one feet away. On a successful save, the creature takes half as
target. Hit: 22 (3d10 + 6) piercing damage. much damage and isn’t pushed.
Barrage. The kushala daora rains the debris down to the If the dust devil moves over sand, dust, loose dirt, or
ground in a 10-foot-radius, 20-foot-high cylinder small gravel, it sucks up the material and forms a 10-
centered on a point within 150 feet. Each creature in the foot-radius cloud of debris around itself that lasts until
cylinder must make a DC 16 Dexterity saving throw. A the start of your next turn. The cloud heavily obscures its
creature takes 16 (3d10) bludgeoning damage and 16 area.
(3d10) slashing damage on a failed save, or half as much
damage on a successful one.
Tornado (Recharges after a long or short rest). The kushala
daora conjures a tornado that lasts for 1 minute. The
tornado is a 20-foot-radius, 60-foot-high spiraling
cylinder of wind centered on a location within
104
Kushala Daora Daora Carapace
FastCharge+. When you roll for initiative, your greatsword,
Challenge Rating 15 Carves 4 longsword, charge blade, or tonfas gains 2 charge, spirit, or
Carve Chance Material Slots phial charge.
105
Lao-Shan Lung Walking Disaster. The lao-shan lung can enter a Large or
An Elder Dragon, albeit a gigantic specimen. Lao-Shan Lung smaller creature's space. The first time it enters a
was once considered the largest monster in the world until creature's space on a turn, or begins its turn adjacent
recently. Lao-Shan Lung specializes in feeding on different to or on a creatures space, it can make a Stomp attack
types of ore and minerals, no matter what region it goes to. against the creature.
Though its size surpasses most other species, it has one Natural Instinct. lao-shan Lung ignores medium size or
natural predator that is considered a myth. That predator is smaller creatures and attempts to flee when it reaches
Fatalis. (153) 1/4 of its maximum hit points . While fleeing,
Huge. One of the largest dragons ever documented, rivaled the lao-shan Lung speed increases to 50 feet and it can
only by colossi such as Ceadeus, Dalamadur, Laviente, Jhen only use its action to dash.
Mohran and Zorah Magdaros. Lao-Shan Lungs are very well
armored. Their shells only thicken as the time passes by. A Actions
Lao-Shan Lung shell coloration is determined by the kind of Stomp. Melee Weapon Attack: +19 to hit, reach 10 ft.,
mineral particles that float in the atmosphere and get one target. Hit: 23 (2d12 + 10) bludgeoning damage.
attached to its body as the dragon ages: the ones who dwell in If the target is a creature, it must make a DC 23
the mountains are colored red because of the abundance of Strength saving throw or be pushed back 10 ft and
iron particles, while the ones that live near the Volcanic Belt knocked prone.
are mostly grey due to ash. Because of their size, getting Body Slam. Melee Weapon Attack. +19 to hit, reach 5
stepped on or whipped by the tail is very damaging or ft., one target. Hit: 36 (4d12 + 10) bludgeoning
possibly fatal. damage.
Extremely docile even when facing multiple foes. They
appear to care little about adventurers, as they mainly ignore Headbutt. Melee Weapon Attack. +19 to hit, reach 5 ft.,
them on their travels. Despite their low aggression, their one target. Hit: 32 (4d10 + 10) bludgeoning damage.
immense size poses a tremendous risk to adventurers in their Legendary Actions
general vicinity.
The lao-shan lung can take 3 legendary actions,
choosing from the options below. Only one legendary
Lao-Shan Lung
action option can be used at a time and only at the end
of another creature's turn. The lao-shan lung regains
Gargantuan dragon (elder), unaligned spent legendary actions at the start of its turn.
Move. The lao-shan lung moves up to half its speed.
Armor Class 28 (natural armor)
Hit Points 615 (30d20 + 300) Stomp Attack. The lao-shan lung makes one Stomp
Speed 30 ft. attack.
Shake Off (Costs 2 Actions). The lao-shan lung thrashes
around in an attempt to throw any object or creature
STR DEX CON INT WIS CHA that is on its body. Each creature on the lao-shan lung
30 (+10) 10 (+0) 30 (+10) 9 (-1) 11 (+0) 10 (+0) must make a DC 25 Strength or Dexterity saving throw
(creature's choice), or be thrown off the lao-shan lung
taking 14 (4d6) fall damage upon hitting the ground.
Saving Throws Dex +9, Int +8, Wis +9 Cha +9
Damage Immunities fire; bludgeoning, piercing, and
slashing from nonmagical weapons
Damage Resistances acid, cold, lightning, poison, Lao-Shan Lung
thunder; bludgeoning, piercing, and slashing from Challenge Rating 30 Carves 9
magical weapons
Condition Immunities charmed, frightened, paralyzed, Carve Chance Material Slots
poisoned 1 Elder Dragon Blood x2 (O)
Senses blindsight 120 ft., passive Perception 10
Languages Draconic 2 Elder Dragon Bone x2 (O)
Challenge 30 (155,000 XP) 3-5 Lao-Shan Scale (A,W)
Legendary Resistance (4/Day). If the lao-shan lung fails a 6-7 Lao-Shan Shell (A,W)
saving throw, it can choose to succeed instead. 8 Lao-Shan Horn (A,W)
Magic Resistance. The lao-shan lung has advantage on 9-11 Lao-Shan Shard (A,W)
saving throws against spells and other magical effects.
12-13 Lao-Shan Cortex (A,W)
Siege Monster. The lao-shan lung deals double damage
to objects and structures. 14 Lao-Shan Mantle (A,W)
Siege Vulnerability. Siege weapons ignore lao-shan lungs 15-16 Dragon Healing Crystal (A,W,O)
immunities and resistances.
17 Lao-Shan Hardhorn (A,W)
Casual Stroll. the lao-shan lung cannot take the dash
action, unless it is fleeing. 18-19 Lao-Shan Megaclaw (A,W)
20 Pure Dragon Blood (A,O)
106
Lao-Shan Horn
ARMOR MATERIAL EFFECTS FastCharge+. When you roll for initiative, your greatsword,
Lao-Shan Scale longsword, charge blade, or tonfas gains 2 charge, spirit, or
Marathon Runner+. While wearing this armor, your walking phial charge.
speed increases by 10 feet and you ignore difficult terrain
if it was not created by a magical effect. Lao-Shan Shard
Steady Hand. Your weapon attacks critical hit range is
Lao-Shan Shell increased by 1 and it bypasses a creatures resistance to
Evasion+. You gain a +1 bonus to all saving throws and you slashing damage.
have advantage on Dexterity saving throws while you wear
this armor. Lao-Shan Cortex
Furor. When you are below one-tenth of your maximum hit
Lao-Shan Horn points, your melee weapon attacks with this weapon deal
While wearing this armor, any critical hit against you maximum damage.
becomes a normal hit.
Lao-Shan Mantle
Lao-Shan Shard Your Strength score is 29 while you are attuned to this
Adrenaline+. The first time you drop below half of your hit weapon. It has no effect on you if your Strength is already
point maximum in combat, you gain a rush of adrenaline. 29 or higher.
Until the end of your next turn you have advantage on
Dexterity and Strength saving throws and skill checks. Dragon Healing Crystal
Additionally on your next turn, your movement speed The first time you attack with this weapon on each of your
doubles and you can take one extra action. turns, you can transfer some or all of the weapon's bonus
to your armor class, instead of using the bonus on any
Lao-Shan Cortex attacks that turn. For example you could reduce the bonus
You cannot be charmed or frightened while you wear this to your attack and damage rolls by 2 to gain a +2 bonus to
armor. AC. The adjusted bonuses remain in effect until the start of
Lao-Shan Mantle your next turn, although you must hold the weapon to gain
Covert. While wearing this armor you have advantage on a bonus to AC from it.
Dexterity (Stealth) checks to move silently and you have Lao-Shan Hardhorn
advantage on any ability check made with an Alchemist kit. This weapon has 3 runes. While holding it, you can use an
Also your bow, light bowgun, and heavy bowgun action and expend 1 rune to release a wave of terror. Each
ammunition capacity doubles for all ammunition. creature of your choice in a 30-foot radius extending from
Dragon Healing Crystal you must succeed on a DC 19 Wisdom saving throw or
Your Constitution score is 24 while you wear this armor. It become frightened of you for 1 minute. While it is
has no effect on you if your Constitution is already 24 or frightened in this way, a creature must spend its turns
higher. trying to move as far away from you as it can, and it can't
willingly move to a space within 30 feet of you. It also
Lao-Shan Hardhorn can't take reactions. For its action it can use only the dash
While wearing this armor you have advantage on saving action or try to escape from an effect that prevents it from
throws against spells and other magical effects. moving. If it has nowhere it can move, the creature can use
Lao-Shan Megaclaw the dodge action. At the end of each of its turns, a creature
You have resistance to nonmagical damage while you wear can repeat the saving throw, ending the effect on itself on
this armor. Additionally, you can use an action to make a success.
yourself immune to nonmagical damage for 10 minutes or The weapon regains 1d3 expended runes daily at dawn.
until you are no longer wearing the armor. Once this
special action is used, it can't be used again until the next Lao-Shan Megaclaw
dawn. While holding this weapon, you gain a +4 bonus to spell
attack rolls. In addition, you ignore half cover when making
Pure Dragon Blood. a spell attack.
You gain the following benefits while wearing this armor
Your armor's Armor Class is now 15 + your Dexterity OTHER MATERIAL EFFECTS
modifier, unless it is already higher than the new Armor Dragon Healing Crystal
Class. This hard crystal made from dragon scales is highly valued
You have advantage on saving throws against spells and and worth 25,000 gp. As an action, you can crush this
other magical effects. crystal over a creature or speak its name to cast the true
Your spell save DC and spell attack bonus each increase resurrection spell on them.
by 2.
Elder Dragon Blood
Any rarity weapon upgrade material.
WEAPON MATERIAL EFFECTS
Elder Dragon Bone
Lao-Shan Scale
Any rarity armor upgrade material.
Your weapon attack deals an extra 2d6 bludgeoning
damage and it deals double damage to objects and Pure Dragon Bone
structures. Upgrades a weapon or armor to its next rarity when
applied to it. Must be used within a week of killing the lao-
Lao-Shan Shell shan lung or it becomes normal elder dragon bone.
Quick Sheath. While attuned to this weapon, you can
always sheath it as a free action even if you have already
drawn a weapon as part of your move action.
107
Lunastra
Lunastra is colored blue as opposed to Teostra who is red. Charge. If the lunastra moves at least 20 ft. straight
toward a target and then hits it with a Bite attack on
Her horns are flatter and wider, making a sort of crown the same turn, the target takes an extra 13 (3d8)
structure. They are known to breathe concentrated streams bludgeoning damage.
of fire, as well as cloak themselves in a scalding aura.
Lunastra are high in the food chain, feeding on both coal, to Actions
fuel her fire abilities, and live prey like Apceros. Though
Lunastra are powerful, they have to compete with other Multiattack. The lunastra makes three attacks: two with
species like Rajang, Deviljho, and Akantor. its claw and one with its bite or tail.
Lunastra, naturally have expert control over fire. They can Bite. Melee Weapon Attack. +9 to hit, reach 10 ft., one
use this ability when hunting to ensure quick and devastating target. Hit: 18 (3d8 + 5) piercing damage.
kills. Despite her large size, she is quick on foot and can
easily chase down fast moving prey. Lunastra can also Claws. Melee Weapon Attack. +9 to hit, reach 5 ft., one
target. Hit: 15 (3d6 + 5) slashing damage.
generate a fire aura around their bodies from their horns,
which helps prevent brazen monsters like Tigrex from Tail. Melee Weapon Attack. +9 to hit, reach 10 ft., one
dealing serious damage to them. These adaptations enable target. Hit: 18 (3d8 + 5) bludgeoning damage. On hit,
Lunastra to become a formidable apex predator wherever she the target must make a DC 17 Strength saving throw
is. Their wings are covered in a powder that can be released or be knocked prone.
and, at will, set a flame burning in the air resulting in Fire Breath (Recharge 5-6). The lunastra exhales fire in a
explosions. This explosive powder is actually the Lunastra's 60-foot cone. Each creature in that area must make a
old skin. DC 18 Dexterity saving throw, taking 36 (8d8) fire
Lunastra are brutal female elder dragons, quick to damage on a failed save, or half as much on a
attack at the first sign of trouble, though not as much as successful one.
Teostra. In the ruins of the old Towers, Lunastra are Legendary Actions
commonly found in their nest together with Teostra.
This suggests that both actually stay in the nest together The lunastra can take 3 legendary actions, choosing
and guard their young. Though both haven't been seen in the from the options below. Only one legendary action
nest together, both of their footprints can be found in the old option can be used at a time and only at the end of
nests and the active nests together. another creature's turn. The lunastra regains spent
legendary actions at the start of its turn.
Poison susceptibility. While poisoned, the lunastra's Fire 19 Lunastra Horn (A,W)
Aura is deactivated, it must land on its next turn, and is 20 Lunastra Gem (A,W)
unable to fly until the poison is removed. Once the
poisoned condition is removed, the lunastra's Fire Aura
once again takes effect.
108
Lunastra Tail
ARMOR MATERIAL EFFECTS Your weapon deals an extra 1d6 fire damage.
Lunastra Scale
Tool Specialist. While wearing this armor your proficiency Lunastra Wing
bonus is double for any ability check made with a tool you When you hit a creature with a melee weapon attack using
are proficient with. this weapon, you can engulf the target in flames. At the
start of each of the engulfed creature’s turns, it takes 1d4
Lunastra Carapace fire damage and it can then make a DC 15 Dexterity saving
While you wear this armor, any creature that touches you throw, putting out the flames on a successful save.
or hits you with a melee weapon attack takes 1d6 fire Alternatively, the engulfed creature, or a creature within 5
damage. feet of it, can use an action to smother the flames ending
Lunastra Tail the effect. Once used, this property can't be used again
You have resistance to fire damage while you wear this until you finish a short or long rest.
armor. Lunastra Mane
Lunastra Wing Elderseal. A creature hit by this weapon cannot use an
Evade Window. This armor has 3 runes, and it regains 1d3 action that has a recharge until the start of your next turn.
expended runes daily at dawn. When you fail a Dexterity The creature can still roll to recharge its ability at the end
saving throw while wearing it, you can use your reaction to of its turn.
expend 1 of its runes to succeed on that saving throw Lunastra Horn
instead. Peak Performance. When your hit points are full and you
Lunastra Horn roll a 1 or 2 on a damage die for an attack you make with a
Wide-Range. When you use Herbs, Antidotes, Cool Drinks, melee weapon, you can reroll the die and must use the
Hot Drinks, Adamant Seeds, or Might Seeds; all other new roll, even if the new roll is a 1 or a 2.
creatures within a 10-foot radius of you gain its effect. Lunastra Gem
Lunastra Gem Mind's Eye. Your attacks with this weapon bypass the
Health Boost. While wearing this armor, your hit point damage resistances of any creature.
maximum increases by 1 for each character level you have.
OTHER MATERIAL EFFECTS
WEAPON MATERIAL EFFECTS Elder Dragon Blood
Lunastra Scale Any rarity weapon upgrade material.
Guard. You cannot be pushed or knocked backwards while
you wield this weapon. Elder Dragon Bone
Any rarity armor upgrade material.
Lunastra Carapace
Critical Eye. Your weapon attacks critical hit range is
increased by 1.
109
Tempered Lunastra Blue Flame Breath (Recharge 5-6). The lunastra exhales
blue flames in a 60-foot cone. Each creature in that area
Huge dragon (elder), unaligned
must make a DC 18 Dexterity saving throw, taking 45
(10d8) fire damage on a failed save, or half as much on a
Armor Class 18 (natural armor) successful one.
Hit Points 187 (15d12 + 90)
Speed 50 ft., fly 40 ft. Deadly Leap. If the lunastra jumps at least 10 feet as part
of its movement, it can then use this action to land on its
feet in a space that contains one or more other creatures.
STR DEX CON INT WIS CHA Each of those creatures must succeed on a DC 19
Strength or Dexterity saving throw (target's choice) or be
21 (+5) 17 (+3) 22 (+6) 12 (+1) 15 (+2) 10 (+0) knocked prone and take 19 (4d6 + 5) bludgeoning
damage plus 19 (4d6 + 5) fire damage. On a successful
Saving Throws Str +11, Dex +9, Wis +8, Cha +6 save, the creature takes only half the damage, isn't
Skills Perception +8 knocked prone, and is pushed 5 feet out of the lunastra's
Damage Immunities fire space into an unoccupied space of the creature's choice.
Condition Immunities charmed, frightened If no unoccupied space is within range, the creature
Senses blindsight 60 Ft., darkvision 120 ft., passive instead falls prone in the lunastra's space.
Perception 18 Supernova Pulse (1/day). The lunastra beats its wings
Languages Draconic rising 20 feet into the air and releases a large burst of
Challenge 19 (22,000 XP) blue flames all around it. Each creature within 45 feet of
the lunastra must succeed on a DC 20 Dexterity saving
Charge. If the lunastra moves at least 20 ft. straight throw, taking 45 (10d8) fire damage.
toward a target and then hits it with a Bite attack on the For the next 3 rounds, at the start of the lunastra's turn,
same turn, the target takes an extra 13 (3d8) the blue flames pulse around her in a 30-foot radius.
bludgeoning damage. Each creature in that area must make a DC 20 Dexterity
saving throw, taking 13 (3d8) fire damage on a failed
Fire Aura. At the start of each of the lunastra's turns, each save, or half as much damage on a successful one.
creature within 5 feet of it takes 7 (2d6) fire damage,
and flammable objects in the aura that aren't being worn Legendary Actions
or carried ignite. A creature that touches the lunastra or
hits it with a melee attack while within 5 feet of it takes The lunastra can take 3 legendary actions, choosing from
7 (2d6) fire damage. the options below. Only one legendary action option can
be used at a time and only at the end of another
Goddess of the Blue Flame. Fire damage dealt by the creature's turn. The lunastra regains spent legendary
lunastra ignores fire resistance. actions at the start of its turn.
Legendary Resistance (3/Day). If the lunastra fails a saving Move. The lunastra moves up to its speed without
throw, it can choose to succeed instead. provoking opportunity attacks.
Actions Attack. The lunastra makes a bite attack.
Multiattack. The lunastra makes three attacks: two with Devil's Powder (Costs 2 Actions). The lunastra beats its
its claw and one with its bite or tail. wings releasing an explosive powder and creating a spark
with her teeth. Each creature within 20 feet of the
Bite. Melee Weapon Attack. +11 to hit, reach 10 ft., one lunastra must succeed on a DC 20 Dexterity saving
target. Hit: 18 (3d8 + 5) piercing damage plus 7 (2d6) throw or take 16 (3d10) fire damage plus 16 (3d10)
fire damage. force damage and be knocked prone.
Claws. Melee Weapon Attack. +11 to hit, reach 5 ft., one
target. Hit: 15 (3d6 + 5) slashing damage.
Tail. Melee Weapon Attack. +11 to hit, reach 10 ft., one
target. Hit: 18 (3d8 + 5) bludgeoning damage. On hit,
the target must make a DC 17 Strength saving throw or
be knocked prone.
110
Tempered Lunastra WEAPON MATERIAL EFFECTS
Challenge Rating 19 Carves 4 T.Lunastra Scale
Guard. You cannot be pushed or knocked backwards while
Carve Chance Material Slots you wield this weapon.
1-2 Elder Dragon Blood (O) T.Lunastra Carapace
3-4 Elder Dragon Bone (O) Critical Eye+. Your weapon attacks critical hit range is
increased by 2.
5-8 T.Lunastra Scale (A,W)
T.Lunastra Tail
9-11 T.Lunastra Carapace (A,W) Your weapon deals an extra 1d8 fire damage.
12-14 T.Lunastra Tail (A,W) T.Lunastra Wing
When you hit a creature with a melee weapon attack using
15-16 T.Lunastra Wing (A,W) this weapon, you can engulf the target in flames. At the
17-18 T.Lunastra Mane (W) start of each of the engulfed creature’s turns, it takes 1d6
fire damage and it can then make a DC 17 Dexterity saving
19 T.Lunastra Horn (A,W) throw, putting out the flames on a successful save.
20 T.Lunastra Gem (A,W) Alternatively, the engulfed creature, or a creature within 5
feet of it, can use an action to smother the flames ending
the effect. Once used, this property can't be used again
ARMOR MATERIAL EFFECTS until you finish a short or long rest.
T.Lunastra Scale T.Lunastra Mane
Tool Specialist. While wearing this armor your proficiency Elderseal. A creature hit by this weapon cannot use an
bonus is double for any ability check made with a tool you action that has a recharge until the start of your next turn.
are proficient with. The creature can still roll to recharge its ability at the end
of its turn.
T.Lunastra Carapace
While you wear this armor, any creature that touches you T.Lunastra Horn
or hits you with a melee weapon attack takes 1d8 fire Awaken. When this material is placed in a weapon that
damage. does not deal cold, fire, lightning, necrotic, or thunder
damage, it rolls one additional damage die when it hits. For
T.Lunastra Tail
example a shortsword now rolls 2d6 and a greatsword
You have immunity to fire damage while you wear this
deals 3d6.
armor.
T.Lunastra Gem
T.Lunastra Wing
While holding this weapon your spell attack rolls and spell
Wide-Range+. When you use Herbs, Antidotes, Cool
save DC increase by +2. If the spell deals fire damage, the
Drinks, Hot Drinks, Adamant Seeds, or Might Seeds; all
bonus is increased to +3.
other creatures within a 20-foot radius of you gain its
effect.
OTHER MATERIAL EFFECTS
T.Lunastra Horn Elder Dragon Blood
Health Boost+. Your hit point maximum increases by 2 for Any rarity weapon upgrade material.
each character level you have while wearing this armor.
Elder Dragon Bone
T.Lunastra Gem
Any rarity armor upgrade material.
Fiery Protection. While wearing this armor you have
immunity to poison damage and the poisoned condition.
Also when you would gain a level of exhaustion, you can
choose to ignore it. Once you use this property you can't
use it until the next dawn.
111
Nakarkos
Nakarkos are massive cephalopod-like monsters. They have Nakarkos is able to produce an eerie, blue mucus from its
glowing yellow eyes, and massive, sharp beaks. They have body. This mucus is sticky, allowing it to capture prey and
blue skin with spots of turquoise bioluminescence. The most even shoot prey items out of the air. Though this mucus is
unique feature of a Nakarkos body is its self-made covering of used for capturing prey, Nakarkos has another use for the
bones which it uses to protect and camouflage itself. Under mucus. This mucus is used to help prevent bones from
normal circumstances, the Nakarkos face cannot be seen. Its corroding, sticking bones together, and to prevent the bones
two primary tentacles are covered in vertebrae and tipped from collapsing. With this mucus, it can make protective
with skulls, creating the appearance of a two-headed skeletal bone armor to protect its whole body from attacks and even
dragon. Nakarkos have been reported in many different use some bones as weapons. Like a cuttlefish, it has sticky
regions by eyewitnesses, though Nakarkos are known to tentacles used to drag prey back to its lair. These tentacles
make huge bone-covered lairs in caves. These lairs are are usually covered in bones for protection, ending with a
known as Wyvern's End. Nakarkos are also known to be huge skull. But this isn't just limited to skulls. Nakarkos has
found in the sea. been seen using various monster parts to attack foes or to kill
Nakarkos easily assert themselves as top predators, no prey with. Some of these parts are hard to identify due to
matter what the environment is. These Elder Dragons have Nakarkos altering their shapes in order for it to use them.
been identified feeding on the armored prey, such as Uragaan Some parts that it has been seen using is a fused together
and Diablos, and even top predators like Glavenus, Glavenus jaw and tail, a Lagiacrus shell shockers, a
Brachydios, and Agnaktor. Even monster species capable of Brachydios pounders, and a Uragaan's chin.
flight aren't safe from this monster. The most shocking These various parts give the appearance that it has "two
creatures these Elder Dragons have been found to take down heads" but Nakarkos's true head is hidden away underground
are Shen Gaoren and Ceadeus pups. Other prey includes most of the time. When it feels its life is truly in danger, it will
Hermitaur and Daimyo Hermitaur. The only real likely things eventually reveal its true face. Its true face is cephalopod-like,
that could potentially threaten a Nakarkos are other Elder resembling a cuttlefish. By revealing its face, it can use its
Dragons like older Ceadeus, their only known predator. bone-crunching beak. So to make it easier for itself to use the
Nakarkos are gluttons that can eat a whole ecosystem if Fire Beam, it will fire the element from its tentacles and build
left unchecked. Due to Nakarkos having huge appetites, they it up in its mouth before firing a massive beam. To move
can easily wipe out all life in surrounding areas. Nakarkos quickly, Nakarkos has jet propulsion like squids. It uses this
have even been reported shooting down airships for food. to return to its nest at a quicker rate, so it can avoid getting
Though Nakarkos can destroy an ecosystem, it doesn't eaten itself.
actually want to do that. It prefers to leave its nest in search
of prey, so it still has plenty of food in the environment it is
living within. If the adventurer's Guild finds a Nakarkos' lair,
they will immediately send the adventurer to repel it before it
can bring further damage to that ecosystem. However, it is
said that Nakarkos will eventually return to said area in order
to feed themselves further.
112
Nakarkos Actions
Huge aberration (elder), Chaotic Evil Multiattack. The nakarkos makes two tentacle attacks. It
can replace either of these attacks with a Sticky Mucus
Armor Class 22 (Dragon Bone) attack.
Hit Points 232 (16d12 + 128)
Speed 40 ft., burrow 30 ft. Sticky Mucus. Range Weapon Attack. +8 to hit, range
30/120 ft. from tentacles location, one target. Hit: 17
(5d6) poison damage. On hit, the target is grappled by
STR DEX CON INT WIS CHA the mucus (escape DC 20).
24 (+7) 14 (+2) 27 (+8) 12 (+1) 18 (+4) 16 (+3) Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one
target. Hit: 29 (4d10 + 7) piercing damage.
Saving Throws Dex +8, Wis +10, Cha +9 Fire Beam (Recharge 5-6). The nakarkos tentacles release
Damage Resistances bludgeoning, piercing, and slashing two beams of fire, one from each tentacle. Each beam
damage from nonmagical weapons fires in a 45-foot line that is 5-feet wide. Each creature in
Senses blindsight 60 ft., darkvision 120 ft., tremorsense either line must make a DC 22 Dexterity saving throw,
120 ft., passive Perception 14 taking 44 (8d10) fire damage on a failed save, or half as
Languages Draconic much damage on a successful one.
Challenge 20 (25,000 XP) Tentacles. The nakarkos uses one of the following
tentacle attacks depending on which bones they are
Legendary Resistance (3/Day). If the nakarkos fails a saving using:
throw, it can choose to succeed instead.
Broken Tentacle. Melee Weapon Attack. +13 to hit, reach
Poison Aura. At the start of each of the nakarkos's turns, 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning
each creature within 5 feet of its body takes 11 (3d6) damage.
poison damage. A creature that touches the nakarkos Lagiacrus Tentacle. Melee Weapon Attack. +13 to hit,
body or hits it with a melee attack while within 5 feet of reach 10 ft., one target. Hit: 21 (4d6 + 7) piercing
it takes 7 (2d6) poison damage. damage plus 5 (1d10) lightning damage.
Bone Tentacles. The nakarkos has two tentacles (Size: Glavenus Tentacle. Melee Weapon Attack. +13 to hit,
Large, AC 22, HP 30). Damaging a bone tentacle deals reach 10 ft., one target. Hit: 21 (4d6 + 7) slashing
no damage to the nakarkos. When a bone tentacle damage plus 5 (1d10) fire damage.
reaches 0 hit points, it becomes a Broken Tentacle. As a
bonus action, the tentacles retract underground and Uragaan Tentacle. Melee Weapon Attack. +13 to hit, reach
reappear in an unoccupied space within 15 feet of the 10 ft., one target. Hit: 28 (6d6 + 7) bludgeoning
nakarkos body. damage.
Broken Tentacles. A broken tentacle has had the bones Brachydios Tentacle. Melee Weapon Attack. +13 to hit,
protecting it destroyed reducing its AC by 2. (Size: Large, reach 10 ft., one target. Hit: 21 (4d6 + 7) bludgeoning
AC 20). Damaging a broken tentacle deals damage to the damage and each creature within 5 feet of the target,
nakarkos. At the end of the nakarkos turn, a broken including the target, must make a DC 20 Dexterity
tentacle retracts into the ground. It reappears at the start saving throw, taking 7 (2d6) fire damage on a failed
of the nakarkos next turn with the bones of a new save, or half as much on a successful one.
creature, roll a d4 to determine what type of tentacle it
becomes. On a 1, Lagiacrus Tentacle; On a 2, Glavenus Legendary Actions
Tentacle; On a 3, Uragaan Tentacle; On a 4, Brachydios The nakarkos can take 3 legendary actions, choosing
Tentacle. from the options below. Only one legendary action
True Face. The Nakarkos is sunken into the ground, option can be used at a time and only at the end of
revealing only its body parts that are covered in dragon another creature's turn. The nakarkos regains spent
bone giving the appearance that it has "two heads" but legendary actions at the start of its turn.
nakarkos’ true head is hidden away underground. When
the nakarkos is below half of its maximum hit points Mucus Ball. The nakarkos launches a ball of mucus from
(131), it will reveal its unprotected true face reducing its its back at a target. The target must make a DC 19
AC by 2 and replacing its multiattack and fire beam with: Dexterity saving throw or become restrained by the
mucus (escape 20).
Multiattack. The nakarkos makes two tentacle attacks
and one beak attack. It can replace its tentacle attack Tentacle Attack (Costs 2 Actions). The nakarkos makes a
with a sticky mucus attack. tentacle attack.
Fire Beam (Recharge 5-6). The nakarkos exhales a beam Trample (Costs 2 Actions). The nakarkos moves up to its
of fire in a 90-foot line that is 10-feet wide. Each speed, during this move it may move through other
creature in that line must make a DC 22 Dexterity creatures without provoking attacks of opportunity. Any
saving throw, taking 50 (9d10) fire damage on a failed creatures the nakarkos moves through must succeed on
save, or half as much damage on a successful one. a DC 20 Dexterity saving throw or take 16 (2d8 + 7)
bludgeoning damage and be knocked prone.
113
Nakarkos Namielle
Challenge Rating 20 Carves 6 Namielle is an Elder Dragon that has aspects of manta rays,
deep sea fish, and jellyfish. Its massive wings are colored
Carve Chance Material Slots black on top and a light blue on the underside, with rainbow
1-6 Nakarkos Hide (A,W) luminescence that pulses constantly. Its head is red and blue
with the same pulsing luminescence but when drained of its
7-11 Nakarkos Arm Brace (A,W) water and dried out, it has a milky tan coloring that affects
12-15 Radiant Mucus (W) both its body and the underside of its wings. It also
16-17 Nakarkos Cuttlebone (A,W)
has multiple long whiskers on the lower jaw.
As with most Elder Dragons, most monsters flee from its
18-19 Nakarkos Fang (W) mere presence. It asserts itself as the top of the food chain.
20 Nakarkos Soul Orb (A,W)
What it consumes, however, is a mystery. Based on its needle-
like dental structure, it can be assumed it preys on fish and
possibly piscine wyverns. Only other Elder Dragons and the
ARMOR MATERIAL EFFECTS recently discovered Savage Deviljho, of which the Brute
Nakarkos Hide Wyvern is capable of equaling its strength, seem to be willing
You have advantage on Wisdom (Insight) checks while you to challenge it.
wear this armor. Namielle is a very unique Elder Dragon; its body carries
semblance of various creatures found in the ocean. Its wings
Nakarkos Arm Brace
Adrenaline. The first time you drop below half of your hit
resemble that of a manta ray's, while the tips can discharge
point maximum in combat, you gain a rush of adrenaline.
electricity like an electric eel. The membrane of its wings and
On your next turn your movement speed doubles and you parts of its face glows with a bioluminescent light that pulses
can take one extra action. with the color of the rainbow and it has large, needle-shaped
teeth like deep-sea fish. There are also combs on its wings
Nakarkos Cuttlebone like a comb jelly, giving it further bioluminescence. Its most
Survivor+. When an ally, that you can see, is reduced to 0 notable feature, however, is its ability to produce, control and
hit points you can use your reaction to gain +2 AC, +2
damage, and +2 to attack rolls for 1 minute. Once used,
absorb water.
this property can't be used again until the next dawn. However, said water doesn't appear to be pure water but a
mix of its internal saliva and water mixed together to create a
Nakarkos Soul Orb (Sorcerer, Warlock, and Wizard only) slime like water that adheres and stays moist for extended
This armor has two runes that it regains daily at dawn. As periods of time. This water is shot out of its mouth and can
an action you can expend one of these runes to cast armor be absorbed back in freely and with a wave of its wings or
of agathys at 5th level. When the spell deals its damage, it
deals it as piercing damage instead of as cold damage.
front claws it can make hunters standing on this water slide
back and forth at will. It can also shoot this water at the
ground causing a tidal wave to surge up. Even more
WEAPON MATERIAL EFFECTS
Nakarkos Hide
interesting is that Namielle can actually produce electricity
Elderseal. A creature hit by this weapon cannot use an
and use the lightning to cause its water patches to electrify
action that has a recharge until the start of your next turn. then explode violently into steam.
The creature can still roll to recharge its ability at the end Something rather unique to Namielle is that it can fly even
of its turn. when barely flapping its wings and glides through the air as a
manta ray does in water. Namielle also seems to have the
Nakarkos Arm Brace ability to blot out the sun with its body, which causes instant
Furor. When you are below one-tenth of your maximum hit darkness. However, it should be noted that this ability was
points, your melee weapon attacks with this weapon deal only demonstrated upon initially finding it.
maximum damage.
Radiant Mucus
While holding this weapon, you can use your bonus action
to transform the weapon into a tentacle rod (DMG 208) or
back to its original form. Each tentacle on the rod has a
different damage type: tentacle one, fire; tentacle two,
lightning; tentacle three, bludgeoning.
Nakarkos Cuttlebone
Crisis+. While suffering from an abnormal status effect,
such as poisoned, burning, slowed, blinded, etc, all attacks
and spells deal an extra 1d12 spell or weapon damage.
Nakarkos Fang
Trump Card. You have advantage on attack rolls against
creatures that are grappled.
Nakarkos Soul Orb
Amplify. The elemental damage done by your weapon is
increased by one die size and the duration of consumables
is increased by 50%.
114
Namielle to 30 feet long, up to 10 feet wide, and up to 10 feet
tall. Each creature in that area must make a DC 18
Huge dragon (elder), Chaotic Evil
Dexterity saving throw, taking 21 (6d6) bludgeoning
damage and is knocked prone on a failed save, or half as
Armor Class 17 (natural armor) much damage and isn’t knocked prone on a successful
Hit Points 168 (16d12 + 64) one. The water then spreads out 15 feet across the
Speed 40 ft., fly 60 ft. (hover), swim 60 ft. ground in all directions, flooding the area.
Maelstrom. The water in a 30-foot radius around the
STR DEX CON INT WIS CHA namielle is pulled towards it and absorbed into its body,
increasing its AC by 2 until the end of its next turn. Each
19 (+4) 14 (+2) 18 (+4) 20 (+5) 14 (+2) 13 (+1) creature in flooded terrain must make a DC 18 Strength
saving throw or take 21 (6d6) bludgeoning damage and
Saving Throws Dex +7, Con +9, Cha +6 be pulled 10 feet toward the namielle on a failed save, or
Skills Athletics +9, Perception +7 half as much on a successful one and is not pulled.
Damage Immunities cold, lightning Electric Divebomb (Recharge 5-6). The namielle releases a
Condition Immunities paralyzed, stunned torrent of water from its body, flooding the ground in a
Senses darkvision 120 ft., passive Perception 17 30-foot radius around it. It then rises into the sky while
Languages Aquan, Draconic gathering electricity and comes crashing down at its
Challenge 14 (11,500 XP) same location causing a massive eruption of water and a
shockwave of steam. Each creature within 30 feet of the
Amphibious. The namielle can breathe air and water. namielle must make a DC 17 Dexterity saving throw,
taking 22 (4d10) fire damage on a failed save, or half as
Innate Spellcasting. The namielle's innate spellcasting much on a successful one. If the creature is within 10
ability is Intelligence. It can innately cast the following feet of the namielle, it takes an extra 11 (2d10) lightning
spells (spell save DC 18), requiring no material damage.
components:
At will: create or destroy water, control water Legendary Actions
Flooded. Any space that has been flooded by one of The namielle can take 3 legendary actions, choosing
namielle's actions is filled with two to three feet of from the options below. Only one legendary action
water, and it is difficult terrain for any creature without option can be used at a time and only at the end of
an innate or magical swimming speed. The flooded areas another creature's turn. The namielle regains spent
remain flooded for 24 hours, until the namielle absorbs legendary actions at the start of its turn.
the water, or until it is turned to steam. Attack. The namielle makes one attack with its bite or
Actions water globule.
Multiattack. The namielle makes two attacks: one attack Water Beam (Costs 2 Actions). The namielle exhales a
with its bite and one with its claw, or it makes two torrent of water in a 60-foot cone, flooding the area.
attacks with its water globule. Each creature in that area must make a DC 18 Dexterity
saving throw, taking 17 (5d6) cold damage and be
Bite. Melee Weapon Attack: +9 to hit, Reach 5 ft., one afficted with waterblight on a failed save, or half as much
target. Hit 17 (3d8 + 4) piercing damage. damage and not afficted with waterblight on a successful
one. The water then spreads out 15 feet across the
Claw. Melee Weapon Attack: +9 to hit, Reach 5 ft., one ground in all directions, flooding the area.
target. Hit 14 (3d6 + 4) slashing damage.
Electric Current (Costs 3 Actions). The namielle touches
Water Globule. Range Weapon Attack: +9 to hit, range the tip of its wing to a flooded space within 10 feet of it,
30/120 ft., one target. Hit: 10 (3d6) cold damage and sending an electric current coursing through it. This
the target must succeed on a DC 17 Constitution saving current travels through each connected flooded space
throw, or become afficted with waterblight for 1 minute. causing an explosion of steam in each space as it travels
A creature can repeat the saving throw at the end of each through them. Each creature in those spaces must make
of its turns, ending the effect on itself on a success. On a a DC 17 Dexterity saving throw, taking 14 (4d6) fire
hit or miss, the 5 foot area below the target is flooded. damage plus 10 (3d6) lightning damage on a failed save,
Tidal Wave. The namielle conjures up a wave of water that or half as much on a successful one. Spaces affected by
crashes down on an area in front of it. The area can be up this ability then lose the flooded status.
115
Namielle Namielle Lash (spellcaster only)
This weapon has 10 runes. While holding it, you can use an
Challenge Rating 14 Carves 4 action to expend 1 or more of its runes to cast one of the
Carve Chance Material Slots following spells from it, using your spell save DC: shape
water (1 rune), create or destroy water (1 rune), fog cloud
1-2 Elder Dragon Blood (O) (1 rune), call lightning (3 runes) or control water (4 runes).
The weapon regains 1d6 + 4 expended runes daily at
3-4 Elder Dragon Bone (O)
dawn. If you expend the last rune it cannot regain any
5-8 Namielle Finehide (A,W) runes for one week.
9-12 Namielle Hardclaw (A,W) Namielle Mantle
You gain a + 1 bonus to your spell attack rolls and spell
13-14 Namielle Whisker (A,W) save DC while attuned to this weapon. This bonus
15-17 Namielle Fellwing (A,W) increases to +2 when the spell you are casting deals cold
or lightning damage.
18-19 Namielle Lash (A,W)
20 Namielle Mantle (A,W) OTHER MATERIAL EFFECTS
Elder Dragon Blood
Any rarity weapon upgrade material.
ARMOR MATERIAL EFFECTS
Namielle Finehide Elder Dragon Bone
Tool Specialist. While wearing this armor your proficiency Any rarity armor upgrade material.
bonus is double for any ability check made with a tool you
are proficient with.
Namielle Hardclaw
Blightproof. While wearing this armor you are immune to Tempered Namielle
blight spells, spell like abilities, and conditions. Huge dragon (elder), Chaotic Evil
Namielle Whisker
Constitution. The duration from slowing effects, such as Armor Class 18 (natural armor)
the slow spell or a copper dragon's breath attack, are Hit Points 207 (18d12 + 90)
reduced by half while you wear this armor. Speed 40 ft., fly 60 ft. (hover), swim 60 ft.
Namielle Fellwing
Stamina Surge+2. While wearing this armor, you can use an STR DEX CON INT WIS CHA
action to cast the haste spell from it once per day, but can
target only yourself when you do so and you gain 1 level of 21 (+5) 16 (+3) 20 (+5) 22 (+6) 16 (+3) 15 (+2)
exhaustion when the spell ends.
Namielle Lash Saving Throws Dex +9, Con +11, Cha +8
While wearing this armor you have resistances to lightning Skills Athletics +11, Perception +9
damage. Damage Immunities cold, lightning; bludgeoning,
piercing, slashing from nonmagical attacks
Namielle Mantle Condition Immunities charmed, frightened, paralyzed,
While wearing this armor you have immunity to cold stunned
damage. Senses darkvision 120 ft., passive Perception 19
Languages Aquan, Draconic
WEAPON MATERIAL EFFECTS Challenge 19 (22,000 XP)
Namielle Finehide
While attuned to this weapon, you can use an action to Amphibious. The namielle can breathe air and water.
cast the levitate spell on yourself at will.
Innate Spellcasting. The namielle's innate spellcasting
Namielle Hardclaw ability is Intelligence. It can innately cast the following
While you are attuned to this weapon you can use a bonus spells, requiring no material components:
action to cast the dancing lights spell at will.
At will: create or destroy water, control water, wall of
Namielle Whisker water
When you critically hit with this weapon, the target can’t
take reactions until the start of its next turn. Flooded. Any space that has been flooded by one of
namielle's actions is filled with three to four feet of
Namielle Fellwing water, and it is difficult terrain for any creature without
When you finish a short or long rest you choose a damage an innate or magical swimming speed. The flooded
type. This damage type can be either cold or lightning areas remain flooded for 24 hours, until the namielle
damage. A creature hit by this weapon takes an extra 1d8 absorbs the water, or until it is turned to steam.
of the chosen damage type.
Legendary Resistance (3/Day). If the namielle fails a
saving throw, it can choose to succeed instead.
116
gathering electricity and comes crashing down at its
Actions same location causing a massive eruption of water and a
Multiattack. The namielle makes two attacks: one attack shockwave of steam. Each creature within 40 feet of the
with its bite and one with its claw, or it makes two namielle must make a DC 19 Dexterity saving throw,
attacks with its water globule. taking 27 (5d10) fire damage on a failed save, or half as
much on a successful one. If the creature is within 15
Bite. Melee Weapon Attack: +11 to hit, Reach 5 ft., one feet of the namielle, it takes an extra 16 (3d10) lightning
target. Hit 18 (3d8 + 5) piercing damage. damage.
Claw. Melee Weapon Attack: +11 to hit, Reach 5 ft., one
target. Hit 15 (3d6 + 5) slashing damage.
Legendary Actions
The namielle can take 3 legendary actions, choosing
Water Globule. Range Weapon Attack: +9 to hit, range
from the options below. Only one legendary action
30/120 ft., one target. Hit: 14 (4d6) cold damage and
option can be used at a time and only at the end of
the target must succeed on a DC 19 Constitution saving
another creature's turn. The namielle regains spent
throw, or become afficted with waterblight for 1 minute.
legendary actions at the start of its turn.
A creature can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success. On a Attack. The namielle makes one attack with its bite or
hit or miss, the 5 foot area below the target is flooded. water globule.
Tidal Wave. The namielle conjures up a wave of water that Water Beam (Costs 2 Actions). The namielle exhales a
crashes down on an area in front of it. The area can be up torrent of water in a 90-foot cone, flooding the area.
to 40 feet long, up to 10 feet wide, and up to 10 feet Each creature in that area must make a DC 20 Dexterity
tall. Each creature in that area must make a DC 20 saving throw, taking 17 (5d6) cold damage and be
Dexterity saving throw, taking 24 (7d6) bludgeoning afficted with waterblight on a failed save, or half as much
damage and is knocked prone on a failed save, or half as damage and not afficted with waterblight on a successful
much damage and isn’t knocked prone on a successful one. The water then spreads out 15 feet across the
one. The water then spreads out 15 feet across the ground in all directions, flooding the area.
ground in all directions, flooding the area.
Electric Current (Costs 3 Actions). The namielle touches
Maelstrom. The water in a 40-foot radius around the the tip of its wing to a flooded space within 10 feet of it,
namielle is pulled towards it and absorbed into its body, sending an electric current coursing through it. This
increasing its AC by 3 until the end of its next turn. Each current travels through each connected flooded space
creature in flooded terrain must make a DC 20 Strength causing an explosion of steam in each space as it travels
saving throw or take 24 (7d6) bludgeoning damage and through them. Each creature in those spaces must make
be pulled 10 feet toward the namielle on a failed save, or a DC 19 Dexterity saving throw, taking 14 (4d6) fire
half as much on a successful one and is not pulled. damage plus 14 (4d6) lightning damage on a failed save,
Electric Divebomb (Recharge 5-6). The namielle releases a or half as much on a successful one. Spaces affected by
torrent of water from its body, flooding the ground in a this ability then lose the flooded status.
35-foot radius around it. It then rises into the sky while
T.Namielle Hardclaw
Tempered Namielle Biology. You become proficient with dung bombs while
Challenge Rating 19 Carves 4 you are wearing this armor, and you are immune to blight
effects such as waterblight, iceblight, or the blight spell.
Carve Chance Material Slots
T.Namielle Whisker
1-2 Elder Dragon Blood (O) Constitution. The duration from slowing effects, such as
the slow spell or a copper dragon's breath attack, are
3-4 Elder Dragon Bone (O)
reduced by half while you wear this armor.
5-8 T.Namielle Finehide (A,W) T.Namielle Fellwing
9-12 T.Namielle Hardclaw (A,W) Stamina Surge+2. While wearing this armor, you can use an
action to cast the haste spell from it once per day, but can
13-14 T.Namielle Whisker (A,W) target only yourself when you do so and you gain 1 level of
15-17 T.Namielle Fellwing (A,W) exhaustion when the spell ends.
18-19 T.Namielle Lash (A,W) T.Namielle Lash
This armor has 3 runes, and it regains 1d3 expended runes
20 T.Namielle Mantle (A,W) daily at dawn. While you wear it, you can use an action and
expend 1 rune to cause the armor to display a shifting
pattern of dazzling hues until the end of your next turn.
ARMOR MATERIAL EFFECTS During this time, the armor sheds bright light in a 30-foot
T.Namielle Finehide radius and dim light for an additional 30 feet. Creatures
Tool Specialist. While wearing this armor your proficiency that can see you have disadvantage on attack rolls against
bonus is double for any ability check made with a tool you you. In addition, any creature in the bright light that can
are proficient with. see you when the armor's power is activated must succeed
117
on a DC 15 Wisdom saving throw or become stunned until
the effect ends. Senses darkvision 120 ft., passive Perception 20
Languages Aquan, Draconic
T.Namielle Mantle Challenge 24 (62,000 XP)
While wearing this armor you have resistance to cold
damage and lightning damage.
Amphibious. The namielle can breathe air and water.
WEAPON MATERIAL EFFECTS Innate Spellcasting. The namielle's innate spellcasting
T.Namielle Finehide ability is Intelligence. It can innately cast the following
While attuned to this weapon, you can use an action to spells, requiring no material components:
cast the levitate spell on yourself at will.
At will: create or destroy water, control water, wall of
T.Namielle Hardclaw water
While you are attuned to this weapon you can use a bonus
action to cast the dancing lights cantrip at will. Flooded. Any space that has been flooded by one of
namielle's actions is filled with four to five feet of
T.Namielle Whisker water, and it is difficult terrain for any creature without
When you critically hit with this weapon, the target can’t an innate or magical swimming speed. The flooded
take reactions until the start of its next turn. areas remain flooded for 24 hours, until the namielle
T.Namielle Fellwing absorbs the water, or until it is turned to steam.
When you finish a short or long rest you choose a damage Legendary Resistance (3/Day). If the namielle fails a
type. This damage type can be either cold or lightning saving throw, it can choose to succeed instead.
damage. A creature hit by this weapon takes an extra 1d8
of the chosen damage type. Magic Resistance. The namielle has advantage on saving
throws against spells and other magical effects.
T.Namielle Lash (Spellcaster only)
This weapon has 10 runes. While holding it, you can use an Actions
action to expend 1 or more of its runes to cast one of the Multiattack. The namielle makes three attacks: one
following spells from it, using your spell save DC: shape attack with its bite and two with its claw, or it makes
water (1 rune), create or destroy water (1 rune), fog cloud three attacks with its water globule.
(1 rune), call lightning (3 runes), tidal wave (3 runes) or
control water (4 runes). The weapon regains 1d6 + 4 Bite. Melee Weapon Attack: +14 to hit, Reach 5 ft., one
expended runes daily at dawn. If you expend the last rune target. Hit 20 (3d8 + 7) piercing damage.
it cannot regain any runes for one week.
Claw. Melee Weapon Attack: +14 to hit, Reach 5 ft.,
T.Namielle Mantle one target. Hit 17 (3d6 + 7) slashing damage.
You gain a + 2 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus Water Globule. Range Weapon Attack: +9 to hit, range
increases to +3 when the spell you are casting deals cold 30/120 ft., one target. Hit: 17 (5d6) cold damage and
or lightning damage. the target must succeed on a DC 21 Constitution
saving throw, or become afficted with waterblight for 1
minute. A creature can repeat the saving throw at the
OTHER MATERIAL EFFECTS end of each of its turns, ending the effect on itself on a
Elder Dragon Blood success. On a hit or miss, the 5 foot area below the
Any rarity weapon upgrade material. target is flooded.
Elder Dragon Bone Tidal Wave. The namielle conjures up a wave of water
Any rarity armor upgrade material. that crashes down on an area in front of it. The area can
be up to 45 feet long, up to 15 feet wide, and up to 10
feet tall. Each creature in that area must make a DC 22
Archtempered Namielle Dexterity saving throw, taking 31 (9d6) bludgeoning
damage and is knocked prone on a failed save, or half
Huge dragon (elder), Chaotic Evil
as much damage and isn’t knocked prone on a
successful one. The water then spreads out 15 feet
Armor Class 19 (natural armor) across the ground in all directions, flooding the area.
Hit Points 325 (26d12 + 156)
Speed 40 ft., fly 60 ft. (hover), swim 60 ft. Maelstrom. The water in a 45-foot radius around the
namielle is pulled towards it and absorbed into its
body, increasing its AC by 4 until the end of its next
STR DEX CON INT WIS CHA turn. Each creature in flooded terrain must make a DC
22 Strength saving throw or take 31 (9d6)
24 (+7) 18 (+4) 22 (+6) 24 (+7) 16 (+3) 15 (+2) bludgeoning damage and be pulled 15 feet toward the
namielle on a failed save, or half as much on a
Saving Throws Dex +11, Con +13, Cha +9 successful one and is not pulled.
Skills Athletics +11, Perception +10 Electric Divebomb (Recharge 5-6). The namielle releases
Damage Immunities cold, lightning; bludgeoning, a torrent of water from its body, flooding the ground in
piercing, slashing from nonmagical attacks a 40-foot radius around it. It then rises into the sky
Damage Resistances acid while gathering electricity and comes crashing down at
Condition Immunities charmed, frightened, paralyzed, its same location causing a massive eruption of water
stunned, unconscious
118
AT.Namielle Whisker
Constitution. The duration from slowing effects, such as
and a shockwave of steam. Each creature within 40 the slow spell or a copper dragon's breath attack, are
feet of the namielle must make a DC 21 Dexterity reduced by half while you wear this armor.
saving throw, taking 38 (7d10) fire damage on a failed
save, or half as much on a successful one. If the AT.Namielle Fellwing
creature is within 20 feet of the namielle, it takes an Stamina Surge+3. While wearing this armor, you can use an
extra 22 (4d10) lightning damage. action to cast the haste spell from it once per day, but can
target only yourself when you do so.
Legendary Actions AT.Namielle Lash
The namielle can take 3 legendary actions, choosing This armor has 3 runes, and it regains 1d3 expended runes
from the options below. Only one legendary action daily at dawn. While you wear it, you can use an action and
option can be used at a time and only at the end of expend 1 rune to cause the armor to display a shifting
another creature's turn. The namielle regains spent pattern of dazzling hues until the end of your next turn.
legendary actions at the start of its turn. During this time, the robe sheds bright light in a 30-foot
radius and dim light for an additional 30 feet. Creatures
Attack. The namielle makes one attack with its bite or that can see you have disadvantage on attack rolls against
water globule. you. In addition, any creature in the bright light that can
Water Beam (Costs 2 Actions). The namielle exhales a see you when the armor's power is activated must succeed
torrent of water in a 90-foot cone, flooding the area. on a DC 15 Wisdom saving throw or become stunned until
Each creature in that area must make a DC 22 the effect ends.
Dexterity saving throw, taking 35 (10d6) cold damage AT.Namielle Mantle
and be afficted with waterblight on a failed save, or half While wearing this armor you have immunity to cold
as much damage and not afficted with waterblight on a damage and resistance lightning damage.
successful one. The water then spreads out 15 feet
across the ground in all directions, flooding the area. WEAPON MATERIAL EFFECTS
Electric Current (Costs 3 Actions). The namielle touches AT.Namielle Finehide
the tip of its wing to a flooded space within 10 feet of While attuned to this weapon, you can use an action to
it, sending an electric current coursing through it. This cast the levitate spell on yourself or a bonus action to cast
current travels through each connected flooded space the dancing lights cantrip at will.
causing an explosion of steam in each space as it
travels through them. Each creature in those spaces AT.Namielle Hardclaw
must make a DC 21 Dexterity saving throw, taking 21 When you critically hit with this weapon, the target can’t
(6d6) fire damage plus 21 (6d6) lightning damage on a take reactions until the start of its next turn.
failed save, or half as much on a successful one. Spaces AT.Namielle Whisker
affected by this ability then lose the flooded status. While you are attuned to this weapon, your cold and
lightning spells bypass a creature's damage resistance.
AT.Namielle Fellwing
Archtempered Namielle When you finish a short or long rest you choose a damage
type. This damage type can be either cold or lightning
Challenge Rating 24 Carves 4 damage. A creature hit by this weapon takes an extra 1d10
Carve Chance Material Slots of the chosen damage type.
AT.Namielle Lash (Spellcaster only)
1-2 Elder Dragon Blood X2 (O)
This weapon has 12 runes. While holding it, you can use an
3-4 Elder Dragon Bone X2 (O) action to expend 1 or more of its runes to cast one of the
following spells from it, using your spell save DC: shape
5-8 AT.Namielle Finehide (A,W) water (1 rune), create or destroy water (1 rune), fog cloud
9-12 AT.Namielle Hardclaw (A,W) (1 rune), call lightning (3 runes), tidal wave (3 runes),
control water (4 runes), or chain lightning (6 runes). The
13-14 AT.Namielle Whisker (A,W) weapon regains 1d8 + 4 expended runes daily at dawn. If
15-17 AT.Namielle Fellwing (A,W) you expend the last rune it cannot regain any runes for one
week.
18-19 AT.Namielle Lash (A,W)
AT.Namielle Mantle
20 AT.Namielle Mantle (A,W) You gain a + 2 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
increases to +4 when the spell you are casting deals cold
ARMOR MATERIAL EFFECTS or lightning damage.
AT.Namielle Finehide
Tool Specialist. While wearing this armor your proficiency OTHER MATERIAL EFFECTS
bonus is double for any ability check made with a tool you Elder Dragon Blood
are proficient with. Any rarity weapon upgrade material.
AT.Namielle Hardclaw Elder Dragon Bone
Biology. You become proficient with dung bombs while Any rarity armor upgrade material.
you are wearing this armor, and you are immune to blight
effects such as waterblight, iceblight, or the blight spell.
119
Nergigante
Like most other Elder Dragons, Nergigante possesses six
limbs; four legs and two wings. On its head are two large Actions
horns resembling a bull. Though it is classified as an Elder Multiattack. The nergigante can use its frightful
Dragon, the Nergigante isn't known to cause any natural presence. It then makes four attacks: one with its bite,
disasters, but its sudden appearance is enough to scare off one with its horn, and two with its claws.
other species, which can cause them to invade other areas.
Covering Nergigante's head, arms, tail, and wings are small Frightful Presence. Each creature of the nergigante's
spikes that break easily with enough damage. These spikes choice that is within 120 feet of the nergigante and
aware of it must succeed on a DC 20 Wisdom saving
are believed to be made of a material similar to enamel and throw or become frightened for 1 minute. A creature
can break in a number of ways, though they mostly break can repeat the saving throw at the end of each of its
from the sheer force of Nergigante's attacks. Unlike other turns, ending the effect on itself on a success. If a
Elder Dragons that use elemental abilities to survive, creature's saving throw is successful or the effect ends
Nergigante uses brute strength to take on its prey. for it, the creature is immune to the nergigante's
Nergigante also has extreme regenerative abilities that Frightful Presence for the next 24 hours.
allow it to regrow lost spikes, up to 1800 of them, in mere Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one
seconds. Researchers theorize that this regenerative process target. Hit: 25 (4d8 + 7) piercing damage.
starts when its spikes have taken a certain amount of
damage, and it is said that it can regrow them an infinite Horn. Melee Weapon Attack. +14 to hit, reach 10 ft.,
number of times. It also seems to have the ability to sense one target. Hit: 29 (4d10 + 7) bludgeoning damage.
highly pure bioenergy. Claw. Melee Weapon Attack. +14 to hit, reach 10 ft.,
Nergigante doesn't have a gender and reproduces one target. Hit: 14 (2d6 + 7) slashing damage.
asexually. It needs large quantities of bioenergy to propagate, Wing. Melee Weapon Attack. +14 to hit, reach 10 ft.,
but the way it does so is bizarre compared to other species. one target. Hit: 29 (4d10 + 7) piercing damage.
When Nergigante regenerates its spikes, some of them may
gain the bioenergy it has used and begin to produce germ Meteor Crash (Recharge 5-6). The nergigante leaps into
cells, allowing Nergigante to produce another of its kind the air using its wings to hover briefly and comes
without the need of a mate. Since Nergigante needs more crashing down in a 15-foot square area within 60 feet
of it. Each creature in that area must make a DC 22
bioenergy than usual to produce the next generation, it needs Dexterity saving throw, taking 59 (17d6) bludgeoning
to find a food source with incredible strength. Interestingly, damage on a failed save, or half as much damage on a
the offspring are genetically identical to their parent. successful one.
Spiked Explosion. The spikes on the nergigante explode
120
Nergigante WEAPON MATERIAL EFFECTS
Nergigante Regrowth Plate
Challenge Rating 23 Carves 6 Maximum Might. While your hit points are full and you are
Carve Chance Material Slots not suffering from any levels of exhaustion, you deal
maximum weapon damage with your attacks.
1-3 Elder Dragon Bone (O)
Nergigante Carapace (Bow only)
4-5 Elder Dragon Blood (O) As a bonus action you can grow a black spike from the
6-9 Nergigante Regrowth Plate (A,W) palm of your hand and nock it to your bow. A creature hit
by this spike suffers normal weapon damage and the spike
10-12 Nergigante Carapace (A,W) lodges itself into the creature. A creature's speed is
reduced by 5 feet for every spike impaled into it. If the
13-15 Nergigante Talon (A,W)
target or a creature within 5 feet of it uses an action to pull
16-17 Nergigante Tail (A,W) out the spikes, or if some other effect removes them, the
creature's movement speed returns to normal.
18-19 Immortal Dragonscale (A,W)
You are able to grow up to 10 black spikes. You are unable
20 Nergigante Gem (A,W) to grow anymore until you finish a long rest.
Nergigante Talon
ARMOR MATERIAL EFFECTS Your weapon deals an extra 1d10 slashing damage.
Nergigante Regrowth Plate Nergigante Tail
While wearing this armor, you regain 1d6 Hit Points every When you attack a creature with this weapon and roll a 20
10 minutes, provided that you have at least 1 hit point. If on the attack roll, that target takes an extra 3d6 necrotic
you lose a body part, the armor causes the missing part to damage, provided that the target isn’t a construct or an
regrow and return to full functionality after 1d6 + 1 days if Undead. You gain temporary hit points equal to the extra
you have at least 1 hit point the whole time. damage dealt.
Nergigante Carapace Immortal Dragonscale
Stamina Surge+3. While wearing this armor, you can use an Your weapon deals an extra 2d6 piercing damage.
action to cast the haste spell from it once per day, but can
target only yourself when you do so. Nergigante Gem
The first time you attack with this weapon on each of your
Nergigante Talon turns, you can transfer some or all of the weapon's bonus
When a creature within 5 feet of you hits you with a melee to your armor class, instead of using the bonus on any
attack, you can use your reaction to deal 2d4 piercing attacks that turn. For example you could reduce the bonus
damage to them. This damage bypasses resistance and to your attack and damage rolls by 2 to gain a +2 bonus to
immunity, and can't be reduced or avoided by any means. AC. The adjusted bonuses remain in effect until the start of
Nergigante Tail your next turn, although you must hold the weapon to gain
While wearing this armor, any critical hit against you a bonus to AC from it.
becomes a normal hit.
OTHER MATERIAL EFFECTS
Immortal Dragonscale Elder Dragon Blood
You have resistance to fire and cold damage while you Any rarity weapon upgrade material.
wear this armor.
Nergigante Gem Elder Dragon Bone
While wearing this armor, you have advantage on saving Any rarity armor upgrade material.
throws against spells and other magical effects, and spell
attacks have disadvantage against you.
121
Ruiner Nergigante
Ruiner Nergigante is built similarly to Nergigante, albeit with darker scale and carapace. The variant's defining feature are the
metallic spikes that grow in between their regular bone spikes on its forelimbs, nape, and wings. These spikes are much tougher
and make deadlier weapons compared to the normal ones, increasing its spike explosion radius and causing a bleeding effect.
Ruiner Nergigante Horn. Melee Weapon Attack. +16 to hit, reach 10 ft., one
target. Hit: 29 (4d10 + 7) bludgeoning damage.
Huge dragon (elder), Chaotic Evil
Claw. Melee Weapon Attack. +16 to hit, reach 10 ft., one
Armor Class 23 (natural armor) target. Hit: 14 (2d6 + 7) slashing damage.
Hit Points 462 (28d12 + 280) Wing. Melee Weapon Attack. +16 to hit, reach 10 ft., one
Speed 40 ft., fly 80 ft. target. Hit: 29 (4d10 + 7) piercing damage.
Meteor Crash (Recharge 5-6). The nergigante leaps into
STR DEX CON INT WIS CHA the air using its wings to hover briefly and comes
crashing down in a 15-foot square area within 90 feet of
25 (+7) 14 (+2) 30 (+10) 12 (+1) 18 (+4) 16 (+3) it. Each creature in that area must make a DC 22
Dexterity saving throw, taking 80 (23d6) bludgeoning
Saving Throws Str +16, Dex +11, Wis +13, Cha +12 damage on a failed save, or half as much damage on a
Damage Resistances lightning successful one.
Damage Immunities cold, fire; bludgeoning, piercing, and Spiked Explosion. The spikes on the nergigante explode
slashing damage from nonmagical attacks outward in a 40-foot-sphere around it. Each creature in
Condition Immunities charmed, exhaustion, frightened, that area must make a DC 24 Dexterity saving throw,
petrified, stunned taking 10 (3d6) piercing damage and begin to bleed
Senses darkvision 120 ft., passive Perception 14 from a vicious wound on a failed save or half as much
Languages Draconic damage and do not bleed on a successful one.
Challenge 30 (155,000 XP) A creature that suffers from a vicious wound loses 4
(1d8) hit points at the start of each of its turns. Each
Legendary Resistance (4/Day). If the nergigante fails a time the creature suffers from another vicious wound,
saving throw, it can choose to succeed instead. the damage dealt by the wound increases by 4 (1d8).
Any creature can take an action to stanch the wound
Magic Resistance. The nergigante has advantage on with a successful DC 18 Wisdom (Medicine) check. The
saving throws against spells and other magical effects. wound also closes if the target receives magical healing.
Spiked Regrowth. The nergigante has spikes covering its Dragon Eater. The nergigante feeds on the corpse of a
body. When used, broken, or removed in any way; the dragon. A large or smaller dragon is consumed whole,
spikes regrow instantly. while the nergigante can feed on a Huge or bigger
Additionally, the nergigante can use its spiked dragon for up to 30 seconds. For each round the
explosion immediately after it uses an action or Nergigante feeds on a dragon, it heals for an amount
legendary action as part of the same action or legendary equal to the dragons Challenge rating.
action.
Actions Legendary Actions
The nergigante can take 3 legendary actions, choosing
Multiattack. The nergigante can use its frightful presence. from the options below. Only one legendary action
It then makes four attacks: one with its bite, one with its option can be used at a time and only at the end of
horn, and two with its claws. another creature's turn. The nergigante regains spent
Frightful Presence. Each creature of the nergigante's legendary actions at the start of its turn.
choice that is within 120 feet of the nergigante and Hunger. The nergigante uses its dragon eater, but only
aware of it must succeed on a DC 21 Wisdom saving heals for half the amount it normally would.
throw or become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its turns, Wing Attack. The nergigante makes a wing attack.
ending the effect on itself on a success. If a creature's Trample (Costs 2 Actions). The nergigante moves up to its
saving throw is successful or the effect ends for it, the speed, during this move it may move through other
creature is immune to the nergigante's Frightful creatures without provoking attacks of opportunity. Any
Presence for the next 24 hours. creatures the nergigante moves through must succeed
Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one on a DC 24 Dexterity saving throw or take 32 (4d10 + 7)
target. Hit: 25 (4d8 + 7) piercing damage. bludgeoning damage and be knocked prone.
122
Ruiner Nergigante WEAPON MATERIAL EFFECTS
Challenge Rating 30 Carves 6 Eternal Regrowth Plate
Maximum Might. While your hit points are full and you are
Carve Chance Material Slots not suffering from any levels of exhaustion, you deal
1-3 Elder Dragon Bone x2 (O) maximum weapon damage with your attacks.
4-5 Elder Dragon Blood x2 (O) Nergigante Cortex (Bow only)
As a bonus action you can grow a black spike from the
6-9 Eternal Regrowth Plate (A,W) palm of your hand and nock it to your bow. A creature hit
10-12 Nergigante Cortex (A,W) by this spike suffers normal weapon damage and the spike
lodges itself into the creature. A creature's speed is
13-15 Nergigante Hardclaw (A,W) reduced by 10 feet for every spike impaled into it. If the
16-17 Nergigante Flail (A,W) target or a creature within 5 feet of it uses an action to pull
out the spikes, or if some other effect removes them, the
18-19 Immortal Shard (A,W) creature's movement speed returns to normal.
20 Annihilating Greathorn (A,W) You are able to grow up to 10 black spikes. You are unable
to grow anymore until you finish a long rest.
123
Safi'jiiva Siphon Energy. While on the ground, the safi'jiiva siphons
the energy from the earth, regaining 70 hit points.
Gargantuan dragon (elder), unaligned
Cone of Flames (Recharge 5-6). The safi'jiiva exhales a
Armor Class 24 (natural armor) beam of blue flames that arcs across a 90-foot cone.
Hit Points 451 (22d20 + 220) Each creature in that area must make a DC 25 Dexterity
Speed 40 ft., fly 80 ft. saving throw, taking 71 (13d10) fire damage on a failed
save, or half as much damage on a successful one.
Sapphire Star (1/day). The safi'jiiva rises into the air
STR DEX CON INT WIS CHA releasing a gout of blue flames below it until the start of
27 (+8) 12 (+1) 30 (+10) 18 (+4) 24 (+7) 16 (+3) its next turn. The flames cover the ground in a 45-foot
radius around the safi'jiiva. Each creature that starts its
turn in the flames or enters them for the first time on a
Saving Throws Dex +10, Int +13, Wis +16, Cha +12 turn must make a DC 25 Dexterity saving throw, taking
Skills Perception +16 31 (9d6) fire damage on a failed save or half as much on
Damage Resistances cold, lightning; bludgeoning, a successful one.
piercing, and slashing from nonmagical attacks On the safi'jiiva's next turn but before it moves, it can
Damage Immunities fire, force use its action to release a bead of concentrated magical
Condition Immunities charmed, frightened, paralyzed, force that slowly falls to the ground. Upon impact at the
stunned end of the safi'jiiva's turn, the bead explodes and each
Senses truesight 120 ft., passive Perception 26 creature in a 60-radius must make a DC 25 Dexterity
Languages — saving throw, taking 56 (16d6) fire damage plus 56
Challenge 29 (135,000 XP) (16d6) force damage on a failed save, or half as much
damage on a successful one.
Legendary Resistance (3/Day). If the safi'jiiva fails a saving
throw, it can choose to succeed instead. Legendary Actions
Magic Resistance. The safi'jiiva has advantage on saving The safi'jiiva can take 3 legendary actions, choosing from
throws against spells and other magical effects. the options below. Only one legendary action option can
be used at a time and only at the end of another
Suppressed Power. The safi'jiiva is unable to use its creature's turn. The safi'jiiva regains spent legendary
sapphire star while it is above (225) half of its maximum actions at the start of its turn.
hit points.
Detect. The safi'jiiva makes a Wisdom (Perception)
Actions check.
Multiattack. The safi'jiiva can use its frightful presence. It Tail Attack. The safi'jiiva makes a tail attack.
then makes five attacks: three with its bite, and two with
its claws. Blue Flame Breath (Costs 2 Actions). The safi'jiiva exhales
a burst of blue flames in a 120-foot line that is 10 feet
Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one wide. Each creature in a line must make a DC 25
target. Hit: 26 (4d8 + 8) piercing damage. If the target is Dexterity saving throw, taking 38 (11d6) fire damage on
a creature, it is grappled (escape DC 23) . Until this a failed save, or half as much damage on a successful
grapple ends, the target is restrained, and the safi'jiiva one. Any creature that was grappled by the safi'jiiva bite
can't bite another target. attack automatically fails their saving throw and is
pushed 30 feet away from the safi'jiiva landing prone on
Claw. Melee Weapon Attack. +17 to hit, reach 10 ft., one the ground.
target. Hit: 18 (3d6 + 8) slashing damage.
Tail. Melee Weapon Attack. +17 to hit, reach 15 ft., one
target. Hit: 30 (4d10 + 8) bludgeoning damage.
Frightful Presence. Each creature of the safi'jiiva's choice
that is within 120 feet of the safi'jiiva and aware of it
must succeed on a DC 22 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the creature
is immune to the safi'jiiva's Frightful Presence for the
next 24 hours.
124
Safi'jiiva WEAPON MATERIAL EFFECTS
Challenge Rating 29 Carves 9 Safi'jiiva Shard
Maximum Might. While your hit points are full and you are
Carve Chance Material Slots not suffering from any levels of exhaustion, you deal
1-2 Elder Dragon Bone (O) maximum weapon damage with your attacks.
125
Shara Ishvalda Lair Actions
Shara Ishvalda is a large dragon which can found in two On initiative count 20 (losing initiative ties), the shara
different forms. It will initially take on an appearance covered ishvalda takes a lair action to cause one of the following
in rocks, sand, and other minerals. This gives it a very bulky effects:
shape, and the form of its head is impossible to make out. The shara ishvalda sends vibrations through the ground
Most distinctively, instead of wings, it has adapted its creating quicksand pits (DMG p.110) at five points it can
appendages into a four-fingered hand-like structure. see within 120 feet of it. Each quicksand pit covers a 10-
In its true form, exposed from underneath the shell, it is a foot-square area and is 10 feet deep and lasts for 1 minute
lithe and athletic creature, and boasts a variety of bright or until the shara ishvalda uses this lair action again.
colors, mainly yellows, purples, and white. Its face bears two When it ends, the area then becomes difficult terrain and
large, forward-facing eyes, and crests around its head make any creature in the sand no longer sinks, but is still
the shape of a crown. The distinct arms are well-muscled, and restrained by the sand.
the fingers are shown to be spindly and misshapen, bearing A cloud of sand swirls about in a 20-foot-radius sphere
specialized tips for sound production. Spikes, markings, centered on a point the shara ishvalda can see within 120
plates and indentations run along its neck, back, sides, and feet of it. The cloud spreads around corners. Each
limbs, some invoking skeletal structures such as a ribcage. creature in it must succeed on a DC 15 Constitution
The tail ends in a entwining series of snaking structures, saving throw or be blinded for 1 minute. A creature can
failing to form any one tip. repeat the saving throw at the end of each of its turns,
Shara Ishvalda can manipulate the earth using its innate ending the effect on itself on a success.
ability to control vibration. Using vibrations from its wingtips, A tremor shakes the lair in a 60-foot radius around the
it can break down and reshape solid ground around it, shara ishvalda. Each creature other than the shara
forming quicksands which hunters will struggle to move in, ishvalda on the ground in that area must succeed on a DC
but allows it to move around without issue. It can also direct 15 Dexterity saving throw or be knocked prone.
these vibrations as direct attacks against hunters, combining
their energy into powerful aimed rays. For its most powerful Regional Effects
attack, it digs underground, churning up all the land around The region containing a shara ishvalda's lair is warped by the
it, before reappearing, kicking up all the sand, and combining it's magic, which creates one or more of the following effects:
its vibration-energy into a large sphere which it then sends
down, creating a huge explosion. Beyond the vibrations, it Small earthquakes are common within 6 miles of the
will use its wingtips to swat at the hunter directly. In its initial, shara ishvalda's lair.
rock-covered state, it will burrow partially into the ground As the shara ishvalda moves through the area, a song that
and attack the hunter while sending out waves of energy. plays through the ground can be heard within 1 mile of it.
Shara Ishvalda prefers to rest underground until disturbed. Beasts and dragons that hear this song become extremely
When awakened, it will attempt to ward off its aggressor aggressive.
while in a heavily defended, rock-covered state, performing The shara ishvalda creates a disturbance in the ecosystem
less aggressive attacks to fend off foes. If this outer hide is within its region. Because of this, creatures appear in the
destroyed, it instantly becomes hyper-aggressive. In this state, area that are not commonly seen (elder dragons, fiends,
Shara Ishvalda will focus its full power towards destroying monstrosities, powerful beasts, etc).
direct threats. It does not give up a fight easily, choosing to try
and attack one last time after being nearly killed as opposed
to retreating back underground.
126
Shara Ishvalda (Shell) Crush. The shara ishvalda jumps 20 feet straight up into
the air as part of its movement. While in the air it spreads
Gargantuan dragon (elder), unaligned
its wings out, each covering a 20-foot-square area. The
shara ishvalda then comes crashing down to the ground,
Armor Class 25 (natural armor) landing prone. Each creature in the shara ishvalda's space
Hit Points 388 (21d20 + 168) (including its the area the wings covered) or within 5
Speed 30 ft., burrow 30 ft. feet of it must make a DC 24 Strength or Dexterity
saving throw (target's choice) or be knocked prone and
takes 49 (9d10) bludgeoning damage on a failed save.
STR DEX CON INT WIS CHA On a successful save, the creature takes only half the
27 (+8) 8 (-1) 26 (+8) 19 (+4) 15 (+2) 18 (+4) damage, isn't knocked prone, and is pushed 5 feet out of
the shara ishvalda's space into an unoccupied space of
the creature's choice. If no unoccupied space is within
Saving Throws Str + 16, Dex +7, Con +15 range, the creature instead falls prone in the shara
Skills Perception +10 ishvalda's space.
Damage Resistances fire, necrotic, piercing, slashing,
thunder Frightful Presence. Each creature of the shara ishvalda
Damage Immunities lightning choice that is within 120 feet of the shara ishvalda and
Condition Immunities charmed, frightened, restrained, aware of it must succeed on a DC 20 Wisdom saving
unconscious throw or become frightened for 1 minute. A creature can
Senses tremorsense 60 ft., truesight 120 ft., passive repeat the saving throw at the end of each of its turns,
Perception 20 ending the effect on itself on a success. If a creature's
Languages Draconic, Terran saving throw is successful or the effect ends for it, the
Challenge 25 (75,000 XP) creature is immune to the shara ishvalda's Frightful
Presence for the next 24 hours.
Breakaway. When the shara ishvalda (shell) reaches 0 hit Legendary Actions
points it breaks away revealing the shara ishvalda (true
form). The shara ishvalda can take 3 legendary actions,
choosing from the options below. Only one legendary
Legendary Resistance (3/Day). If the shara ishvalda fails a action option can be used at a time and only at the end
saving throw, it can choose to succeed instead. of another creature's turn. The shara ishvalda regains
Immutable Form. The shara ishvalda is immune to any spent legendary actions at the start of its turn.
spell or effect that would alter its form. Attack. The shara ishvalda makes a wing attack.
Magic Resistance. The shara ishvalda has advantage on Bulldoze (Costs 2 Actions). The shara ishvalda digs the tip
saving throws against spells and other magical effects. of its wings into the ground, creating a 60 foot wide wall
Soft Rock. The shara ishvalda is vulnerable to with its body and wings. It then moves up to its speed
bludgeoning while it is prone. without provoking opportunity attacks. Each creature the
shara ishvalda moves through must succeed on a DC 24
Sturdy. The shara ishvalda has advantage on saving Strength or Dexterity saving throw (target's choice) or
throws against being paralyzed or stunned. take 26 (4d8 + 8) bludgeoning damage and be knocked
Actions prone.
Multiattack. The shara ishvalda can use its frightful Piercing Roar (Costs 3 Actions). The shara ishvalda lets out
presence. It then makes two attacks: one with its stomp, an ear shattering roar. Each creature that is within 20
and one with its wing. feet of the shara ishvalda must succeed on a DC 21
Constitution saving throw or be incapacitated until the
Stomp. Melee Weapon Attack: +16 to hit, reach 10 ft., end of its next turn. If the saving throw fails by 5 or
one target. Hit: 22 (4d6 + 8) bludgeoning damage. more, the target is instead stunned until the end of its
next turn.
Tail. Melee Weapon Attack. +16 to hit, reach 15 ft., one
target. Hit: 30 (4d10 + 8) bludgeoning damage.
Wing. Melee Weapon Attack. +16 to hit, reach 20 ft., one
target. Hit: 26 (4d8 + 8) bludgeoning damage and the
target is pulled to an unoccupied space within 5 feet of
the shara ishvalda.
127
Shara Ishvalda Sonic Blast (Recharge 5-6). The shara ishvalda focuses its
wingtips into a single point, and then fires a sonic blast
(True Form) in a 120-foot line that is 15 feet wide and 15 feet high.
The shara ishvalda is pushed back 15 feet and each
Gargantuan dragon (elder), unaligned creature in the line must succeed on a DC 23 Dexterity
saving throw, taking 54 (12d8) thunder damage on a
Armor Class 20 (natural armor) failed save or half as much on a successful one. The
Hit Points 455 (26d20 + 182) ground in the line becomes difficult terrain.
Speed 40 ft., burrow 30 ft.
Frightful Presence. Each creature of the shara ishvalda
choice that is within 120 feet of the shara ishvalda and
STR DEX CON INT WIS CHA aware of it must succeed on a DC 20 Wisdom saving
throw or become frightened for 1 minute. A creature can
27 (+8) 14 (+2) 24 (+7) 19 (+4) 15 (+2) 18 (+4) 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 Throws Str + 16, Dex +10, Con +16 saving throw is successful or the effect ends for it, the
Skills Perception +10 creature is immune to the shara ishvalda's Frightful
Damage Resistances fire, necrotic; bludgeoning, piercing, Presence for the next 24 hours.
and slashing from nonmagical attacks Resonance Bomb (1/day). The shara ishvalda raises its
Damage Immunities lightning, thunder wings above its head. Using the vibration from its
Condition Immunities charmed, frightened, restrained, wingtips, it creates a massive bomb of swirling sonic
unconscious waves. The shara ishvalda then throws the bomb at a
Senses tremorsense 60 ft., truesight 120 ft., passive point within 120 feet of it. Upon impact, the bomb
Perception 20 explodes, sending out a shockwave out in a 60-foot
Languages Draconic, Terran radius from that point. Each creature in that area must
Challenge 26 (90,000 XP) make a DC 23 Constitution saving throw, taking 76
(17d8) thunder damage and is deafened for 1 minute on
Legendary Resistance (3/Day). If the shara ishvalda fails a a failed save, or half as much damage and is not deafened
saving throw, it can choose to succeed instead. on a successful one. A creature that is 40 feet or further
away from the point of impact makes their save with
Magic Resistance. The shara ishvalda has advantage on advantage. A creature that is within 20 feet of the point
saving throws against spells and other magical effects. of impact makes their save with disadvantage.
Sturdy. The shara ishvalda has advantage on saving
throws against being paralyzed or stunned. Legendary Actions
Suppressed Power. The shara ishvalda is unable to use its The shara ishvalda can take 3 legendary actions,
Resonance Bomb while it is above half of its maximum choosing from the options below. Only one legendary
hit points (225). action option can be used at a time and only at the end
of another creature's turn. The shara ishvalda regains
Actions spent legendary actions at the start of its turn.
Multiattack. The shara ishvalda can use its frightful Attack. The shara ishvalda makes a wing attack.
presence. It then makes three attacks: one with its bite,
Detect. The shara ishvalda makes a Wisdom (Perception)
one with its claw, and one with its wing.
check.
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one Wide-Range Sonic Blast (Costs 3 Actions). The shara
target. Hit: 18 (3d6 + 8) piercing damage. ishvalda fires sonic blasts from its wingtips, of which
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one three hit the ground at a point within 120 feet of it,
target. Hit: 18 (3d6 + 8) slashing damage. causing the ground to become difficult terrain in a 5-foot
radius centered on that point. The other five can strike a
Tail. Melee Weapon Attack. +16 to hit, reach 15 ft., one target the shara ishvalda can see within 120 feet of it. A
target. Hit: 24 (3d10 + 8) bludgeoning damage. target must make a DC 23 Dexterity saving throw, taking
Wing. Melee Weapon Attack. +16 to hit, reach 20 ft., one 13 (3d8) thunder damage on a failed save, or half as
target. Hit: 21 (3d8 + 8) bludgeoning damage and the much damage on a successful one.
target is pulled to an unoccupied space within 5 feet of
the shara ishvalda.
128
Shara Ishvalda Shara Ishvalda Tenderclaw
Coalescence. Whenever you succeed on a saving throw to
Challenge Rating 26 Carves 6 end a condition, you gain a +1 bonus to your attack rolls
Carve Chance Material Slots and spell save DC, and your weapon or spell attacks deal an
extra 1d4 cold, fire, or lightning damage (your choice)
1-2 Elder Dragon Bone x2 (O) until the end of your next turn.
3-4 Elder Dragon Blood x2 (O) Shara Ishvalda Tenderplate
Your weapon deals an extra 2d6 thunder damage.
5-8 Shara Ishvalda Tenderscale (A,W)
Shara Ishvalda Gem (spellcaster only)
9-11 Shara Ishvalda Boulderplate (A,W) This weapon has 10 runes. While holding it, you can use an
12-15 Shara Ishvalda Petalstone (A,W) action to expend 1 or more of its runes to cast one of the
following spells from it, using your spell save DC: thunder
16-18 Shara Ishvalda Tenderclaw (A,W) wave (1 rune), shatter (2 runes), meld into stone (3 runes),
19 Shara Ishvalda Tenderplate (A,W) thunder step (3 runes), stone shape (4 runes).
20 Shara Ishvalda Gem (A,W) The weapon regains 1d6 + 4 expended runes daily at
dawn. If you expend the last rune, roll a d20. On a 1. the
weapon cannot regain any runes for 1 week.
ARMOR MATERIAL EFFECTS
Shara Ishvalda Tenderscale OTHER MATERIAL EFFECTS
You have resistance to fire damage while you wear this Elder Dragon Blood
armor. Any rarity weapon upgrade material.
Fire Aura. At the start of each of the teostra's turns, each Supernova (1/day). The teostra beats its wings rising 20
creature within 5 feet of it takes 3 (1d6) fire damage, feet into the air and releases a large burst of fire all
and flammable objects in the aura that aren't being worn around it. Each creature within a 25-foot-radius sphere of
or carried ignite. A creature that touches the teostra or the teostra must succeed on a DC 20 Dexterity saving
hits it with a melee attack while within 5 feet of it takes throw, taking 45 (10d8) fire damage and are pushed
3 (1d6) fire damage. back 10 feet on a failed save, or half as much on a
successful one and not pushed back.
Explosive Cloud. At the start of the teostra's turn, it beats
its wings and four clouds of explosive powder appear in Legendary Actions
unoccupied 5-foot cubes of air within 60 feet of the The teostra can take 2 legendary actions, choosing from
teostra. Additionally every 15 feet the teostra moves, it the options below. Only one legendary action option can
leaves a cloud of explosive powder in a 5-foot cube. The be used at a time and only at the end of another
clouds disperse after detonation, until a wind of creature's turn. The teostra regains spent legendary
moderate or greater speed (at least 10 miles per hour) actions at the start of its turn.
disperses it, or when the teostra dies.
Move. The teostra moves up to its speed without
As a Bonus action, the teostra can move up to two of provoking opportunity attacks.
these clouds 10 feet in any direction.
Attack. The teostra makes a bite attack.
Standing Leap. The teostra's long jump is up to 30 feet
and its high jump is up to 15 feet, with or without a Detonate (Costs 2 Actions). All Explosive Clouds detonate
running start. and burst into flames. Each creature within 10-feet of an
explosive cloud must make a DC 17 Dexterity saving
Actions throw, taking 22 (4d10) fire damage on a failed save or
Multiattack. The teostra makes three attacks: two with its half as much on a successful one. If a creature is within
claw and one with its bite or tail. range of more than one explosive cloud, they take an
additional 22 (4d10) fire damage for each additional
Bite. Melee Weapon Attack. +11 to hit, reach 10 ft., one cloud.
target. Hit: 19 (3d8 + 6) piercing damage.
Claws. Melee Weapon Attack. +11 to hit, reach 5 ft., one
target. Hit: 16 (3d6 + 6) slashing damage.
131
Teostra Teostra Webbing
Weakness Exploit. Your weapon deals max damage to a
Challenge Rating 13 Carves 4 creature that is vulnerable to this weapons damage type.
Carve Chance Material Slots Teostra Tail
1-2 Elder Dragon Bone (O) Once per turn, when you hit a creature with a melee
weapon attack using this Weapon, you can engulf the
3-4 Elder Dragon Blood (O) target in flames. At the start of each of the engulfed
5-7 Fire Dragon Scale (A,W) creature’s turns, it takes 1d4 fire damage and it can then
make a DC 15 Dexterity saving throw, putting out the
8-10 Teostra Carapace (A,W) flames on a successful save. Alternatively, the engulfed
creature, or a creature within 5 feet of it, can use an action
11-12 Teostra Claw (W)
to smother the flames ending the effect.
13-14 Teostra Webbing (A,W) Teostra Mane
15-16 Teostra Tail (W) Critical Eye. Your weapon attacks critical hit range is
increased by 1.
17-18 Teostra Mane (W)
Teostra Horn
19 Teostra Horn (A,W) Reckless Abandon. When you make your first attack on
20 Teostra Gem (A,W) your turn with this weapon, you can choose to without
care or regard for consequences. Doing so gives you
advantage on melee weapon attack rolls using Strength
ARMOR MATERIAL EFFECTS during this turn, but disadvantage on all saving throws and
Fire Dragon Scale all attack rolls against you have advantage until the start of
Biology. You become proficient with dung bombs while your next turn.
you are wearing this armor, and you are immune to blight Teostra Gem
effects such as waterblight, iceblight, or the blight spell. Latent Power +1. When you are reduced to a quarter of
your maximum hit points for the first time in combat or at
Teostra Carapace the start of your turn on the 10th round of combat,
While wearing this armor you can use an action to cast the whichever comes first, you gain the effects of the haste
protection from energy(fire) spell from it. This property spell for 1 minute. Once used, you must finish a short or
can be used twice, regaining all expended uses daily at long rest before you can use this property again.
dawn.
Teostra Webbing OTHER MATERIAL EFFECTS
While wearing this armor you have resistance to fire Elder Dragon Blood
damage. Any rarity weapon upgrade material.
Teostra Horn Elder Dragon Bone
Wide-Range. When you use Herbs, Antidotes, Cool Drinks, Any rarity armor upgrade material.
Hot Drinks, Adamant Seeds, or Might Seeds; all other
creatures within a 10-foot radius of you gain its effect.
Teostra Gem (Spellcaster only)
While wearing this armor you can use an action to cast the
fire shield (warm shield) spell from it. Once used, you can't
use this property again until the next dawn.
132
Tempered Teostra Claws. Melee Weapon Attack. +13 to hit, reach 5 ft., one
target. Hit: 17 (3d6 + 7) slashing damage.
Huge dragon (elder), unaligned
Tail. Melee Weapon Attack. +13 to hit, reach 10 ft., one
Armor Class 19 (natural armor) target. Hit: 20 (3d8 + 7) bludgeoning damage. On hit,
Hit Points 243 (18d12 + 126) the target must make a DC 21 Strength saving throw or
Speed 50 ft., fly 60 ft. be knocked prone.
Deadly Leap. If the teostra jumps at least 15 feet as part
of its movement, it can then use this action to land on its
STR DEX CON INT WIS CHA feet in a space that contains one or more other creatures.
25 (+7) 17 (+3) 24 (+7) 16 (+3) 15 (+2) 10 (+0) Each of those creatures must succeed on a DC 21
Strength or Dexterity saving throw (target's choice) or be
knocked prone and take 33 (6d8 + 6) bludgeoning
Saving Throws Str +13, Con +12, Wis +8, Cha +6 damage. On a successful save, the creature takes only
Skills Perception +8 half the damage, isn't knocked prone, and is pushed 5
Damage Resistances bludgeoning, piercing, and slashing feet out of the teostra's space into an unoccupied space
damage from nonmagical attacks of the creature's choice. If no unoccupied space is within
Damage Immunities fire range, the creature instead falls prone in the teostra's
Condition Immunities charmed, frightened, poisoned space.
Senses blindsight 60 Ft., darkvision 120 ft., passive
Perception 18 Fire Breath (Recharge 5-6). The teostra exhales fire in a
Languages Draconic 90-foot cone. Each creature in that area must make a DC
Challenge 20 (25,000 XP) 21 Dexterity saving throw, taking 38 (11d6) fire damage
on a failed save, or half as much on a successful one.
Fire Aura. At the start of each of the teostra's turns, each Supernova (1/day). The teostra beats its wings rising 20
creature within 5 feet of it takes 7 (2d6) fire damage, feet into the air and releases a large burst of fire all
and flammable objects in the aura that aren't being worn around it. Each creature within a 40-foot-radius sphere of
or carried ignite. A creature that touches the teostra or the teostra must succeed on a DC 21 Dexterity saving
hits it with a melee attack while within 5 feet of it takes throw, taking 63 (14d8) fire damage and are pushed
7 (2d6) fire damage. back 10 feet on a failed save, or half as much on a
successful one and not pushed back.
Explosive Cloud. At the start of the teostra's turn, it beats
its wings and four clouds of explosive powder appear in Legendary Actions
unoccupied 5-foot cubes of air within 60 feet of the
teostra. Additionally every 15 feet the teostra moves, it The teostra can take 2 legendary actions, choosing from
leaves a cloud of explosive powder in a 5-foot cube. The the options below. Only one legendary action option can
clouds remain until detonation, until a wind of moderate be used at a time and only at the end of another
or greater speed (at least 10 miles per hour) disperses it, creature's turn. The teostra regains spent legendary
or when the teostra dies. actions at the start of its turn.
As a Bonus action, the teostra can move up to three of Move. The teostra moves up to its speed without
these clouds 20 feet in any direction. provoking opportunity attacks.
Legendary Resistance (3/Day). If the teostra fails a saving Attack. The teostra makes a bite attack.
throw, it can choose to succeed instead. Detonate (Costs 2 Actions). All Explosive Clouds detonate
Standing Leap. The teostra's long jump is up to 30 feet and burst into flames. Each creature within 10-feet of an
and its high jump is up to 15 feet, with or without a explosive cloud must make a DC 21 Dexterity saving
running start. throw, taking 22 (4d10) fire damage on a failed save or
half as much on a successful one. If a creature is within
Actions range of more than one explosive cloud, they take an
Multiattack. The teostra makes three attacks: two with its additional 22 (4d10) fire damage for each additional
claw and one with its bite or tail. cloud.
133
Teostra Carapace (Bow only)
Tempered Teostra Special Ammo Boost +2. Your coating now coats up to 30
Challenge Rating 20 Carves 4 arrows and your dragonpiercer deals an extra 3d6 piercing
damage.
Carve Chance Material Slots
Teostra Claw
1-2 Elder Dragon Bone (O) Your weapon deals an extra 1d10 fire damage.
3-4 Elder Dragon Blood (O) Teostra Webbing
5-7 T.Fire Dragon Scale (A,W) Weakness Exploit+ (fire). Your weapon deals max damage
to a creature that is vulnerable to fire or this weapons
8-10 T.Teostra Carapace (A,W) damage type.
11-12 T.Teostra Claw (W) Teostra Tail
Once per turn, when you hit a creature with a melee
13-14 T.Teostra Webbing (A,W)
weapon attack using this Weapon, you can engulf the
15-16 T.Teostra Tail (W) target in flames. At the start of each of the engulfed
creature’s turns, it takes 1d6 fire damage and it can then
17-18 T.Teostra Mane (W) make a DC 15 Dexterity saving throw, putting out the
19 T.Teostra Horn (A,W) flames on a successful save. Alternatively, the engulfed
creature, or a creature within 5 feet of it, can use an action
20 T.Teostra Gem (A,W) to smother the flames ending the effect.
Teostra Mane
ARMOR MATERIAL EFFECTS Critical Eye+. Your weapon attacks critical hit range is
Fire Dragon Scale increased by 2.
Biology. You become proficient with dung bombs while Teostra Horn
you are wearing this armor, and you are immune to blight Reckless Abandon. When you make your first attack on
effects such as waterblight, iceblight, or the blight spell. your turn with this weapon, you can choose to without
care or regard for consequences. Doing so gives you
Teostra Carapace
advantage on melee weapon attack rolls using Strength
While wearing this armor you can use an action to cast the
during this turn, but you have disadvantage on all saving
protection from energy(fire) spell from it. This property
throws and all attack rolls against you have advantage until
can be used three times, regaining all expended uses daily
the start of your next turn.
at dawn.
Teostra Gem
Teostra Webbing
Latent Power +2. When you are reduced to a half of your
While wearing this armor you have immunity to fire
maximum hit points for the first time in combat or at the
damage.
start of your turn on the 10th round of combat, whichever
Teostra Horn comes first, you gain the effects of the haste spell for 1
Wide-Range+. When you use Herbs, Antidotes, Cool minute. Once used, you must finish a short or long rest
Drinks, Hot Drinks, Adamant Seeds, or Might Seeds; all before you can use this property again.
other creatures within a 20-foot radius of you gain its
effect. OTHER MATERIAL EFFECTS
Teostra Gem (Spellcaster only) Elder Dragon Blood
While wearing this armor you can use an action to cast the Any rarity weapon upgrade material.
fire shield (warm shield) spell from it. This property can be Elder Dragon Bone
used twice, regaining all expended uses daily at dawn. Any rarity armor upgrade material.
WEAPON MATERIAL EFFECTS
Fire Dragon Scale
Quick Load. You can reload as a free action while you are
attuned to this weapon.
134
Thunder Serpent Narwa
Narwa are the female of an elder dragon species that consists by 5-foot deep area. If there are large objects made of
metal, like ballistas or pockets of ore, those areas
of itself and the Wind Serpent Ibushi. Similar to Amatsu, this targeted first by this trait.
species has a long and leviathan-like body with short and
stubby hind legs and a long tail (though in the Serpent's case Resonance. The first time an elf, wyverian, creature who
the legs are more paddle or fin-like). This species also can deal psychic damage, or has psionic abilities enters
exhibits double jaws, with the lower outer jaw and both inner a location 1 mile of the narwa, they must succeed on a
jaws being able to split. DC 25 Intelligence or Wisdom saving throw (target's
Being the female of the species, Narwa have several traits choice). A creature with psionic abilities makes their
that set itself apart from Ibushi, notably the numerous golden save with advantage.
and orange tendrils that extends from the back of the head all On a successful save, the target resonates with the
narwa. When the resonating creature is within 1 mile of
the way to the tail. It has two large, backward-facing horns on the narwa, its eyes glow a yellow color, it can hear the
the head. The mouth has multiple smaller teeth. Between the narwa's thoughts. The creature can also sense the
hind legs is a gigantic golden sac, in which Ibushi lacks, and narwa's presence and may speak the narwa's thoughts
on Narwa's head, chest, back, forelegs, and tail tips are purple out loud when they are within 600 feet of it. On a
electrical organs that produce electromagnetic force that lifts failed save, the creature does not resonate with the
the serpent airborne. narwa and is immune to the narwa's Resonance forever.
Not much is known about Narwa prior to its discovery. Siege Monster. The narwa deals double damage to
With the help of Minoto's resonation with the Thunder objects and structures.
Serpent, the guild was able to determine Narwa's
whereabouts while she was waiting for her "king". Every fifty Actions
years, Narwa, as well as the Wind Serpent Ibushi, will Multiattack. The narwa uses her Lightning Coil. She then
emerge to mate with each other, while Ibushi wanders makes two attacks with her bite or one with her tail.
around various locales, Narwa seems to wait in a location
she prefers until Ibushi is able to locate her. However, the Bite. Melee Weapon Attack. +11 to hit, reach 10 ft.,
disturbance caused by her presence and electromagnetic one target. Hit: 15 (3d6 + 5) piercing damage. If the
abilities tend to drive other monsters berserk, leading to a target is a Large or smaller creature, it must succeed on
Rampage event that regularly hits Kamura Village during the a DC 19 Strength saving throw or be pushed 10 feet
Serpent's mating process. away from the narwa.
Tail. Melee Weapon Attack. +11 to hit, reach 20 ft., one
target. Hit: 18 (3d8 + 5) bludgeoning damage.
Thunder Serpent Narwa Homing Bolts. Ranged Weapon Attack. automatic hit,
Gargantuan dragon (elder), chaotic evil range 60 ft., one target. Hit: 21 (6d4 + 6) lightning
damage.
Armor Class 18 (natural armor) Lightning Coil. The narwa uses one of the following
Hit Points 201 (13d20 + 65) coils:
Speed 0 ft., fly 80 ft. (hover) Coil Burst. The narwa unleashes a number of
lightning coils in a 60-foot cone in front of her. Each
STR DEX CON INT WIS CHA creature in that area must make a DC 19 Dexterity
saving throw, taking 14 (4d6) lightning damage on a
21 (+5) 10 (+0) 20 (+5) 16 (+3) 15 (+2) 17 (+3) failed save, or half as much damage on a successful
one.
Saving Throws Dex +6, Con +11, Wis +8, Cha +9 Imploding Coil. The narwa releases an already
Skills Acrobatics +6, Perception +8 expanded lightning coil that slowly shrinks until it
Damage Resistances cold, fire; bludgeoning, piercing, explodes at a point within 120-feet of him. Each
slashing from nonmagical attacks creature within 5 feet of that point must succeed on
Damage Immunities lightning a DC 19 Dexterity saving throw, taking 14 (4d6)
Condition Immunities charmed, exhaustion, frightened, lightning damage on a failed save, or half as much
prone damage on a successful one.
Senses darkvision 120 ft., passive Perception 18 Triple Coil Slam. The narwa summons three lightning
Languages Draconic, telepathy 1 mile (see resonance) coils that come crashing down in a 15-foot radius
Challenge 19 (22,000 XP) around her. Each creature in that area must succeed
on a DC 19 Constitution saving throw, taking 14
(4d6) lightning damage on a failed save, or half as
Legendary Resistance (3/Day). If the narwa fails a saving
much damage on a successful one.
throw, she can choose to succeed instead.
Magic Resistance. The narwa has advantage on saving
Divine Ire (1/day). The narwa rises up to 90 feet into the
throws against spells and other magical effects.
air without provoking opportunity attacks before
Magnetism (1/round). The first time the narwa uses an exhaling lightning in a 30-foot-radius, 90-foot-high
action, legendary action, or effect that deals lightning cylinder centered directly below her. Each creature in
damage on a turn, she causes four chunks of terrain that area must succeed on a DC 19 Dexterity saving
within 60 feet of it to rise into the air until the start of throw, taking 35 (10d6) lightning damage on a failed
its next turn. The raised terrain fills a 10-foot squared save, or half as much damage on a successful one. Ter-
135
-rain created by its magnetism due to this action Thunder Serpent Narwa
remains until the end of its next turn. Challenge Rating 19 Carves 4
On her subsequent turn, if the narwa flies towards
the ground as part of its movement, she can use its Carve Chance Material Slots
action to release a lightning bomb that explodes in a
60-foot radius centered on the ground directly below 1 Elder Dragon Blood (O)
the narwa. Each creature in that area must succeed on 2 Elder Dragon Bone (O)
a DC 19 Dexterity saving throw, taking 49 (14d6)
lightning damage on a failed save, or half as much 3-7 Narwa Carapace (A,W)
damage on a successful one. 8-11 Narwa Hide (A,W)
Legendary Actions 12 Narwa Horn (A,W)
The narwa can take 2 legendary actions, choosing from 13-14 Narwa Sparksac (A,W)
the options below. Only one legendary action option 15-16 Narwa Tentacle (A,W)
can be used at a time and only at the end of another
creature's turn. The narwa regains spent legendary 17-19 Narwa Claw (A,W)
actions at the start of her turn.
20 Thunder Serpent Orb (A,W)
Divine Light Show (1/round). The narwa unleashes eight
5-foot wide, 40-foot tall lightning spires each
appearing in a space adjacent to the narwa. The spires ARMOR MATERIAL EFFECTS
travel 60 feet in a straight line directly away from Narwa Carapace
narwa. Additionally two 5-foot tall lightning coils (one Constitution. The duration from slowing effects, such as
5 feet above the ground and another 15 feet above the the slow spell or a copper dragon's breath attack, are
ground) expand outward from the narwa in a 30-foot reduced by half while you wear this armor.
radius. Each creature in the spires line, or coils area
Narwa Hide
must succeed on a DC 19 Dexterity saving throw,
Evade Window. This armor has 3 runes, and it regains 1d3
taking 28 (8d6) lightning damage on a failed save, or
expended runes daily at dawn. When you fail a Dexterity
half as much damage on a successful one. A creature
saving throw while wearing it, you can use your reaction to
on raised terrain from the narwa's magnetism
expend 1 of its runes to succeed on that saving throw
automatically succeeds on their saving throw.
instead.
Dragon's Corkscrew (1/round). The narwa moves up to
Narwa Horn
her fly speed in a straight line while spinning. During
While attuned to this armor you can cast the levitate spell
this move she can move through the spaces of other
at will, but you can only target metallic objects that aren't
creatures without provoking opportunity attacks. Each
being worn or carried.
creature the narwa moves through must make a DC 19
Dexterity saving throw, taking 18 (3d8 + 5) Narwa Sparksac
bludgeoning damage and be knocked prone on a failed You have a flying speed of 60 feet while you wear this
save, or half as much damage and is pushed 5-feet into armor.
an unoccupied space out of the way of the narwa's
Narwa Tentacle (Lance & Greatsword only)
path (PC choice). If there are no unoccupied spaces
Your Guard AC bonus now lasts until the start of your next
available, the creature automatically fails their saving
turn and you cannot be knocked prone.
throw.
Narwa Claw
Thundersac Beam (1/round). The narwa releases beams
Marathon Runner+. While wearing this armor, your walking
of lightning from her belly in a 60-foot cone. Each
speed increases by 10 feet and you ignore difficult terrain
creature in that area must succeed on a DC 19
if it was not created by a magical effect.
Dexterity saving throw or take 22 (4d10) lightning
damage and be afflicted by thunderblight for 1 minute Thunder Serpent Orb
on a failed save, or half as much damage and isn't Resonance. When you attune to this armor for the first
afflicted with thunderblight on a successful one. time, choose one willing creature which you are familiar
with. While attuned to this armor, you and the willing
Lightning Cannon (Costs 2 Actions). The narwa exhales
creature are linked as if by the telepathy spell. You cannot
lightning in a 90-foot line that is 5-feet wide. Each
link to a new creature until the willing creature dies. The
creature in that line must succeed on a DC 19
link is also lost if the material is removed from the armor
Dexterity saving throw or take 49 (14d6) lightning
or trinket.
damage and be afflicted by thunderblight for 1 minute
on a failed save, or half as much damage and isn't
afflicted with thunderblight on a successful one. WEAPON MATERIAL EFFECTS
Narwa Carapace
Spark Blast (Costs 2 Actions). The narwa electrifies the Artillery+2. While attuned to this weapon, your wyvernfire
air in a 40-foot long, 20-foot wide area that combusts can now be used three times per long rest and you can add
in a cascade of lightning blasts. Each creature in that your Strength or Dexterity modifier to the damage of your
area must succeed on a DC 19 Constitution saving shell attacks.
throw, taking 45 (10d8) lightning damage and be
stunned until the end of their next turn on a failed save,
or half as much damage on a successful one and isn't
stunned.
136
Narwa Hide (Greatsword & Lance Only)
Offensive Guard. Whenever you use a reaction that
increases your AC, the next attack you make with that Thunder Serpent Narwa Material
weapon deals extra damage equal to the bonus AC the
reaction provided. Bonus*
When a character has 2+ narwa materials socketed
Narwa Horn into their equipment they gain each of the
Rapid Morph. While attuned to this weapon, you can following the Thunder Alignment bonuses.
switch its modes as a free action.
Narwa Sparksac Thunder Alignment (2 materials). You have
While you are attuned to this weapon, your lightning spells resistance to lightning damage while you wear this
bypass a creature's resistance. armor.
137
Magic Resistance. The vaal hazak has advantage on
saving throws against spells and other magical effects.
Effluvium Aura. At the start of each of the vaal hazak's
turns, each creature within 5 feet of it takes 10 (3d6)
necrotic damage. A creature that touches the vaal
hazak or hits it with a melee attack while within 5 feet
of it takes 10 (3d6) necrotic damage.
Regeneration. The vaal hazak regains 30 hit points at
the start of its turn if it has at least 1 hit point. If the
vaal hazak takes radiant damage or damage from holy
water, this trait doesn't function at the start of the vaal
Vaal Hazak hazak's next turn.
Vaal Hazak is a dragon that appears to have long sickle-like Actions
claws on each finger. Its face has long, sinewy features that
look like decaying tissue. When it flaps its wings, it appears Multiattack. The vaal hazak makes four attacks: two with
to stir up toxic clouds, possibly exuding the Effluvium its bite and two with its claws.
bacteria found in the Rotten Vale. It is shown to have a Bite. Melee Weapon Attack: +13 to hit, reach 10 ft.,
mottled maroon hide with a rather dull greenish-gray one target. Hit: 24 (4d8 + 6) piercing damage.
underbelly. Its wings are also sinewy — looking like spider
webs when outstretched. Claw. Melee Weapon Attack. +13 to hit, reach 5 ft., one
target. Hit: 20 (4d6 + 6) slashing damage.
Vaal Hazak appears to consume the life force of other
wildlife nearby in the form of a grayish ash-like fog that trails Tail. Melee Weapon Attack. +13 to hit, reach 15 ft., one
from the victim back to patches on Vaal Hazak’s body. It has target. Hit: 28 (4d10 + 6) bludgeoning damage. On hit,
also demonstrated necromancer-like abilities,bringing Girros the target must make a DC 17 Strength saving throw
corpses back to life as allies. The ash-fog it exudes limits the or be knocked prone.
maximum life of Hunters in contact with it. Effluvium Breath (Recharge 5-6). The vaal hazak exhales
Another interesting adaptation of the monster is the a cloud of effluvium bacteria in a 90-foot cone. Each
unnerving structure of its head, which sports two jaws. The creature in that area must make a DC 20 Constitution
larger outer jaw is used as a means of clamping down its prey saving throw, taking 70 (20d6) necrotic damage and
whilst the inner is used to force the prey into its throat where are cursed as if by the bestow curse spell for 1 minute
the monster can use the effluvium to breakdown the prey as on a failed save, or half as much damage on a
it consumes it. The unnatural anatomy allows the monster to successful one and are not cursed.
better use its effluvium for regular consumption of prey, Return from the Dead (3/day). The vaal hazak raises a
portraying how the monster's anatomy has potentially recently deceased CR 6 or lower creature from the
adapted to the bond it has with the naturally occurring dead to fight by its side. A creature raised in this way is
miasma. considered undead, heals to its hit point maximum and
Vaal Hazak is aggressive the instant it feels threatened and gains the undead fortitude trait.
will attempted to use its power over the effluvium to defeat its Legendary Actions
opponent.
The vaal hazak can take 3 legendary actions, choosing
from the options below. Only one legendary action
Vaal Hazak option can be used at a time and only at the end of
another creature's turn. The vaal hazak regains spent
Huge undead (elder), Chaotic Evil
legendary actions at the start of its turn.
Armor Class 19 (natural armor) Tail Attack. The vaal hazak makes a tail attack.
Hit Points 345 (30d12 + 150) Frightening Gaze (Costs 2 Actions). The vaal hazak fixes
Speed 40 ft., fly 80 ft. its gaze on one creature it can see within 10 feet of it.
The target must succeed on a DC 19 Wisdom saving
STR DEX CON INT WIS CHA throw against this magic or become frightened for 1
minute. The frightened target can repeat the saving
23 (+6) 10 (+0) 20 (+5) 16 (+3) 18 (+4) 14 (+2) throw at the end of each of its turns,the effect ending
on itself on a success. If a target's saving throw is
Saving Throws Dex +7, Con +12, Int +10, Cha +9 successful or the effect ends for it, the target is
Damage Immunities necrotic immune to the vaal hazak's gaze for the next 24 hours.
Condition Immunities charmed, frightened, petrified Disrupt Life (Costs 3 Actions). Each living creature
Senses darkvision 120 ft., passive Perception 14 within 20 feet of the vaal hazak must make a DC 20
Languages Draconic Constitution saving throw against this magic, taking 38
Challenge 24 (62,000 XP) (11d6) necrotic damage on a failed save, or half as
much damage on a successful one.
Legendary Resistance (3/Day). If the vaal hazak fails a
saving throw, it can choose to succeed instead.
138
Vaal Hazak Talon
Vaal Hazak Your weapon deals an extra 1d10 necrotic damage.
Challenge Rating 24 Carves 6
Vaal Hazak Fang
Carve Chance Material Slots This weapon has 3 runes which are regained daily at dawn.
Once per turn when you hit a creature with this weapon
1-2 Elder Dragon Blood (O) you can expend a rune to have the target make a DC 19
3-4 Elder Dragon Bone (O) Wisdom saving throw or become frightened of you for 1
minute. A creature may repeat its saving throw at the end
5-7 Vaal Hazak Carapace (A,W) of its turn, ending the effect on a successful save.
8-11 Deceased Scale (A,W) Vaal Hazak Wing
12-13 Vaal Hazak Talon (W) You gain a +3 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
14-15 Vaal Hazak Fang (W) increases to +4 when the spell you are casting deals
necrotic damage.
16-17 Vaal Hazak Wing (A,W)
Vaal Hazak Membrane (Bow only & Requires 3 sockets)
18 Vaal Hazak Membrane (A,W) When you nock an arrow on this bow, it whispers in Elvish,
19 Vaal Hazak Tail (A) "Return to that which spawned you" When you use this
weapon to make a ranged attack, you can, as a command
20 Vaal Hazak Gem (A,W) phrase, say "To one with life" The target of your attack
becomes your sworn enemy until it dies or until dawn
seven days later. You can have only one such sworn enemy
ARMOR MATERIAL EFFECTS at a time. When your sworn enemy dies, you can choose a
Vaal Hazak Carapace new one after the next dawn.
Effluvia Resis+. While wearing this armor you are immune
to damage from Effluvia and you have resistance to acid When you make a ranged attack roll with this weapon
damage. against your sworn enemy, you have advantage on the roll.
In addition, your target gains no benefit from cover, other
Deceased Scale than total cover, and you suffer no disadvantage due to
While wearing this armor, you regain 1d6 Hit Points every long range. If the attack hits, your sworn enemy takes an
10 minutes, provided that you have at least 1 hit point. If extra 3d6 piercing damage.
you lose a body part, the armor causes the missing part to
regrow and return to full functionality after 1d6 + 1 days if While your sworn enemy lives, you have disadvantage on
you have at least 1 hit point the whole time. attack rolls with all other weapons.
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Blackveil Vaal Hazak Deceased Shard
Challenge Rating 26 Peak Performance. When your hit points are full and you
Carves 6 roll a 1 or 2 on a damage die for an attack you make with a
melee weapon, you can reroll the die and must use the
Carve Chance Material Slots new roll, even if the new roll is a 1 or a 2.
1-2 Elder Dragon Blood (O) Vaal Hazak Hardclaw
3-4 Elder Dragon Bone (O) Your weapon deals an extra 2d6 necrotic damage.
Shadowpierce Fang
5-7 Vaal Hazak Cortex (A,W)
This weapon has 3 runes. When you hit a creature with this
8-11 Deceased Shard (A,W) weapon, you can expend 1 of its runes to have the target
make a DC 16 Constitution saving throw. On a failed save,
12-13 Vaal Hazak Hardclaw (A,W) the target is diseased. At the end of each of the diseased
14-15 Shadowpierce Fang (A,W) target’s turns, the target must make a DC 16 Constitution
saving throw. If the target succeeds on three of these
16-17 Vaal Hazak Fellwing (A,W) saves, it is no longer diseased. If the target fails three of
18 Deathweaver Membrane (A,W) these saves, it remains diseased for 7 days.
Since this induces a natural disease in its target, any
19 Vaal Hazak Flail (A) effect that removes a disease or otherwise ameliorates a
disease’s effects apply to it.
20 Vaal Hazak Mantle (A,W)
While afflicted with this disease, the target has difficulty
breathing due to the spores growing in its throat, reducing
ARMOR MATERIAL EFFECTS its movement speed and the time it can hold its breath by
Vaal Hazak Cortex half. At dawn of the second day and each day after, the
Effluvia Resis+. While wearing this armor you are immune target must make a Constitution saving throw, gaining one
to damage from Effluvia and you have resistance to acid level of exhaustion on a failed save. The save DC starts as a
damage. DC 10 and increases by 1 each day and the target does not
recover a level of exhaustion from finishing a long rest
Deceased Shard while afflicted with this disease.
While wearing this armor, you regain 1d6 Hit Points every Vaal Hazak Fellwing
10 minutes, provided that you have at least 1 hit point. If You gain a +3 bonus to your spell attack rolls and spell
you lose a body part, the armor causes the missing part to save DC while attuned to this weapon. This bonus
regrow and return to full functionality after 1d6 + 1 days if increases to +4 when the spell you are casting deals
you have at least 1 hit point the whole time. necrotic damage.
Vaal Hazak Hardclaw Deathweaver Membrane
You are immune to poison and disease while you wear this When you attack a creature with this weapon and roll a 20
armor. on the attack roll, that target must make a DC 17
Shadowpierce Fang Constitution saving throw or be poisoned as if by the
While you are wearing this armor you have darkvision out contagion spell.
to 60 feet. If you already have darkvision, its range extends Vaal Hazak Mantle (Cleric only)
by an additional 60 feet. The weapon has 10 runes. While holding it, you can use an
Vaal Hazak Fellwing action to expend 1 or more of its runes to cast one of the
Recovery Up+. You regain the maximum number of hit following spells from it, using your spell save DC: Animate
points possible from potions or plants that you consume. Dead (3 runes). bestow curse (3 runes), contagion (5
runes), or raise dead (10 runes).
Deathweaver Membrane
While wearing this armor you can speak its command The weapon regains 1d6 + 4 expended runes daily at
word to release effluvium gas in a 10-foot radius around dawn. If you expend the last rune, roll a d20. On a 1. the
you for 1 minute. At the start of each of your turns, each weapon cannot regain any runes for one week.
creature within 5 feet of you takes 7 (2d6) necrotic
damage. Once you use this feature, you cannot use it again OTHER MATERIAL EFFECTS
until you complete a long rest. Elder Dragon Blood
Any rarity weapon upgrade material.
Vaal Hazak Flail
You have immunity to cold damage while you wear this Elder Dragon Bone
armor. Any rarity armor upgrade material.
Vaal Hazak Mantle
Poison Absorption. Whenever you are subjected to poison
damage, you take no damage and instead regain a number
of hit points equal to the half of the poison damage dealt.
141
Valstrax are quite calm when not disturbed, but will turn
Valstrax extremely aggressive if they feel threatened in any way. No
Valstrax is a slender Elder Dragon covered in gleaming silver matter the foe, valstrax have a variety of ways of fighting off
scales. Its most notable feature is its wings, which have fused threats. This is the reason why it is sometimes called the
into a trident-like structure. Its back is lined with fin-like Silver Wing of the Evil Star or Sky Comet Dragon. Though
projections. Its head has a small crest and its eyes are blue. valstrax are quite calm in the sky, they occasionally will
Valstrax is covered in reflective silver scales that give this mistakenly crash into objects in the air from their shocking
monster its slim appearance. Like most other Elder Dragons, flying speeds. These objects can be about the size of an
valstrax has six limbs: four legs and a pair of wings. Unique Airship or even a Flying Wyvern.
to valstrax are its trident shaped wings. The wings of the
valstrax are versatile and flexible being able to stretch the
arm appendages to hit far-reaching targets, expanding its
wings resembling a three-fingered claw for wider area of
attack or closing the wings to make use of the blade-like tip
on the frontal end of the wings that is commonly used with
the stretching appendages as "jabs" akin to that of a spear for
accurate attacks. On the ends of both of the wings are three
openings that fire off energy produced via a special organ in
its chest that sucks in the air before releasing it out through
the wings as a form exhaust. This allows it to fly at
outrageous speeds, making it the fastest flying monster
known today. When flying at high speeds, it looks like a "red
comet" in the sky, showing that at its highest speed no one
can identify it easily.
Valstrax can also flip its wings in two different directions:
Backwards; for flying at high speeds, and Forward; attacking
foes from a distance by using the energy as projectiles.
valstrax's breathing methods are nearly identical to birds in a
sense. The special organ in its chest is constantly glowing red
and occasionally pulses whenever valstrax decides to use it
for certain actions, such as flying.
143
Velkhana
Velkhana is a traditional dragon with the slim, upright body structure of elder Dragons like kushala kaora. Its scales and shell are
a unique crystalline blue. Its head has a tiara-like crown of small horns. It summons ice to cover its wings, limbs, and tail. Its thin,
lance-like tail is highly flexible and can jab at enemies.
Velkhana freely controls ice and cold wind, and can cover wide areas in ice in an instant. It breathes beams of supercooled fluid
that can instantly freeze monsters. When covered in its ice armor, ice crystals form nearby, and when struck by Velkhana's ice
breath they form large spires that soon explode. Small ice platforms sometimes form, which can be jumped off of. Occasionally,
spikes of ice rain from clouds close to the ground when it is enraged.
144
ART BY: @_ZeldaHuntr
Velkhana turn, it makes a DC 21 Constitution save, taking 17
(5d6) cold damage on a failed save or half as much on
Huge dragon (elder), unaligned a successful one.
145
Velkhana Lash
While you wear this armor you are immune to the iceblight
disease. Velkhana Divinity
Velkhana Hardclaw Set bonus (2): When you critically hit with a
When a creature that touches or hits you with a melee weapon or spell that deals cold damage, you deal
weapon attack while within 5 feet of you, you can use your an extra 1d6 cold damage.
reaction to have it make a DC 15 Constitution saving Set bonus (4): An aura of frost builds when your
throw. On a failed save, the creature is afflicted with weapon is sheathed for at least 1 minute. When
iceblight for 1 minute. A creature may repeat its saving you draw this weapon, it deals an extra 1d6 cold
throw at the end of its turn, ending the effect on a success. damage for the next 4 rounds.
You may use this property a number of times equal to your
Constitution modifier (minimum of 1), regaining all
expended uses when you finish a long rest.
Velkhana Crownhorn (Sorcerer, Warlock, & Wizard only)
This armor has two runes that it regains daily at dawn. As
an action you can expend one of these runes to cast armor
Tempered Velkhana
of agathys at 4th level from it. Huge dragon (elder), unaligned
Velkhana Crystal
You have immunity to cold damage while you wear this Armor Class 18 (natural armor)
armor. Hit Points 275 (19d12+152)
Speed 40 ft., fly 80 ft.
WEAPON MATERIAL EFFECTS
Crystal Shard STR DEX CON INT WIS CHA
Quick Sheath. While attuned to this weapon, you can
always sheath it as a free action even if you have already 22 (+6) 12 (+1) 26 (+8) 14 (+2) 16 (+3) 21 (+5)
drawn a weapon as part of your move action.
Saving Throws Dex +8, Con+15, Wis +10, Cha +12
Velkhana Cortex Skills Perception +10
While attuned to this weapon you can use an action to cast Damage Resistances bludgeoning, piercing, slashing
the wall of ice spell from it, but it deals no damage and the damage from nonmagical attacks
wall is only 3 feet high. Damage Immunities cold
Velkhana Lash Senses darkvision 120 ft., passive Perception 20
While you are attuned to this weapon, you can use a bonus Languages Draconic
action to speak its command word and exhale ice in a 30- Challenge 22 (41,000 XP)
foot line that is 5 feet wide. Each creature in that line must
make a DC 15 Dexterity saving throw, taking 5d6 cold Rime. An area covered in rime is difficult terrain.
damage on a failed save, or half as much damage on a Additionally any creature that ends its turn while
successful one. touching a frost covered area takes 7 (2d6) cold
You can use this property twice, regaining all expended damage and is grappled by the frost (Escape 20).
uses when you finish a long rest Ice Armor (2/day). The velkhana can use a bonus action
Velkhana Hardclaw to coat its body in ice, giving it +2 AC for 1 minute, or
Your cold spells bypass a creature's resistance to cold until it takes 55 points of damage from a single
damage while you are attuned to this weapon. creature on a turn.
Velkhana Crownhorn Legendary Resistance (3/Day). If the velkhana fails a
Critical Draw+. During the first round of combat your saving throw, it can choose to succeed instead.
melee weapon attacks score a critical hit on a roll of 15 or Magic Resistance. The velkhana has advantage on saving
higher. throws against spells and other magical effects.
Velkhana Crystal
Coalescence. Whenever you succeed on a saving throw to Actions
end a condition, you gain a +1 bonus to your attack rolls Multiattack. The velkhana makes three attacks with its
and spell save DC, and your weapon or spell attacks deal an tail.
extra 1d4 cold, fire, or lightning damage (your choice)
until the end of your next turn. Tail. Melee Weapon Attack. +13 to hit, reach 15 ft., one
target. Hit: 15 (2d8 + 6) piercing damage plus 10
OTHER MATERIAL EFFECTS (3d6) cold damage.
Elder Dragon Blood Breath Weapons (Recharge 5-6). The velkhana uses one
Any rarity weapon upgrade material. of the following breath weapons.
Elder Dragon Bone Cold Breath. The velkhana exhales an icy blast in a 90-
Any rarity armor upgrade material. foot line that is 5 feet wide. That area is covered in
rime for 1 minute and each creature in that line must
make a DC 23 Dexterity saving throw, taking 66
(12d10) cold damage on a failed save, or half as much
damage on a successful one.
146
Hoarfrost Breath. The velkhana exhales an icy blast of ARMOR MATERIAL EFFECTS
hoarfrost in a 60-foot cone. The area is covered in rime T.Crystal Shard
for 1 minute and each creature in that area must make Flinch Free. While wearing this armor you cannot be
a DC 23 Constitution saving throw, taking 28 (8d6) knocked prone, or unwillingly moved from your current
cold damage on a failed save, or half as much damage location by any means.
on a successful one. T.Velkhana Cortex
Additionally, four 1 foot thick, 10-foot-square walls Divine Blessing+3. When you take damage you are not
of ice form within the area and last for 10 minutes. If immune or resistant to, roll a d10 and reduce the damage
the wall is formed on a creature's space, the creature is you take by the number rolled. You can use this property a
pushed to one side of the wall and must make a DC 19 number of times equal to your Wisdom modifier. You
Dexterity saving throw, taking 28 (8d6) cold damage regain all expended uses when you finish a long rest.
on a failed save, or half as much on a successful one.
Each 10-foot section of the wall has 12 AC and 30 T.Velkhana Lash
hit points, and is vulnerable to fire damage. If damaged While you wear this armor you are resistant to cold
to 0 hit points, it leaves a hole filled with freezing air. damage and immune to the iceblight disease.
The first time a creature moves through the air on a T.Velkhana Hardclaw
turn, it makes a DC 22 Constitution save, taking 17 When a creature that touches or hits you with a melee
(5d6) cold damage on a failed save or half as much on weapon attack while within 5 feet of you, you can use your
a successful one. reaction to have it make a DC 16 Constitution saving
throw. On a failed save, the creature is afflicted with
Legendary Actions iceblight for 1 minute. A creature may repeat its saving
The velkhana can take 3 legendary actions, choosing throw at the end of its turn, ending the effect on a success.
from the options below. Only one legendary action You may use this property a number of times equal to 1 +
option can be used at a time and only at the end of your Constitution modifier (minimum of 1), regaining all
another creature's turn. The velkhana regains spent expended uses when you finish a long rest.
legendary actions at the start of its turn. T.Velkhana Crownhorn (Sorcerer, Warlock, and Wizard only)
This armor has two runes that it regains daily at dawn. As
Bite. Melee Weapon Attack. +13 to hit, reach 15 ft.,
an action you can expend one of these runes to cast armor
one target. Hit: 16 (3d6 + 6) piercing damage.
of agathys at 5th level from it.
Wing Attack (costs 2 Actions). The velkhana covers the
T.Velkhana Crystal
ground in a 15-foot radius in rime for 1 minute and it
You have immunity to cold damage while you wear this
beats its wings. Each creature within 15 feet of it must
armor.
succeed on a DC 20 Dexterity saving throw or take 13
(2d6+6) bludgeoning damage and be knocked prone.
The velkhana can then fly up to half its flying speed. WEAPON MATERIAL EFFECTS
T.Crystal Shard
Hail Storm (Costs 3 Actions). The velkhana forms five Quick Sheath. While attuned to this weapon, you can
boulder-sized chunks of ice from the water in the air always sheath it as a free action even if you have already
that plummet to the ground at different points within drawn a weapon as part of your move action.
90 feet of it. Each creature in a 5-foot-radius sphere
centered on each point that it chooses must make a T.Velkhana Cortex
DC 20 Dexterity saving throw. A creature takes 9 (2d8) While attuned to this weapon you can use an action to cast
cold damage and 9 (2d8) bludgeoning damage on a the wall of ice (save DC 17) spell from it, but it deals only
failed save, or half as much damage on a successful 5d6 cold damage and the wall is only 5 feet high. Once
one. A creature in the area of more than one ice chunk you use this property, new walls deal no damage and are
is affected only once. only 3 feet tall until you finish along rest.
T.Velkhana Lash
While you are attuned to this weapon, you can use a bonus
Tempered Velkhana action to speak its command word and exhale ice in a 30-
foot line that is 5 feet wide. Each creature in that line must
Challenge Rating 22 Carves 4 make a DC 16 Dexterity saving throw, taking 6d6 cold
damage on a failed save, or half as much damage on a
Carve Chance Material Slots
successful one.
1 Elder Dragon Bone (O) You can use this property twice, regaining all expended
2 Elder Dragon Blood (O) uses when you finish a long rest
3-7 T.Crystal Shard (A,W) T.Velkhana Hardclaw
Your cold spells bypass a creatures resistance to cold
8-11 T.Velkhana Cortex (A,W) damage while you are attuned to this weapon.
12-14 T.Velkhana Lash (A,W) T.Velkhana Crownhorn
15-17 T.Velkhana Hardclaw (A,W) Critical Draw++. During the first round of combat your
melee weapon attacks score a critical hit on a roll of 13 or
18-19 T.Velkhana Crownhorn (A,W) higher.
20 T.Velkhana Crystal (A,W)
147
T.Velkhana Crystal
Coalescence+. Whenever you succeed on a saving throw
to end a condition, you gain a +2 bonus to your attack rolls T.Velkhana Divinity
and spell save DC, and your weapon or spell attacks deal an Set bonus (2): When you critically hit with a
extra 1d6 cold, fire, or lightning damage (your choice) weapon or spell that deals cold damage, you deal
until the end of your next turn. an extra 1d8 cold damage.
Set bonus (4): An aura of frost builds when your
OTHER MATERIAL EFFECTS weapon is sheathed for at least 1 minute. When
Elder Dragon Blood you draw this weapon, it deals an extra 1d8 cold
Any rarity weapon upgrade material. damage for the next 4 rounds.
Archtempered Velkhana Cold Breath. The velkhana exhales an icy blast in a 90-
foot line that is 5 feet wide. That area is covered in rime
Huge dragon (elder), unaligned
for 1 minute and each creature in that line must make a
DC 25 Dexterity saving throw, taking 88 (16d10) cold
Armor Class 19 (natural armor) damage on a failed save, or half as much damage on a
Hit Points 341 (22d12+198) successful one.
Speed 40 ft., fly 80 ft.
Hoarfrost Breath. The velkhana exhales an icy blast of
hoarfrost in a 60-foot cone. The area is covered in rime
STR DEX CON INT WIS CHA for 1 minute and each creature in that area must make a
DC 25 Constitution saving throw, taking 35 (10d6) cold
26 (+8) 14 (+2) 28 (+9) 10 (+0) 18 (+4) 22 (+6) damage on a failed save, or half as much damage on a
successful one.
Saving Throws Str +16, Dex +10, Con+17, Wis +12, Cha Additionally, five 1 foot thick, 10-foot-square walls of
+14 ice form within the area and last for 10 minutes. If the
Skills Perception +12 wall is formed on a creature's space, the creature is
Damage Resistances bludgeoning, piercing, slashing pushed to one side of the wall and must make a DC 22
damage from nonmagical attacks Dexterity saving throw, taking 35 (10d6) cold damage
Damage Immunities cold on a failed save, or half as much on a successful one.
Senses darkvision 120 ft., passive Perception 22 Each 10-foot section of the wall has 15 AC and 50 hit
Languages Draconic points, and is vulnerable to fire damage. If damaged to 0
Challenge 27 (105,000 XP) hit points, it leaves a hole filled with freezing air. The first
time a creature moves through the air on a turn, it makes
Rime. An area covered in rime is difficult terrain. a DC 25 Constitution save, taking 17 (5d6) cold damage
Additionally any creature that ends its turn while on a failed save or half as much on a successful one.
touching a frost covered area takes 10 (3d6) cold Legendary Actions
damage and is grappled by the frost (Escape 22).
The velkhana can take 3 legendary actions, choosing
Hoarfrost Armor (2/day). The velkhana can use a bonus from the options below. Only one legendary action
action to coat its body in ice, granting it a +2 bonus to option can be used at a time and only at the end of
its AC and resistance to bludgeoning, piercing, slashing another creature's turn. The velkhana regains spent
damage for 1 minute, or until it takes 60 points of legendary actions at the start of its turn.
damage from a single creature on a turn.
Bite. The velkhana makes one bite attack.
Legendary Resistance (4/Day). If the velkhana fails a saving
throw, it can choose to succeed instead. Wing Attack (costs 2 Actions). The velkhana covers the
ground in a 15-foot radius in rime for 1 minute and it
Magic Resistance. The velkhana has advantage on saving beats its wings. Each creature within 15 feet of it must
throws against spells and other magical effects. succeed on a DC 24 Dexterity saving throw or take 15
Actions (2d6+8) bludgeoning damage and be knocked prone.
The velkhana can then fly up to half its flying speed.
Multiattack. The velkhana makes four attacks: three
attacks with its tail and one attack with its bite. Hail Storm (Costs 3 Actions). The velkhana forms six
boulder-sized chunks of ice from the water in the air that
Bite. Melee Weapon Attack. +16 to hit, reach 15 ft., one plummet to the ground at different points within 120
target. Hit: 18 (3d6 + 8) piercing damage. feet of it. Each creature in a 5-foot-radius sphere
centered on each point that it chooses must make a DC
Tail. Melee Weapon Attack. +16 to hit, reach 15 ft., one 22 Dexterity saving throw. A creature takes 13 (3d8)
target. Hit: 17 (2d8 + 8) piercing damage plus 14 (4d6) cold damage and 13 (3d8) bludgeoning damage on a
cold damage. failed save, or half as much damage on a successful one.
Breath Weapons (Recharge 5-6). The velkhana uses one of A creature in the area of more than one ice chunk is
the following breath weapons. affected only once.
148
AT.Velkhana Crystal
Archtempered Velkhana You have immunity to cold damage and resistance to
Challenge Rating 27 Carves 4 radiant damage while you wear this armor.
Carve Chance Material Slots
WEAPON MATERIAL EFFECTS
1 Elder Dragon Bone (O) AT.Crystal Shard
Quick Sheath. While attuned to this weapon, you can
2 Elder Dragon Blood (O)
always sheath it as a free action even if you have already
3-7 AT.Crystal Shard (A,W) drawn a weapon as part of your move action.
8-11 AT.Velkhana Cortex (A,W) AT.Velkhana Cortex
While attuned to this weapon you can use an action to cast
12-14 AT.Velkhana Lash (A,W)
the wall of ice (save DC 19) spell from it. Once you use
15-17 AT.Velkhana Hardclaw (A,W) this property, new walls deal no damage and are only 3 feet
tall until you finish along rest.
18-19 AT.Velkhana Crownhorn (A,W)
AT.Velkhana Lash
20 AT.Velkhana Crystal (A,W) While you are attuned to this weapon, you can use a bonus
action to speak its command word and exhale ice in a 30-
foot line that is 5 feet wide. Each creature in that line must
ARMOR MATERIAL EFFECTS make a DC 17 Dexterity saving throw, taking 7d6 cold
AT.Crystal Shard damage on a failed save, or half as much damage on a
Flinch Free. While wearing this armor you cannot be successful one.
knocked prone, or unwillingly moved from your current
location by any means. You can use this property twice, regaining all expended
uses when you finish a long rest
AT.Velkhana Cortex
Divine Blessing+4. When you take damage you are not AT.Velkhana Hardclaw
immune or resistant to, roll a d12 and reduce the damage While you are attuned to this weapon, your cold spells deal
you take by the number rolled. You can use this property a full damage to a creature that has resistance to cold
number of times equal to your Wisdom modifier. You damage and half damage to a creature that has immunity
regain all expended uses when you finish a long rest. to cold damage.
AT.Velkhana Divinity
Set bonus (2): When you critically hit with a
weapon or spell that deals cold damage, you deal
an extra 1d10 cold damage.
Set bonus (4): An aura of frost builds when your
weapon is sheathed for at least 1 minute. When
you draw this weapon, it deals an extra 1d10 cold
damage for the next 4 rounds.
149
Wind Serpent Ibushi
Ibushi is the male of an elder dragon species that consists of Not much is known about Ibushi prior to its discovery.
itself and the Thunder Serpent Narwa. Similar to Amatsu, However, what is known is that Ibushi wanders around in the
this species has a long and leviathan-like body with short sky in search of its "queen", as referred to by Hinoa during
hind legs and a long tail (though in the case of the Serpents, their resonation. Every fifty years, Ibushi, as well as the
their legs are more paddle or fin-like). This species also has Thunder Serpent Narwa, will emerge to mate with each
two sets of jaws, with the lower outer jaw and both inner jaws other; in order to do so, Ibushi will wander the land to seek
being split jaws. out Narwa. Ibushi is also known to cause destructive storms
Being the male of the species, Ibushi have several traits by sending dragon energy into the ground. This turbulence is
that sets themselves apart from Narwa. Ibushi have spiky, strong enough to uproot trees and wipe out the landscape.
light blue shells that adorn their light blue body. On their This causes nearby monsters to become terrified and flee
head are several narrow horns that point upward, with somes directly into Kamura Village, and is thus the primary cause of
angled forward. The most prominent trait, which gives the the Rampage.
males their title, are wind sacs which Ibushi use to float Ibushi is said to exhibit inexplicable behaviors such as
around. These wind sacs are located on the forelegs, back, floating upside down in the air. It can send out orbs of dragon
chest, and tail tips, marked by the presence of glowing energy from its tail, as well as causing air explosions from the
tendrils on Ibushi's body. The wind sacs are capable of wind sacs on its arms. The dragon energy Ibushi releases can
inflating to a degree and produce a special gas that Ibushi cause updrafts to appear, which are strong enough to send a
can freely control, which is then primarily used for it's own hunter into the air. Ibushi can also breathe a beam of energy
propulsion. from its mouth.
150
Wind Serpent Ibushi by the updraft. If the creature has a fly speed, it can use
his reaction to recover 30 feet above the ground. A
Gargantuan dragon (elder), chaotic evil
creature that doesn't have a fly speed falls prone on the
ground, taking 3 (1d6) bludgeoning damage for every 10
Armor Class 18 (natural armor) feet it travels.
Hit Points 201 (13d20 + 65)
Speed 0 ft., fly 80 ft. (hover) Boulder Smash (1/day). The ibushi curls up into a ball,
gathering five large chunks of the terrain that hover
around him. The chunks of terrain can be attacked and
STR DEX CON INT WIS CHA destroyed (AC 10; hp 30). While at least 2 chunks
remain around the ibushi, he has half-cover. As a bonus
21 (+5) 10 (+0) 20 (+5) 16 (+3) 15 (+2) 17 (+3) action, the ibushi can fling a chunk of terrain at a point
within 120 feet of it. Each creature in a 20-foot-radius
Saving Throws Dex +6, Con +11, Wis +8, Cha +9 sphere centered on that point must make a DC 19
Skills Acrobatics +6, Perception +8 Dexterity saving throw, taking 14 (4d6) bludgeoning
Damage Resistances cold, lightning, thunder; damage on a failed save, or half as much damage on a
bludgeoning, piercing, slashing from nonmagical successful one.
attacks
Condition Immunities charmed, exhaustion, frightened, Legendary Actions
prone The ibushi can take 2 legendary actions, choosing from
Senses darkvision 120 ft., passive Perception 18 the options below. Only one legendary action option can
Languages Draconic, telepathy 1 mile (see resonance) be used at a time and only at the end of another
Challenge 19 (22,000 XP) creature's turn. The ibushi regains spent legendary
actions at the start of his turn.
Legendary Resistance (3/Day). If the ibushi fails a saving
throw, he can choose to succeed instead. Charged Dragon Cannon (1/round). The ibushi spins in a
circle while releasing a beam of energy from his mouth
Magic Resistance. The ibushi has advantage on saving in a 30-foot radius around it. Each creature in that area
throws against spells and other magical effects. must succeed on a DC 19 Dexterity saving throw or take
22 (4d10) necrotic damage and be afflicted with
Resonance. The first time an elf, wyverian, creature who dragonblight for 1 minute on a failed save, or half as
can deal psychic damage, or has psionic abilities enters a much damage and isn't afflicted with dragonblight on a
location 1 mile of the ibushi, they must succeed on a DC successful one. A creature can repeat its saving throw at
25 Intelligence or Wisdom saving throw (target's the end of its turn, ending the dragonblight on a success.
choice). A creature with psionic abilities makes their
save with advantage. Dragon Burst (1/round). The ibushi gathers energy in one
On a successful save, the target resonates with the of his arms before unleashing a giant ball of draconic
ibushi. When the resonating creature is within 1 mile of energy at a creature within 60 feet of him. That creature
the ibushi, its eyes glow a light blue color, it can hear the must succeed on a DC 19 Dexterity saving throw, taking
ibushi's thoughts. The creature can also sense the 28 (8d6) necrotic damage, be afflicted with dragonblight
ibushi's presence and may speak the ibushi's thoughts for 1 minute, and launched 20 feet into the air on a
out loud when they are within 600 feet of him. On a failed save, or half as much damage, isn't afflicted with
failed save, the creature does not resonate with the dragonblight, and isn't launched into the air on a
ibushi and is immune to the ibushi's Resonance forever. successful one. A creature can repeat its saving throw at
the end of its turn, ending the dragonblight on a success.
Siege Monster. The ibushi deals double damage to
objects and structures. Dragon's Corkscrew (1/round). The ibushi moves up to his
fly speed in a straight line while spinning. During this
Actions move he can move through the spaces of other
Multiattack. The ibushi uses his Updraft. He then makes creatures without provoking opportunity attacks. Each
two attacks with his bite or one with his tail. creature the ibushi moves through must make a DC 19
Dexterity saving throw, taking 18 (3d8 + 5) bludgeoning
Bite. Melee Weapon Attack. +11 to hit, reach 10 ft., one damage and be knocked prone on a failed save, or half as
target. Hit: 15 (3d6 + 5) piercing damage. much damage and is pushed 5-feet into an unoccupied
space out of the way of the ibushi's path (PC choice). A
Tail. Melee Weapon Attack. +11 to hit, reach 20 ft., one creature that has no place to move to, automatically fails
target. Hit: 18 (3d8 + 5) bludgeoning damage plus 10 their saving throw.
(3d6) necrotic damage.
Wind Burst Wave (1/round). The ibushi fires a cascade of
Updraft. The ibushi sends his energy into the ground, wind in a 90-foot line that is 5-feet wide. Each creature
unleashing torrential winds at three different points in that line must succeed on a DC 19 Dexterity saving
within 120 feet of him that last until the start of his next throw or take 28 (8d6) thunder damage on a failed save,
turn. Each creature in a 10-foot-radius, 40-foot high or half as much damage on a successful one.
cylinder centered on a point must succeed on a DC 19
Strength saving throw or be launched 40 feet into the air
151
Wind Serpent Ibushi use an action to cast the haste spell from it once per day,
Challenge Rating 19 Carves 4 but can target only yourself when you do so and you gain 1
level of exhaustion when the spell ends.
Carve Chance Material Slots
Ibushi Windsac
1 Elder Dragon Bone (O)
While you are attuned to this weapon, your thunder spells
2 Elder Dragon Blood (O) bypass a creature's resistance.
3-7 Ibushi Carapace (A,W) Ibushi Bluespike
Wind Slash. This weapon has 10 runes that it regains daily
8-11 Ibushi Hide (A,W) at dawn. Before you make your first attack on your turn
12 Ibushi Horn (A,W) with this weapon, you can expend one or more runes to
extend its reach by 10 feet for each rune expended. This
13-14 Ibushi Windsac (A,W) weapon deals thunder damage instead of its normal
15-16 Ibushi Bluespike (A,W) weapon damage when you hit a target outside of its
normal reach and the target takes an extra 1d6 thunder
17-19 Ibushi Claw (A,W) damage.
20 Wind Serpent Orb (A,W) Ibushi Claw
While you are holding your weapon, you gain +2 bonus to
spell attack rolls and you ignore half cover when making a
ARMOR MATERIAL EFFECTS spell attack.
Ibushi Carapace
Wind Serpent Orb
Flinch Free. While wearing this armor you cannot be
Power Prolonger. Depending on which weapon this
knocked prone, or unwillingly moved from your current
material is placed into, it gains the following benefits:
location by any means.
Dual Blades. Demon/Archdemon Mode duration is
Ibushi Hide increased by 30 seconds.
Evade Window. This armor has 3 runes, and it regains 1d3 Great Sword Guard grants a +4 AC bonus for the
expended runes daily at dawn. When you fail a Dexterity duration of the turn it is used.
saving throw while wearing it, you can use your reaction to Hunting Horn. Melodies duration is increased by 1
expend 1 of its runes to succeed on that saving throw minute.
instead. Insect Glaive. Kinsects Essence duration is increased by
Ibushi Horn 1 minute.
You have immunity to thunder damage while you wear this Lance Powerguard grants a +4 AC bonus for the duration
armor. of the turn it is used.
Switch Axe. Coat Weapon duration is increased by 1
Ibushi Windsac minute.
You have a flying speed of 60 feet while you wear this Tonfas. Earth Style. weapon damage die is increased to a
armor. d10.
Ibushi Bluespike (Lance & Greatsword only)
Your Guard AC bonus now lasts until the start of your next OTHER MATERIAL EFFECTS
turn and you cannot be knocked prone. Elder Dragon Blood
Ibushi Claw Any rarity weapon upgrade material.
Evade Extender (L). You have a +3 bonus to Dexterity Elder Dragon Bone
saving throws while you wear this armor. Any rarity armor upgrade material.
Wind Serpent Orb
Resonance. When you attune to this armor for the first
time, choose one willing creature which you are familiar
Wind Serpent Ibushi Material Bonus*
with. While attuned to this armor, you and the willing When a character has 2+ ibushi materials socketed into their
creature are linked as if by the telepathy spell. You cannot equipment they gain each of the following the Wind
link to a new creature until the willing creature dies. The Alignment bonuses.
link is also lost if the material is removed from the armor
or trinket. Wind Alignment (2 materials). You have resistance to
necrotic damage while you wear this armor.
WEAPON MATERIAL EFFECTS
Ibushi Carapace Wind Alignment (3 materials). You have immunity to
FastCharge+. When you roll for initiative, your greatsword, necrotic damage while you wear this armor.
longsword, charge blade, or tonfas gains 2 charges, spirit,
or phial charges. Wind Alignment (4 materials). This armor has three lucky
points. It regains all expended points daily at dawn. When
Ibushi Hide (Hammer only) you roll on a creature's loot table you can expend one lucky
Slugger. While attuned to this weapon, you may use the point, to reroll it and take the new roll.
Hammer's Mighty Weapon skill two additional times
between rests. *The Wind Alignment bonuses ignore the standard armor
Ibushi Horn
rules
Stamina Surge+2. While attuned to this weapon, you can
152
Xeno'jiiva
Xeno'jiiva is a large dragon with an otherworldly appearance. If its heat organ is left to produce large amounts of energy,
It has two eyes and six orange glowing spots running up the and the build-up of it reaches a certain level, an explosion of
length of its horns. Parts of its body glow ethereal blue, energy will engulf Xeno'jiiva's body. In this state, portions of
making its skin appear crystalline and translucent. Its wings Xeno'jiiva's body are covered in blue flames, and its strength,
are frayed at the edge of the membrane and are grayish-blue as well as the amount of energy it uses, is increased.
in color. Xeno'jiiva becomes unstable when it builds up too much
Little is known about Xeno'jiiva since it is an entirely new energy inside of its body, affecting its mass, so it needs to
species of Elder Dragon unknown to the Guild. The Third release as much as possible. Xeno'jiiva is known to become
Fleet Master proposes that Xeno'jiiva might be a creature exhausted for a long period of time after releasing so much
that needs to consume the energies of other lifeforms to energy.
grow. Although she admits that it might've been a Although Xeno'jiiva is already an adult, it's believed that it'll
coincidence that Xeno'jiiva wounded up thriving in the Elder's further change as it grows. Scholars in the commission
Recess, she doesn't believe in coincidence. theorize that Xeno'jiiva will lose its transparent skin as it
It is unknown whether Xeno'jiiva is the cause of the Elder further grows and that it'll be able to generate energy
Crossing, or if the New World was already a graveyard for infinitely in its body via its heat organ, meaning it won't ever
dragons and Xeno'jiiva was merely exploiting the resident need to feed on other creatures for subsistence. They also
energies of the land. Either way, it incubated in the bioenergy think that Xeno'jiiva could learn to maintain a high energy
and craved more, using some sort of pheromone to draw state permanently over time. Since much about Xeno'jiiva is
more Elders across the sea. still a mystery, it's up in the air whether it could become
From its wings being folded up tightly in its cocoon, they stronger in the future or not.
aren't yet fully functional, meaning Xeno'jiiva can't Xeno'jiiva can attract other Elder Dragons to its location
immediately fly upon emergence. Once energy has flowed with its immense energy pulses or special pheromones,
into its wings, it's capable of flight. It has five fingers on its causing the Elder Crossing to happen every ten years instead
hands and four toes on its feet, both ending in razor-sharp of every hundred. This also causes the geography of an area,
claws. It uses its hands to attack enemies, cleaving flesh right the New World, in this case, to change constantly from all the
off the bone, while it can stand upright for short periods by natural phenomena, which is caused by other Elder Dragons,
using its rear legs. Xeno'jiiva is often called the "Dark Light going off at once. From it feeding on the bioenergy of dead
Dragon" from a red glowing organ inside of its chest. This Elder Dragons for decades, it has gained enough power to be
heat organ distributes large amounts of energy to Xeno'jiiva's considered the Emperor of Elder Dragons and could bring
arms, tail, and head to amplify its strength. By concentrating mass destruction to whole ecosystems if one was ever
its energy in those parts of its body, Xeno'jiiva can release allowed to leave its nest.
mounds of it all at once when it attacks. Its energy is most Xeno'jiiva is immediately hostile the moment it emerges
concentrated in its head. Instead of destructive explosions from its cocoon, making it dangerous to other species.
like its other parts, Xeno'jiiva can breathe powerful beams Although it had just awakened, its powers are already
that burn just about anything that comes in contact with considered to be great compared to most Elder Dragons, but
them, including the ground. By firing those beams out of its it can't control all of its energy. It's believed that if Xeno'jiiva
mouth, it is able to maintain the amount of energy inside of was left alone to master its powers it would've been a greater
its body. threat.
153
Xeno'jiiva Frightful Presence. Each creature of the xeno'jiiva choice
that is within 120 feet of the xeno'jiiva and aware of it
Gargantuan dragon (elder), unaligned
must succeed on a DC 19 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
Armor Class 18 (natural armor) the saving throw at the end of each of its turns, ending
Hit Points 425 (23d20 + 184) the effect on itself on a success. If a creature's saving
Speed 40 ft., fly 80 ft. throw is successful or the effect ends for it, the creature
is immune to the xeno'jiiva's Frightful Presence for the
next 24 hours.
STR DEX CON INT WIS CHA
Swallow. The xeno'jiiva makes one bite attack against a
24 (+7) 10 (+0) 27 (+8) 3 (-4) 20 (+5) 14 (+2) Large or smaller creature it is grappling. If the attack hits,
the target takes the bite damage, the target is swallowed,
Saving Throws Int +4, Wis +13, Cha +10 and the grapple ends. While swallowed, the creature is
Skills Perception +13 blinded and restrained, it has total cover against attacks
Damage Resistances fire, cold, lightning; bludgeoning, and other effects outside the xeno'jiiva, and it takes 38
piercing, and slashing damage from nonmagical (11d6) acid damage at the start of each of the
weapons xeno'jiiva's turns. If the xeno'jiiva takes 50 damage or
Condition Immunities charmed, frightened, paralyzed, more on a single turn from a creature inside it, the
poisoned xeno'jiiva must succeed on a DC 20 Constitution saving
Senses truesight 120 ft., passive Perception 23 throw at the end of that turn or regurgitate all swallowed
Languages — creatures, which fall prone in a space within 10 feet of
Challenge 25 (75,000 XP) the xeno'jiiva. If the xeno'jiiva dies, a swallowed creature
is no longer restrained by it and can escape from the
Legendary Resistance (3/Day). If the xeno'jiiva fails a corpse by using 30 feet of movement, exiting prone.
saving throw, it can choose to succeed instead. Legendary Actions
Magic Resistance. The xeno'jiiva has advantage on saving The xeno'jiiva can take 3 legendary actions, choosing
throws against spells and other magical effects. from the options below. Only one legendary action
option can be used at a time and only at the end of
Actions another creature's turn. The xeno'jiiva regains spent
Multiattack. The xeno'jiiva can use its frightful presence. legendary actions at the start of its turn.
It then makes five attacks: three with its bite, and two
with its claws. Or it makes three blue flame attacks. Detect. The xeno'jiiva makes a Wisdom (Perception)
check.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one Tail Attack. The xeno'jiiva makes a tail attack.
target. Hit: 25 (4d8 + 7) piercing damage. If the target is
a creature, it is grappled (escape DC 19) . Until this Wing Attack (Costs 2 Actions). The xeno'jiiva beats its
grapple ends, the target is restrained, and the xeno'jiiva wings. Each creature within 15 feet of the xeno'jiiva
can't bite another target. must succeed on a DC 23 Dexterity saving throw or take
25 (4d8 + 7) bludgeoning damage and be knocked
Claw. Melee Weapon Attack. +15 to hit, reach 5 ft., one prone. The xeno'jiiva can then fly up to half its flying
target. Hit: 17 (3d6 + 7) slashing damage. speed.
Tail. Melee Weapon Attack. +15 to hit, reach 15 ft., one Chomp (Costs 2 Actions). The xeno'jiiva makes one bite
target. Hit: 29 (4d10 + 7) bludgeoning damage. attack or uses its Swallow.
Blue Flames. Ranged Weapon Attack. +8 to hit, range
80/320 ft., one target. Hit: 36 (8d8) fire damage.
Fire breath (Recharge 5-6). The xeno'jiiva exhales a beam
of blue fire in a 120-foot line that is 10-feet wide. Each
creature in that line must make a DC 20 Dexterity saving
throw, taking 77 (14d10) fire damage on a failed save, or
half as much damage on a successful one.
154
Xeno'jiiva Soulscale
Xeno'jiiva Partbreaker +4. You deal an extra 1d12 damage when you
Challenge Rating 25 critically hit with this weapon.
Carves 8
Xeno'jiiva Claw
Carve Chance Material Slots Your weapon deals an extra 1d10 force damage.
1-2 Elder Dragon Bone (O) Xeno'jiiva Horn
This weapon has 3 runes. As an action, you can speak the
3-4 Elder Dragon Blood (O) weapons's command word and expend 1 rune. For the
5-8 Xeno'jiiva Shell (A,W) next 10 minutes, you have truesight out to 120 feet.
9-11 Xeno'jiiva Soulscale (A,W) The weapon regains 1d3 expended runes daily at dawn.
155
Yama Tsukami
Yama Tsukami is an unusual Elder Dragon with an octopus- These tentacles are light yet very slimy It could use these to
like body. It is covered in moss, algae, and other plant life, snare prey, uproot plants, or anchor itself to landmasses or
and boasts a set of four thick tentacles. In addition, it trees. At the end of these tentacles, there seem to be claws. It
possesses two large whiskers and an oddly human-like set of also uses them like whips when defending itself, crushing
teeth and gums. It produces gas within its body in order to anything that tries to challenge it.
keep itself afloat. Yama Tsukami also has a pair of large whiskers, which it
Yama Tsukami are constantly traveling through different uses as tentacles as well. Yama Tsukami has the parasitic
areas in order to find suitable fertile land for them to feed on, Dragonwood and the mysterious Dragonmoss growing from
even traveling over vast seas. Yama Tsukami is a dangerous its back along with trees and many different plants. The exact
monster that can potentially swallow a whole village or town. cause of this is its feeding on forest and on lakes along with
However it is believed that the winds in environments can its blood which is the nutrients for many different species of
send Yama Tsukami unintentionally into some areas so it plants. Due to this, Yama Tsukami have become a "special"
might not intentionally be heading to attack towns. Though, environment for some living things such as the Great
most heavily forested areas are most at risk of getting eaten Thunderbug. Sometimes as it eats whole forests and lakes,
by a Yama Tsukami. Strangely around parts of a Great Forest, Yama Tsukami will also suck up or eat Great Thunderbugs
Yama Tsukami of different colors and sizes have been seen. that are caught in its mouth. From the Yama Tsukami being a
It's theorized that they are either adults and juveniles, "special" environment for them, they become quite different
subspecies, or just environmental conditions. Most believe from the normal Great Thunderbugs and develop differently
that it is due to environmental conditions that there are many compared to them. They even seem to develop a bond with
different Yama Tsukami. Yama Tsukami and will defend it from any potential threats.
Yama Tsukami's most notable adoption is its ability to float Yama Tsukami have incredibly long lifespans numbering in
with no obvious method of propulsion. From the large the thousands of years.
amounts of dirt and rotting flesh that a Yama Tsukami has
swallowed, it all produces a gas inside its body that allows it
to float in the air without wings. It is able to control the
amount of gas it uses and able to use it as a rudder as it floats Yama Tsukami
in the air. Gargantuan monstrosity (Elder), unaligned
It can even use the gas as a weapon and as a defensive
shield. Despite being able to control it, Yama Tsukami can be Armor Class 17 (natural armor)
knocked out of the air and even by crashing into the ground Hit Points 264 (16d20+96)
randomly. The creature has four large tentacles that may Speed 10 ft., fly 60ft. (hover)
serve as multipurpose appendages.
STR DEX CON INT WIS CHA
28 (+8) 10 (+0) 23 (+6) 15 (+2) 16 (+3) 10 (+0)
156
grapple ends, the target is Restrained. The yama Yama Tsukami
tsukami has six tentacles, each of which can grapple Challenge Rating 18 Carves 6
one target.
Carve Chance Material Slots
Fling. One Large or smaller object held or creature
Grappled by the yama tsukami is Thrown up to 60 feet 1-2 Elder Dragon Blood (O)
in a random direction and knocked prone. If a Thrown 3-4 Tsukami Fluid (A,W)
target strikes a solid surface, the target takes 3 (1d6)
bludgeoning damage for every 10 feet it was Thrown. If 5-9 Tsukami Hide (A,W)
the target is Thrown at another creature, that creature
must succeed on a DC 18 Dexterity saving throw or 10-14 Dragonwood (O)
take the same damage and be knocked prone. 15-16 Dragonmoss (A,W)
Bite. Melee Weapon Attack. +14 to hit, reach 5 ft., one 17-20 Tsukami Fillet (A,W)
target. Hit: 21 (3d8 + 8) piercing damage. If the target
is a Large or smaller creature grappled by the yama
tsukami, that creature is swallowed, and the grapple ARMOR MATERIAL EFFECTS
ends. While swallowed, the creature is blinded and Tsukami Fluid
restrained, it has total cover against attacks and other You have advantage on saving throws against paralysis
effects outside the yama tsukami, and it takes 42 while you wear this armor.
(12d6) acid damage at the start of each of the yama
tsukami's turns. If the yama tsukami takes 40 damage Tsukami Hide
or more on a single turn from a creature inside it, the Speed Eating. While you are attuned to this armor, you can
yama tsukami must succeed on a DC 20 Constitution use any consumable, such as a potion or food, as a bonus
saving throw at the end of that turn or regurgitate all action; so long as you are the one consuming it.
swallowed creatures, which fall prone in a space within Dragonmoss
10 feet of the yama tsukami. If the yama tsukami dies, While wearing this armor, your Strength score changes to
a swallowed creature is no longer Restrained by it and 25.
can escape from the corpse using 15 feet of
Movement, exiting prone. Tsukami Fillet
All Resist. You have resistances to fire, cold, and lightning
Summon Great Thunderbugs (Recharge 6). The yama damage while you wear this armor.
tsukami releases 5 (1d10) great thunderbugs from its
mouth that occupy a space within 20 feet of the yama
tsukami. WEAPON MATERIAL EFFECTS
When a great thunderbug summoned by the yama Tsukami Fluid (Bowgun only)
tsukami dies, it explodes in a burst of lightning. Each Load Up+. While attuned to this weapon, you increase the
creature within 10 feet of it must make a DC 13 maximum capacity for all of your ammo by 2.
Dexterity saving throw, taking 7 (2d6) lightning Tsukami Hide
damage on a failed save, or half as much damage on a While you are attuned to this weapon, you can make one
successful one. attack with it as a bonus action on each of your turns.
Fire Plume (Recharge 5-6). The yama tsukami releases a Dragonmoss
plume of fire from its underside in a 30-foot radius Mind's Eye. Your attacks with this weapon bypass the
around it. Each creature in that area must make a DC damage resistances of any creature.
20 Dexterity saving throw, taking 28 (8d6) fire damage
on a failed save or half as much on a successful one. Tsukami Fillet (Bow only)
Paralysis Coating Up. When a creature must succeed on a
Legendary Actions saving throw after being hit by an arrow coated with the
paralysis coating, or when it repeats its saving throw in an
The yama tsukami can take 3 legendary actions,
attempt to end the effect, it does so at disadvantage.
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 yama tsukami regains OTHER MATERIAL EFFECTS
spent legendary actions at the start of its turn. Elder Dragon Blood
Any rarity weapon upgrade material.
Summon Great Thunderbugs or Fire Plume. The yama
tsukami uses its Summon Great Thunderbugs or Fire Dragonwood
Plume. Any rarity armor or weapon upgrade material.
Tentacle Attack or Fling. The yama tsukami makes a
tentacle Attack or uses its Fling.
Whirlwind (Costs 2 Actions). The yama tsukami extends
out all of its tentacles and spins in circles. Each
creature within a 20 foot radius of the yama tsukami
must succeed on a DC 18 Dexterity saving throw,
taking 22 (4d10) bludgeoning damage and are
knocked prone on a failed save.
157
Fanged Beasts
Once known as Pelagus, Fanged Beasts are mammalian creatures with no wings. They are often much faster than other larger
threats, but not all of them are aggressive. Many of these beasts will ignore adventurers unless they make themselves known or
startle the beast. While other Fanged Beasts attack on site, using the environment and speed to their advantage.
Fanged Beasts exhibit a wide variety of dietary habits; some are strictly herbivorous or carnivorous, while others subsist on
insects. Most of them have unique attributes for survival, such as powerful forelimbs or large tusks, and are well evolved for the
environment they live in. Others form packs, with the strongest of them as the Alpha.
Arzuros
Arzuros is noted for its turquoise colored fur and ursine body
structure. It has a ridge of erect hair aligned with its nose. Its Arzuros
Large beast (fanged), unaligned
back is made of a tough hide, somewhat characteristic of a
carapace. Hair runs from its cheeks, connecting to its back,
where it forms a trim along the sides of the back. The claws Armor Class 14 (natural armor)
of an Arzuros have elongated, red nails. Each claw has a Hit Points 90 (12d10 + 24)
tough brace encasing and protecting the wrist and forearm. Speed 35 ft., climb 30 ft.
Arzuros has large, bulky legs connected to much smaller feet
and a short, wide tail. STR DEX CON INT WIS CHA
Arzuros is armed with two vicious claws which it uses for
most of its attacks. It can use its large body and surprising 18 (+4) 12 (+1) 14 (+2) 8 (-1) 8 (-1) 8 (-1)
agility for charge attacks and pinning down prey.
Arzuros are omnivorous creatures that enjoy feasting on Senses passive Perception 9
fish and honey. When eating honey, Arzuros pays little to no Languages —
attention to its surroundings. When threatened by other large Challenge 4 (1,100 XP)
monsters, Arzuros will try to use its size and claws to frighten
the monster, or will use its agility to escape. Arzuros often Aggressive. As a bonus action, the arzuros can move up
hangs its tongue out of its mouth. to its speed toward a hostile creature that it can see.
Keen Smell. The arzuros has advantage on Wisdom
Young Arzuros (Perception) checks that rely on smell.
Female arzuros give birth to 1-6 black furred arzuros cubs
at a time. The cubs grow very quickly, evident by their fur Actions
changing to blue and yellow, and arm braces hardening. They Multiattack. The arzuros makes three melee attacks:
weigh about 80 pounds by the time they are one year old. one with its bite, one with its claw, and one with its
Arzuros between the ages of one and two are known as body slam.
young arzuros.
Arzuros cubs and young arzuros stay with their mothers Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
until about one and a half years. During that time, their target. Hit: 13 (2d8 + 4) piercing damage.
mother defends them, warms them, and nurses them. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Foraging mothers come immediately when their cubs cry. target. Hit: 11 (2d6 + 4) slashing damage.
Once the two years pass they leave in search of their own Body Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
territory to live in. one target. Hit: 15 (2d10 + 4) bludgeoning damage.
158
Arzuros
Challenge Rating 4 Carves/Capture 3 Arzuros Cub
Carve Chance Capture Chance Material Slots Small beast (fanged), unaligned
1-6 1-5 Honey x2 (O)
Armor Class 11 (natural armor)
7-14 6-7 Arzuros Pelt (A,W) Hit Points 9 (2d6+2)
Speed 30 ft., climb 20 ft.
15-17 8-13 Arzuros Shell (A)
18 14-17 Azure Jumbo Bone (W,O)
STR DEX CON INT WIS CHA
19-20 18-20 Arzuros Brace (A,W)
14 (+2) 10 (+0) 12 (+1) 2 (-4) 8 (-1) 7 (-2)
159
Bishaten
The bishaten is a fanged beast with an odd body shape. Its Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage.
body is covered mainly in cream-colored fur, while its arms
and legs are covered in blue fur. Similar to the kecha wacha, Fruit Toss (Recharge 5-6). The bishaten throws 3 (1d6)
bishaten has patagia on its arms, supported by a single wing of the following fruits at random (reroll duplicates) at
finger and covered by cyan-colored feathers, effectively different hostile targets within range (repeating targets
forming wings that it can glide around with. The most if no other targets are available).
peculiar feature of bishaten is its "fifth limb". The bishaten 1. Blue Fruit Ranged Weapon Attack: +8 to hit, range
has a very strong tail that can support its own weight, similar 30/120 ft., one target. Hit: 7 (1d6 + 4) bludgeoning
to great maccao and somnacanth. Its tail also ends in a hand. damage and the target is restrained in place by sticky
On the belly is a pouch that the bishaten uses to store large blue goo. As an action, the restrained target can
amounts of fruits of various kinds. make a DC 15 Strength check, bursting the blue goo
The bishaten is omnivorous, but it has a preference for on a success. The blue goo can also be attacked and
fruits. It tends to keep large amounts of various fruits within destroyed (AC 10; hp 5).
its belly pouch to eat or throw as a means to attack its 2. Green Fruit Ranged Weapon Attack: +7 to hit,
adversaries. The bishaten is a very curious monster, and range 30/120 ft., one target. Hit: 7 (1d6 + 4)
often enjoys playing pranks and tricks on people or prey alike. bludgeoning damage and the target must succeed
Bishaten is incredibly acrobatic, capable of performing on a DC 15 Constitution saving throw or be
paralyzed until the end of its next turn.
several moves involving spinning its whole body. It is capable 3. Orange Fruit Ranged Weapon Attack: +7 to hit,
of standing on its tail for a very long time and uses its tail to range 30/120 ft., one target. Hit: 7 (1d6 + 4)
attack or throw a fruit at its enemies. bludgeoning damage and the target regains 7 (2d4 +
2) hit points.
4. Purple Fruit Ranged Weapon Attack: +7 to hit,
range 30/120 ft., one target. Hit: 7 (1d6 + 4)
Bishaten bludgeoning damage and the target must succeed
on a DC 15 Constitution saving throw or be
Large beast (fanged), unaligned
poisoned for 1 minute. A poisoned creature can
repeat the saving throw at the end of each of its
Armor Class 15 (natural armor) turns, ending the poison on itself on a success.
Hit Points 123 (13d10 + 52) 5. Red Fruit Ranged Weapon Attack: +7 to hit, range
Speed 30 ft., glide 40 ft. 30/120 ft., one target. Hit: 7 (1d6 + 4) bludgeoning
damage and the target must succeed on a DC 15
Constitution saving throw or be incapacitated until
STR DEX CON INT WIS CHA the end of its next turn.
19 (+4) 14 (+2) 18 (+4) 7 (-2) 14 (+2) 7 (-2) 6. Yellow Fruit The bishaten throws a flashing yellow
fruit at the target creature within 120 feet of it
before it explodes in a blinding flash. The target and
Saving Throws Dex +5, Con +7
each creature within 10 feet of it must succeed on a
Skills Acrobatics +5, Perception +5
DC 15 Constitution saving throw or be blinded for 1
Senses passive Perception 15
minute. A blinded creature can repeat the saving
Languages —
throw at the end of each of its turns, ending the
Challenge 7 (2,900 XP)
blindness on itself on a success.
Belly Pouch. The bishaten has a large pouch that Legendary Actions
contains 20 random types of fruit. It can collect new
fruit to replace any missing fruit when it finishes a long The bishaten can take 3 legendary actions, choosing
rest. from the options below. Only one legendary action
When the bishaten is knocked prone, it must option can be used at a time and only at the end of
succeed on a DC 12 Dexterity saving throw or have 2 another creature's turn. The bishaten regains spent
(1d4) fruits fall out of its pouch and land in a random legendary actions at the start of its turn.
space within 10 feet of it. A creature can pick up this
fruit and eat it or throw it (using the same range, Attack. The bishaten makes one claw attack.
damage, and effect as the bishaten's fruit throw) as an Eat Fruit (Costs 2 Actions). The bishaten eats an orange
improvised weapon. fruit, regaining 7 (2d4 + 2) hit points.
Gliding. When the bishaten glides, it loses 5 feet of Corkscrew (Costs 3 Actions). The bishaten moves up to
altitude for every 5 feet of movement. At the end of its its glide speed in a straight line, While doing so, it can
glide the bishaten falls to the ground if it is still in the enter Large or smaller creatures' spaces without
air. provoking opportunity attacks. The first time the
bishaten enters a creature's space, the creature must
Actions make a DC 14 Dexterity saving throw or take 11 (2d6
Multiattack. The bishaten makes three tail attacks. + 4) bludgeoning damage and is knocked prone, or half
as much damage on and can choose to be pushed 5
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one feet to the side of the bishaten on a successful one.
target. Hit: 7 (1d6 + 4) slashing damage.
160
Bishaten
Challenge Rating 7 Carves/Capture 3
Carve Chance Capture Chance Material Slots
1 1 Random Fruit (O)
2-5 2-5 Bishaten Fur (A,W)
6-10 6-11 Bishaten Feather (A,W)
11-14 12-15 Bishaten Talon (A,W)
15-16 16-17 Brute Bone (W,O)
17-19 18 Bishaten Tailcase (A,W)
20 19-20 Bishaten Horn (A,W)
161
The Blango & Blangonga Blango
Challenge Rating 1 Carves 1
White-furred, ape-like creature with a bright red face. The
skin beneath its coat is a dull purple color. The Blango can Carve Chance Material Slots
burrow underneath the snow in wait for prey or stalk the rock 1-10 Blango Pelt (A)
and ice above. Blangos frequently hunt in packs. Although
weak when fighting alone, Blango will fight ferociously when 11-16 Sharp Claw (W)
led by a Blangonga. As the alpha-male of the pack, the 17-20 Jumbo Bone (O)
Blangonga is twice as large as the average Blango and
recognized by its giant fangs, whiskers, head-crown, and with
a much more aggressive temperament. Its strong, muscled ARMOR MATERIAL EFFECTS
limbs allow it to run and leap at a startling speed. Blangongas Blango Pelt
are incredibly aggressive creatures. They will ruthlessly You suffer no harm in temperature as cold as -20 degrees
attack adventurers and prey, yet shy away from anything Fahrenheit while you wear this armor.
larger than themselves. Blangonga live almost exclusively in
the snowy climates. Their thick coat keeps them warm and WEAPON MATERIAL EFFECTS
serves as the perfect camouflage Sharp Claw
By calling out to its pack, the Blangonga can summon Your slashing weapon deals an extra 1 slashing damage.
Blangos to fight beside it in battle. Its deadly speed can
bewilder the novice adventurer, as they can perform a charge OTHER MATERIAL EFFECTS
that can send them rolling into their foes and deal out Jumbo Bone
massive damage. Blangongas can break ice at their feet and Uncommon armor upgrade material.
hurl it at adventurers, or spray ice shrapnel that can tear foes
apart.
Blango
Medium beast (fanged), unaligned
Actions
Multiattack. The blango makes two fist attacks.
Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage.
Ice Chunk. Range Weapon Attack: +4 to hit, reach
20/60 ft., one target. Hit: 2 (1d4) bludgeoning damage
plus 2 (1d4) cold damage.
162
Blangonga
Blangonga Challenge Rating 9 Carves/Capture 3
Large beast (fanged), unaligned Carve Chance Capture Chance Material Slot
1-5 1-7 Blangonga Pelt (A,W)
Armor Class 18 (natural armor)
Hit Points 161 (17d10 + 68) 6-11 8 Territorial Dung (O)
Speed 40 ft., burrow 40 ft.
12-13 9-15 Blangonga Whisker (A,W)
14-18 16-17 Blangonga Tail (A,W)
STR DEX CON INT WIS CHA
19 18-20 Brute Bone (W,O)
19 (+4) 17 (+3) 18 (+4) 13 (+1) 8 (-1) 10 (+0)
20 — Blangonga Fang (A,W)
Saving Throws Str +8, Dex +7, Wis +3
Skills Athletics +8, Perception +3 ARMOR MATERIAL EFFECTS
Damage Resistances cold Blangonga Pelt
Senses tremorsense 60 ft., passive Perception 13 Well Rested+. When you finish a long rest, you gain 10
Languages — temporary hit points for 24 hours while attuned to this
Challenge 9 (5,000 XP) armor.
Charge. If the blangonga moves at least 20 feet straight Blangonga Whisker
toward a target and then hits it with a fist attack on the While you are attuned to this armor, you can use a bonus
same turn, the target takes an extra 9 (2d8) action to speak its command word to exhale ice and snow
bludgeoning damage. If the target is a creature, it must at a target within 30 feet of you. The target must make a
succeed on a DC 16 Strength saving throw or be DC 15 Dexterity saving throw, taking 4d6 cold damage on
knocked prone. a failed save, or half as much damage on a successful one.
Once used, this property cannot be used again until you
Actions finish a long rest.
Multiattack. The blangonga makes three fist attacks. It Blangonga Tail
can use its ice boulder in place of any melee attack. You ignore difficult terrain created by ice or snow while
Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one you wear this armor.
target. Hit: 13 (2d8 + 4) bludgeoning damage. Blangonga Fang
Ice Boulder. Range Weapon Attack: +8 to hit, reach You have resistance to cold damage while you wear this
30/120 ft., one target. Hit: 4 (1d8) bludgeoning armor.
damage plus 4 (1d8) cold damage.
WEAPON MATERIAL EFFECTS
Ice Spray (Recharge 5-6). The blangonga exhales a spray Blangonga Pelt
of ice shards in a 30 foot cone. Each creature in that When you are in freezing temperatures, this weapon sheds
area must make a DC 16 Dexterity saving throw, taking bright light in a 10-foot radius and dim light for an
42 (12d6) cold damage on a fail or half damage on a additional 10 feet.
success.
Blangonga Whisker
Reactions Your weapon deals an extra 1d4 cold damage.
Retreat. When the blangonga is hit by a Blangonga Tail
melee attack, it can use its reaction to While you are attuned to this weapon you can draw it, to
leap backwards 20 feet without extinguish all nonmagical flames within 30 feet of you.
provoking opportunity attacks. This property can be used no more than once per hour.
Brute Bone
Your weapon deals an extra 1d4 bludgeoning damage.
Blangonga Fang
Your weapon deals an extra 1d6 cold damage.
163
Bullfango & Bulldrome Bullfango
Although veteran adventurers can generally take a bullfango Challenge Rating 1/4 Carves 1
out easily, they can be dangerous for beginners and may even
pose a threat to more experienced adventurers when several Carve Chance Material Slots
attack at once. Bulldromes on the other hand have larger 1-8 Raw Meat (O)
tusks than Bullfango, and a layer of white fur, as opposed to
Bullfango's black fur. Bulldromes are more agile when 9-13 Bullfango Pelt (A)
running and proficient at finding and locking onto their 14-18 Sm Monsterbone (O)
victims. These Fanged Beasts are sometimes found in packs
and will charge at all intruders once noticed. They are very 19-20 Bullfango Head (W)
territorial, and can be a considerable nuisance.
ARMOR MATERIAL EFFECTS
Bullfango Pelt
You have a +1 bonus to Intimidation checks while you
wear this armor.
Bullfango
Medium beast (fanged), unaligned
164
WEAPON MATERIAL EFFECTS
Bulldrome Stout Bone
Your bludgeoning weapon deals an extra 2 bludgeoning
Large beast (fanged), unaligned
damage.
Armor Class 12 (natural armor) Bulldrome Tusk
Hit Points 59 (7d10 + 21) Your slashing weapon deals an extra 1 slashing damage.
Speed 40 ft. Bulldrome Head (Hammer & Lance only)
You gain a +1 bonus to your attack rolls if you move 20
feet in a straight line towards a creature without taking
STR DEX CON INT WIS CHA damage.
17 (+3) 11 (+0) 16 (+3) 2 (-4) 7 (-2) 5 (-3)
OTHER MATERIAL EFFECTS
Senses passive Perception 8 Raw Meat
Languages — Provides 2 days rations when cooked.
Challenge 2 (450 XP)
Bulldrome Jumbo Bone
Uncommon armor upgrade material.
Aggressive. As a bonus action, the bulldrome can move
up to its speed toward a hostile creature that it can see.
The Conga & Congalala
Charge. If the bulldrome moves at least 20 feet straight
toward a target and then hits it with a tusk Attack on They resemble pink gorillas with a face of a hippopotamus,
the same turn, the target takes an extra 7 (2d6) black underbellies. The Conga have a blonde patch of hair on
slashing damage. If the target is a creature, it must top of their head while the Congalala spike on its head is
succeed on a DC 13 Strength saving throw or be actually hair that the Congalala has smoothed into shape to
knocked prone. signify that they are the pack leader. Congalalas are
surprisingly intelligent beasts.
Actions Despite their apparently adorable appearance, the Conga
Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one & Congalala should never be underestimated. While they are
target. Hit: 10 (2d6 + 3) slashing damage. for the most part very docile, they react well to the presence
of herbivores, so long as they give a wide berth. They can
Thrash (Recharge 5-6). The bulldrome thrashes about
striking all creatures within 5-foot radius of it. Each
quickly become aggressive to anything that disrupts feeding
creature in the area must make a DC 13 Dexterity
or startles them, for example, if they see Adventurers.
saving throw, taking 7 (2d6) slashing damage on a fail Congas are known for their ability to charge at hunters, like
or half as much on a successful save. Bullfangos (but slower), and travel in packs. The Conga's
most notable adaptation for its life is its ability to produce
strong farts. This fart causes a creature's throat to itch,
making it hard for species to eat properly. The pink fur is
Bulldrome used as a warning to potential predators.
Challenge Rating 2 Carves/Capture 3 A Congalala's most noteworthy adaptation is its long sharp
claws on its fore-arms. These claws aren't really used for
Carve Chance Capture Chance Material Slots holding on to objects, rather they are used for attacking foes.
1 — Raw Meat (O) Some Congalala are known to use their claws for climbing
and swing off trees, when given the chance. Though
2-7 1-13 Bulldrome Hide (A) Congalala doesn't use its claws for grasping objects, it is well
8-12 14-17 Jumbo Bone (O) known to use its tail to hold on and grasp food. This
—
prehensile tail allows it to hold onto objects, while fighting off
13-16 Stout Bone (A,W) foes. The most intriguing feature about Congalala is its
17-19 18 Bulldrome Tusk (W) stomach. This organ contains special enzymes that
20 19-20 Bulldrome Head (A,W)
decompose the mushrooms, allowing it to use
whatever toxins were contained in them into
a breath attack. Though it is able to use the
ARMOR MATERIAL EFFECTS poisons to its advantage in battle, Congalala
Bulldrome Hide isn't immune to them.
You have a +1 bonus to Survival checks while you wear
this armor.
Stout Bone
Whenever you must succeed on a saving throw or be
knocked prone, you do so with a +2 bonus.
Bulldrome Head
Botanist. When you successfully gather a plant resource,
you instead gather 2.
165
Conga
Medium beast (fanged), unaligned
166
Congalala Gammoth
Challenge Rating 6 Carves/Capture 3
"Found in the most frigid regions of the world, Gammoths are
Carve Chance Capture Chance Material Slots behemoths with massive tusks. Though they are herbivores,
1-4 1-4 Congalala Pelt (A,W)
when provoked they will leverage their enormous weight and
trunks to crush a threat. They can also shatter the snow
5-10 — Congalala Claw (A,W) covering their legs to damage nearby foes."
11-12 5-8 Congalala Fang (W) Gammoth resembles a woolly mammoth. It is by far the
largest Fanged Beast known to date. The fur covering its
13 9-10 Brute Bone (W,O) huge body is mostly bluish, although it's also white and red
14-18 11-16 Territorial Dung (O) on its trunk, legs, back and underside. It has brown plating
covering most of its head and feet, as well as two tusks
19-20 17-20 Vibrant Pelt (A,W) seemingly made of the same material. This plating is said to
be extremely resistant to damage. Its trunk is strong and
ARMOR MATERIAL EFFECTS
used for picking up objects like certain foods. However,
Congalala Pelt
Gammoth have been seen violently grabbing smaller
When you attune to this armor, you gain proficiency with monsters and slamming them down on the ground if they
either alchemist's tools or tinker's tools. You can change threatened it. Its trunk is estimated to be strong enough to lift
which tool you are proficient with daily at dawn. up large Flying Wyverns. The trunk is also used to protect
itself or even to coat its legs.
Congalala Claw Gammoth are a highly territorial species. If a Gammoth
Whenever you must succeed on a saving throw or be finds a predator in its territory, it is known to kill the predator
knocked prone, you do so with a +2 bonus. instantly with one powerful blow. Though adult Gammoth are
Vibrant Pelt giants with no major predators, young Gammoth are
Capture Novice. While attuned to this armor, tranq bombs potential prey for many predators. From this young Gammoth
and tranq ammo roll an extra 2d8 when they hit a creature. are snowy white in color, allowing them to camouflage
themselves in snowy environments.
WEAPON MATERIAL EFFECTS When Gammoth have young with them, they are known to
Congalala Pelt (Monk only) live in harmony with herds of Popo until their young are large
While you are attuned to this weapon, you may spend one enough to protect themselves. While in the herd of Popo,
minute contemplating the patterns etched on this Gammoth act as guards for not just their young but for the
weapon's surface and regain 1 expended ki point. Once whole Popo herd against predators. While young, Tigrex is
you use this property, you cannot use it again until you the most major predator for Gammoth, and the one that they
finish a long rest. most fear, but as the young Gammoth reaches adulthood, that
Congalala Claw fear is replaced with aggression and rage towards Tigrex. A
When you hit a creature with this weapon, it must make a Gammoth is territorial and a mother Gammoth is protective,
DC 12 Constitution saving throw. On a failed save the while a starving Gammoth is extremely violent. A starving
creature has disadvantage on concentration checks for 1 Gammoth is known to attack just about anything, even going
minute. You can use this property three times, regaining all as far as eating wood off homes to satisfy its own hunger.
expended uses when you finish a long rest.
Congalala Fang (Bowgun only)
Load Up. Your normal ammo capacity increases by 10
while you are attuned to this weapon. Gammoth
Brute Bone Gargantuan beast (fanged), unaligned
Your weapon deals an extra 1d4 bludgeoning damage.
Vibrant Pelt (Sorcerer & Wizard only) Armor Class 18 (natural armor)
While attuned to this weapon you can cast the chromatic Hit Points 198 (12d20 + 72)
orb spell once a day, without the required the material Speed 40 ft.
components and without expending a spell slot.
STR DEX CON INT WIS CHA
OTHER MATERIAL EFFECTS
Brute Bone 22 (+6) 10 (+0) 23 (+6) 8 (-1) 12 (+1) 6 (-2)
Rare armor upgrade material.
Saving Throws Str +11, Con +11, Wis +6, Cha +3
Territorial Dung Damage Immunities bludgeoning, piercing, slashing
A material that replaces dung for crafting dung bombs. from nonmagical attacks
When used in this way, it becomes a territorial dung bomb Damage Resistances cold; bludgeoning, piercing,
that blinds a creature for 1 minute on hit. slashing from magical attacks
Senses passive Perception 11
Languages —
Challenge 16 (15,000 XP)
167
Trampling Charge. If the gammoth moves at least 20 ARMOR MATERIAL EFFECTS
feet straight toward a creature and then hits it with a Gammoth Pelt
tusk attack on the same turn, that target must succeed While you wear this armor, you can tolerate temperatures
on a DC 19 Strength saving throw or be knocked as low as -50 degrees Fahrenheit without any additional
prone. If the target is prone, the gammoth can make protection. If you wear heavy clothes, you can tolerate
one stomp attack against it as a bonus action. temperatures as low as -100 degrees Fahrenheit.
Ice Walk. The gammoth can move across and climb icy Gammoth Shell
surfaces without needing to make an ability check. You ignore difficult terrain created by ice or snow while
Additionally, difficult terrain composed of ice or snow you wear this armor.
doesn't cost it extra movement. Gammoth Redfur
You have resistance to cold damage while you wear this
Actions armor.
Multiattack. The gammoth makes two attacks: one with Trunkspine
its tusk and one with its trunk. Botanist+. When you successfully gather a plant resource,
you gather an extra 1d4 more.
Tusk. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 13 (2d6 + 6) piercing damage. Gammoth Fang
While you are attuned to this armor, you can make
Stomp. Melee Weapon Attack: +11 to hit, reach 5 ft.,
Intelligence (History) checks as a bonus action.
one target. Hit: 24 (4d8 + 6) bludgeoning damage.
Gammoth Scalp
Trunk. Melee Weapon Attack: +11 to hit, reach 15 ft.,
You have immunity to cold damage while you wear this
one target. Hit: 15 (2d8 + 6) bludgeoning damage and
armor.
the target is grappled (escape 19).
Fling. One Large or smaller object held or creature WEAPON MATERIAL EFFECTS
grappled by the gammoth is thrown up to 60 feet in a Gammoth Pelt
random direction and knocked prone. If a thrown target While you are attuned to this weapon you can speak its
strikes a solid surface, the target takes 3 (1d6) command word to shroud it in ice. When touched to an
bludgeoning damage for every 10 feet it was thrown. If object it will slowly cover it in a thin sheet of ice. A
the target is thrown at another creature, that creature creature takes 1 cold damage every minute this weapon is
must succeed on a DC 21 Dexterity saving throw or touching their skin.
take the same damage and be knocked prone.
Gammoth Shell
Cold Breath (Recharge 5-6). The gammoth exhales an
Your weapon deals an extra 1d6 cold damage.
icy blast in a 60-foot cone. Each creature in that area
must make a DC 19 Constitution saving throw, taking Gammoth Redfur
41 (9d8) cold damage on a failed save, or half as much When you cast a spell that deals cold damage, you gain a
damage on a successful one. +3 bonus to its spell attack roll and you ignore half cover
when making a spell attack.
Legendary Actions Trunkspine
The gammoth can take 3 legendary actions, choosing While attuned to this weapon you can use an action to
from the options below. Only one legendary action speak its command word to exhale shards of ice in a 30-
option can be used at a time and only at the end of foot cone. Each creature in that area must make a DC 17
another creature's turn. The gammoth regains spent Dexterity saving throw, taking 5d6 cold damage on a failed
legendary actions at the start of its turn. save, or half as much damage on a successful one.
Detect. The gammoth makes a Wisdom (Perception) Once used, this property cannot be used again until you
Check. finish a long rest.
Crush. The gammoth makes a stomp attack. Gammoth Fang (Druid, Sorcerer, Warlock, & Wizard only)
This weapon has 10 runes. While holding it, you can use an
Fling (Costs 2 Actions). The gammoth uses its fling. action to expend 1 or more of its runes to cast one of the
following spells from it, using your spell save DC: Cone of
Cold (5 runes), Fog Cloud (1 runes), Ice Storm (4 runes), or
Wall of Ice (4 runes).
Gammoth
Challenge Rating 16 Carves/Capture 3 This weapon regains 1d6 + 4 expended runes daily at
dawn. If you expend the weapon's last rune, roll a d20. On
Carve Chance Capture Chance Material Slots a 1, the runes cannot recharge for a week.
1-6 1-3 Gammoth Pelt (A,W) Gammoth Scalp
Your weapon deals an extra 1d8 cold
7-11 4-10 Gammoth Shell (A,W) damage.
12-14 11-15 Gammoth Redfur (A,W)
15-17 — Trunkspine (A,W)
18-19 16-18 Gammoth Fang (A,W)
20 19-20 Gammoth Scalp (A,W)
168
Y.Trunkspine
While attuned to this weapon you can use an action to
Young Gammoth speak its command word to exhale shards of ice in a 30-
foot cone. Each creature in that area must make a DC 12
Unlike the adult gammoth, a young gammoth is Dexterity saving throw, taking 3d6 cold damage on a failed
snowy white in color, allowing them to camouflage save, or half as much damage on a successful one.
themselves in snowy environments. A young
gammoth uses the same stats as a normal Once used, this property cannot be used again until you
Mammoth (CR 6), except for the changes listed finish a long rest.
below: Y.Gammoth Fang (Spellcaster only)
Snow Camouflage. The young gammoth has This weapon has 5 runes. While holding it, you can use an
advantage on Dexterity (Stealth) checks made to action to expend 1 or more of its runes to cast one of the
hide in snowy or tundra terrain. following Spells from it, using your spell save DC: fog
cloud (1 rune) ice knife (1 rune) snilloc’s snowball swarm
(2 runes). This weapon regains 1d4 + 1 expended runes
Young Gammoth daily at dawn. If you expend the last rune it cannot regain
any runes for one week.
Challenge Rating 6 Carves/Capture 3
Carve Chance Capture Chance Material Slots Goss Harag
1-6 1-3 Gammoth Pelt (A,W) The goss harag is a fanged beast with both bear and demon-
7-11 4-10 Y.Gammoth Shell (A,W) like features. The majority of its body is covered in a coat of
shaggy white and brown fur, whilst its face and legs are
12-14 11-15 Y.Gammoth Redfur (A,W) covered in thick, somewhat scaly armor. This armor is
15-17 — Y.Trunkspine (A,W) normally a pale blue, but may turn red if goss harag is riled
up. Its head features two small eyes that burn a bright yellow
18-19 16-18 Y.Gammoth Fang (A,W) colour, have tiny horizontal pupils. It also has a pair of small
round ears, and a snout that protrudes upwards and has a
ARMOR MATERIAL EFFECTS
vaguely leaf-like shape, and on top of its head are four short,
Gammoth Pelt blunted. ice-like horns.
While you wear this armor, you can tolerate temperatures The goss harag is a strong monster, capable of leaping a
as low as -50 degrees Fahrenheit without any additional considerable distances and creating shockwaves through the
protection. If you wear heavy clothes, you can tolerate frozen tundra by smashing its fists on the
temperatures as low as -100 degrees Fahrenheit. ground. In addition to its strenght, the goss
harag is capable of inhaling cold air from
Y.Gammoth Shell its surroundings in order to freeze its
You ignore difficult terrain created by ice or snow while own bodily fluids. It can then spit this
you wear this armor. freezing liquid onto its arms to
Gammoth Redfur create blades of ice which it
While you are wearing this armor, you can use your wields to deadly effect, or
reaction or bonus action to gain resistance to cold damage expelling these fluids from
until the end of your next turn. Once you use this property, its maw at foes in an icy
you cannot use it again until you finish a long rest. blast. By exerting force after
Y.Trunkspine planting the blade into the
Botanist. When you successfully gather a plant resource, ground, it can shatter it
you instead gather 2. from its arm and
Y.Gammoth Fang sending it flying
While you are attuned to this armor, you can make toward enemies.
Intelligence (Nature) checks as a bonus action.
169
Goss Harag make a DC 20 Constitution saving throw, taking 58
(13d8) cold damage on a failed save, or half as much
Huge beast (fanged), unaligned damage on a successful one.
Uppercut (3/long rest). The goss harag makes one fist
Armor Class 19 (natural armor) attack against a creature. If the attack hits, the creature
Hit Points 250 (20d12 + 120) takes an extra 36 (8d8) bludgeoning damage. If the
Speed 40 ft., climb 30 ft. target is a Medium or smaller creature, it is launched
20 feet into the air before it falls prone in a space 10
feet away from the goss harag, taking an extra 7 (2d6)
STR DEX CON INT WIS CHA bludgeoning damage from the fall.
23 (+6) 10 (+0) 22 (+6) 8 (-1) 14 (+2) 8 (-1)
Reaction
Saving Throws Con +12, Wis +8 Crushing Blow. When the goss harag hits a creature
Damage Resistances necrotic with its uppercut, it can use its reaction to prepare a
Damage Immunities cold massive blow. Until the start of its next turn, its
Conditions Immunities charmed, frightened movement is reduced to 0 and it can't use its jump
Senses passive Perception 12 legendary action. At the start of its next turn, if the
Languages — target of the uppercut is still within 10 feet of the goss
Challenge 18 (20,000 XP) harag, the goss harag makes one fist or ice sword
attack against the target. On a hit, the creature takes an
Ice Walk. The goss harag can move across and climb icy extra 13 (3d8) weapon damage and the area in a 10-
surfaces without needing to make an ability check. foot radius around the target becomes difficult terrain.
Additionally, difficult terrain composed of ice or snow Legendary Actions
doesn't cost it extra movement.
The goss harag can take 3 legendary actions, choosing
Standing Leap. The goss harag's long jump is up to 30 from the options below. Only one legendary action
feet and its high jump is up to 15 feet, without a option can be used at a time and only at the end of
running start. In addition, the goss harag does not incur another creature's turn. The goss harag regains spent
attacks of opportunity while moving with a jump. legendary actions at the start of its turn.
Create Ice Sword. After the goss harag uses its cold Attack. The goss harag makes one attack with its fist or
breath, it can create a blade made of ice on one or both ice sword.
of its fists as a bonus action. While using An ice sword
can also be attacked and broken (AC 15; hp 30; Jump. The goss harag jumps up to 30 feet away
vulnerability to fire and bludgeoning damage; immunity without provoking opportunity attacks.
to cold, poison, and psychic damage). Breaking a sword Ground Smash (Costs 2 Actions). The goss harag
deals no damage to the goss harag. A broken sword smashes its fist on the ground, creating difficult terrain
deals half as much damage (included in the attack). in a 30-foot line that is 5 feet wide. Each creature in
A broken sword can also be attacked and destroyed line must make a DC 20 Dexterity saving throw, taking
(AC 15; hp 15; vulnerability to fire and bludgeoning 33 (6d10) bludgeoning damage on a failed save, or half
damage; immunity to cold, poison, and psychic as much damage on a successful one.
damage). Destroying a sword deals no damage to the
goss harag.
Actions
Multiattack. The goss harag makes two weapon attacks. Goss Harag
Challenge Rating 18 Carves/Capture 3
Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 15 (2d8 + 6) bludgeoning damage. Carve Capture
Chance Chance Material Slots
Ice Sword (Requires Sword). Melee Weapon Attack: +12
to hit, reach 10 ft. (or 5 ft. when broken), one target. 1-5 1-2 Goss Harag Fur (O)
Hit: 19 (3d8 + 6) slashing damage plus 14 (4d6) cold
6-7 3-4 Block of Ice (A,W,O)
damage or 15 (2d8 + 6) slashing damage plus 7 (2d6)
cold damage when the sword is broken. 8-10 5-7 Goss Harag Hide (A,W)
Throw Sword (Requires Sword). Ranged Weapon Attack: 11-12 8-10 Goss Harag Brace (A,W)
+12 to hit, range 30/120 ft., one target. Hit: or 19
(3d8 + 6) slashing damage plus 14 (4d6) cold damage 13-14 11 Frost Sac (A,W)
or 11 (2d8 + 6) slashing damage plus 7 (2d6) cold 15-16 — Monster Toughbone (O)
damage when the sword is broken. The sword is
destroyed on a hit or miss. — 12-15 Goss Harag Claw (A,W)
Cold Breath (Recharge 5-6). The goss harag exhales 17-19 16-19 Goss Harag Horn (A,W)
frigid air in a 60-foot line that is 5 feet wide followed
20 20 Harag Gem (A,W)
by another blast of frigid air in a 30-foot cone
(centered on the line). Each creature in that area must
170
Goss Harag Claw
ARMOR MATERIAL EFFECTS (Artificer, druid, sorcerer, warlock, wizard only)
Goss Harag Fur This weapon has two runes that it regains daily at dawn. As
While you are attuned to this armor your veins and armor an action you can expend one of these runes to cast the
turn bright red when you are angry and a frosty blue when cone of cold spell (Spell save DC 17).
you are calm.
Goss Harag Horn
Block of Ice While attuned to this weapon you can use an action to
You have resistance to cold damage while you wear this coat it in a frosty bile for 1 minute. While coated in this
armor. way, your weapon's reach is increased by 5 ft and once on
Goss Harag Hide each of your turns you can deal extra cold damage when
While you wear this armor, you ignore difficult terrain you hit it with this weapon. The extra cold damage is equal
created by ice or snow and you can tolerate temperatures to your proficiency modifier. While coated, you can use an
as low as -50 degrees Fahrenheit without any additional action to cast the ice knife spell at 3rd-level using your
protection. If you wear heavy clothes, you can tolerate melee weapon attack bonus as its spell attack bonus (spell
temperatures as low as -100 degrees Fahrenheit. save DC 15). Using the spell ends this material's effect
early. Once used, you can't use this property again until
Goss Harag Brace you finish a long rest.
Airborne. While wearing this armor, you can cast the jump
spell from it as a bonus action at will, but can target only Harag Gem
yourself when you do so. Agitator. Your weapon attacks critical hit range is increased
by 1 and your weapon deals an extra 1d4 bludgeoning
Frost Sac damage. (This material counts as both a critical eye
You have immunity to cold damage while you wear this material and a "your weapon deals an extra damage
armor. material")
Goss Harag Claw
Health Boost+. Your hit point maximum increases by 2 for OTHER MATERIAL EFFECTS
each character level you have while wearing this armor. Block of Ice
When placed in a trinket it transforms into three
Goss Harag Horn
perfectly shaped ice cubes that never melt.
Adrenaline. The first time you drop below half of your hit
When placed in a drink, it instantly cools to
point maximum in combat, you gain a rush of adrenaline.
the temperature you want it to be.
On your next turn your movement speed doubles and you
can take one extra action. Monster Toughbone
Harag Gem Very rare weapon upgrade material.
Iron Wall. You have a +2 bonus to your armor class while
you wear this armor. Kecha Wacha
WEAPON MATERIAL EFFECTS Kecha Wacha is a lemur-like monster with long arms and
Goss Harag Fur (Monk only) hook-like fingers and claws. It has bright yellow fur and blue
When you attack a creature with an unarmed strike or skin. It can fold its spiked ears over its face, forming a "mask"
monk weapon and roll a 20 on the attack roll, you can roll that is likely used to intimidate would-be attackers. It also
one of the weapon’s damage dice one additional time and sports a tube-like trunk and large, forward-facing eyes.
add it to the extra damage of the critical hit and the It is capable of attacking from a distance by shooting globs
ground under the target and in a 5-foot radius around it of mucus from its trunk-like nose which causes Waterblight.
becomes difficult terrain. Kecha Wacha is able to glide using a membrane between its
Block of Ice arms, legs, and tail, in a manner similar to a flying squirrel.
Your cold spells deal an extra 1d6 cold damage while you This makes the Kecha Wacha the only Fanged Beast able to
are attuned to this weapon. "fly".
Goss Harag Hide
Critical Draw+. During the first round of combat your
melee weapon attacks score a critical hit on a roll of 15 or
higher.
Goss Harag Brace (Hammer only)
Punish Draw. A creature hit for the first time by the
Hammers Mighty Weapon, has disadvantage on the saving
throw.
Frost Sac
You gain a +2 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
increases to +3 when the spell you are casting deals cold
damage, such as the ice knife or snilloc's snowball swarm
spell.
171
Kecha Wachas thrive in areas where they can climb and
swing around freely. These creatures have a varied diet as
they are omnivores. Kecha Wacha will feed on vegetation, Poison: Waterblight
fruits, seeds, along with insects such as Altaroth, Konchu,
grubs, or Bnahabra. A creature affected by waterblight has their
Curious in nature Kecha Wacha will investigate anything in stamina drained
their environment that is new to them. As relatively peaceful On the creatures turn, it can use either an
monsters these creatures would rather flee than fight, yet if Action or a Bonus Action, not both.
fleeing is not an option they can be surprisingly aggressive
and will readily use their long, sharp, and hooked claws,
trunk-like nose and mask-like ears to defend themselves. Kecha Wacha
Challenge Rating 6 Carves/Capture 3
Gliding. When the kecha wacha glides, it loses 5 feet of Kecha Tail
altitude for every 5 feet of movement. At the end of its While wearing this armor, you grow a monkey-like tail. You
glide the kecha wacha falls to the ground if it is still in can use the tail to hold an object, or stow or retrieve an
the air. item from your bags. The tail can't attack, activate magic
items, or carry more than 10 pounds.
Actions Kecha Ear
Multiattack. The kecha wacha makes three claw attacks. Recovery Speed. Whenever you roll a Hit Die to regain hit
It can replace any of these attacks with its mucus points, double the number of hit points it restores.
attack. Kecha Talon
While wearing this armor, you can move up, down, and
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one across vertical surfaces and upside down along ceilings,
target. Hit: 14 (2d8 + 5) slashing damage. while leaving your hands free. You have a climbing speed
Mucus. Range Weapon Attack: +8 to hit, range 30/120 equal to your walking speed. However the armor doesn't
ft., one target. Hit: 10 (3d6) acid damage and the allow you to move this way on a slippery surface, such as
target is poisoned with waterblight for 1 minute. one covered by ice or oil.
Tantrum (Recharge 5-6). The kecha wacha flails its fist
around it in anger. Each creature within 10-feet of the WEAPON MATERIAL EFFECTS
kecha wacha must make a DC 17 Strength saving Kecha Longbone
throw, taking 28 (8d6) bludgeoning damage on a failed When you cast a spell that deals cold damage, you gain a
save or half as much on a successful one. +1 bonus to its spell attack roll.
Kecha Tail
Reactions When you hit a creature with this weapon they must make
Earmuffs. When the kecha wacha is targeted by a spell a DC 12 Constitution saving throw or be poisoned with
or attack it can use its reaction to fold its ears down waterblight until the end of their next turn.
over its face until the start of its next turn. While its
Brute Bone
ears are covering its face, it gains +1 AC and is
Your weapon deals an extra 1d4 bludgeoning damage.
deafened.
172
Kecha Ear
While holding this weapon, you can use an action to speak
its command word, to conjure a pair of kecha wacha ears 15-16 9-13 Jumbo Bone (O)
that cover your weapon. While your weapon is covered it 17 14-15 Y.Kecha Ear (A)
acts as a shield and cannot be used to attack, but retains all
its abilities. You can speak the command word again, as a 18-20 16-20 Y.Kecha Talon (A,W)
bonus action, to cause the weapon to revert to its normal
form.
ARMOR MATERIAL EFFECTS
Kecha Talon Y.Kecha Pelt
Spirit's Whim. The first time you mine or gather on an You have a +1 bonus to Animal Handling checks while you
expedition, you gain double the amount of ore or herbs wear this armor.
you would normally receive. (This material stacks with
other material effects that increase the number of Y.Kecha Ear.
resources you can obtain.) While wearing this armor you have a +1 bonus to
Constitution saving throws to maintain concentration.
OTHER MATERIAL EFFECTS Y.Kecha Talon
Brute Bone While wearing this armor, you can use an action to cast the
Rare armor upgrade material. spider climb spell from it. Once used, this property can't
be used again until the next dawn.
173
Lagombi Lagombi Kit
Large beast (fanged), unaligned Small beast (fanged), unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 2 (-4) 7 (-2) 5 (-3) 14 (+2) 10 (+0) 12 (+1) 1 (-5) 7 (-2) 5 (-3)
Ice Walker. The lagombi is accustomed to moving Ice Walker. The lagombi is accustomed to moving
through the frozen tundras, as such it ignores difficult through the frozen tundras, as such it ignores difficult
terrain for snow, ice, and other cold weather effects. terrain for snow, ice, and other cold weather effects.
Keen Hearing. The lagombi has advantage on Wisdom Keen Hearing. The lagombi has advantage on Wisdom
(Perception) checks that rely on hearing. (Perception) checks that rely on hearing.
Slide. The lagombi’s reflexes and agility allow it to Slide. The lagombi can take the dash action as a bonus
move with a burst of speed. When it moves on its turn action on each of its turns.
in combat, it can double its speed while traveling in a
straight line. If the lacombi runs into a creature after Actions
moving at least 20 feet the creature must make a DC Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
13 Strength saving throw or be knocked prone. The target. Hit: 6 (1d8 + 2) slashing damage.
lacombi cannot use this skill again until it moves 0 feet
on one of its turns.
Actions
Multiattack. The lagombi makes two claw attacks. It can
replace one of these attacks with its giant snowball
attack.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) slashing damage.
Giant Snowball. Range Weapon Attack: +3 to hit, reach
60/100 ft., one target. Hit: 6 (1d10 + 1) bludgeoning
damage plus 5 (1d10) cold damage.
174
Lagombi Lagombi Kit
Challenge Rating 3 Carves/Capture 3 Challenge Rating 1/2 Carves 1
Carve Capture Carve Chance Material Slots
Chance Chance Material Slots
1-7 Lagombi Kit Pelt (A)
1-7 1-3 Lagombi Pelt (A)
8-15 Lagombi Kit Claw (W)
8-11 4-10 Lagombi Plastron (A,W)
16-20 Lagombi Kit Ear (A,W)
12-13 11-15 Lagombi Iceclaw (A,W)
14-15 16-18 Lagombi Jumbo Bone (W,O) ARMOR MATERIAL EFFECTS
16-20 19-20 Lagombi Ear (A,W) Lagombi Kit Pelt
You have a +1 bonus to Acrobatics checks while you wear
this armor.
ARMOR MATERIAL EFFECTS
Lagombi Pelt Lagombi Kit Ear
You have a +1 bonus to Acrobatics checks while you wear You ignore difficult terrain created by ice or snow while
this armor. you wear this armor.
175
Rajang
The rajang is a ultra-aggressive creature that is
rarely sighted and seldom survived. Widely
regarded as the pinnacle in unparalleled
physical prowess The rajang is said to be a loner. This is due
to the rajang's near-permanent nomadic lifestyle, it's not
entirely certain where the rajang is capable of living, though
it's not far-fetched to assume that it can live just about
anywhere.
The Rajang strongly resembles the blangonga in its
appearance and movement, even borrowing some of its
attacks. However, notable differences include rajang's
broader muscles, large horns, hairy tail tip and its ability to
use electricity-based attacks. The rajang's most notable
attack is its ability to shoot electricity from its mouth, either
as a blast or a beam. They are hated by many adventurers,
due to their combination of speed, aggression and power.
Rajang are at best described as being ultra aggressive.
Willing to attack and kill anything that threatens them,
brutally at that. In the New World it's shown to be willing to
challenge monsters sometimes two or three times it's own
size, and even managing to overpower or tie against such
monsters in Turf Wars.
176
Rajang Rajang Claw
Critical Eye. Your weapon attacks critical hit range is
Challenge Rating 15 Carves/Capture 3 increased by 1.
Carve Chance Capture Chance Material Slots Rajang Horn
1-8 1-5 Rajang Fang (A,W) Your weapon gains the following properties. When one of
these properties is used, it can't be used again until the
9-13 6-13 Rajang Blackfur (A,W) next dawn.
— 14-15 Rajang Tail (A,W) Lightning. When you hit with a melee attack using the
14-17 16-18 Rajang Claw (A,W) weapon, you can cause the target to take an extra 2d6
lightning damage.
18 — Rajang Horn (A,W) Thunder. When you hit with a melee attack using the
weapon, you can cause the weapon to emit a crack of
19-20 19-20 Gold Rajang Pelt (A,W) thunder, audible out to 300 feet. The target you hit
must succeed on a DC 17 Constitution saving throw or
become stunned until the end of your next turn.
ARMOR MATERIAL EFFECTS
Lightning Strike. You can use an action to cause a bolt of
Rajang Fang
lightning to leap from the weapon's tip in a line that is 5
You have advantage on Insight checks while you wear this
feet wide and 120 feet long. Each creature in that line
armor.
must make a DC 17 Dexterity saving throw, taking 9d6
Rajang Blackfur lightning damage on a failed save, or half as much
You suffer no harm in temperature as cold as -20 degrees damage on a successful one.
Fahrenheit while you wear this armor. Thunderclap. You can use an action to cause the weapon
to issue a deafening thunderclap, audible out to 600
Rajang Tail feet. Each creature within 60 feet of you (not including
Imperial Wrath. You have advantage on intimidation you) must make a DC 17 Constitution saving throw. On
checks when interacting with nobles while you wear this a failed save, a creature takes 2d6 thunder damage and
armor. becomes deafened for 1 minute. On a successful save, a
Rajang Claw creature takes half damage and isn't deafened.
When you must succeed on a saving throw or be knocked Thunder and Lightning. You can use an action to use the
prone, you do so with advantage. Lightning Strike and Thunderclap properties at the same
time. Doing so doesn't expend the daily use of those
Rajang Horn properties, only the use of this one.
You have resistance to thunder damage while you wear
this armor.
Gold Rajang Pelt
Gold Rajang Pelt
Your weapon deals an extra 1d8 lightning damage.
You have immunity to thunder damage while you wear this
armor.
Furious Rajang
WEAPON MATERIAL EFFECTS
Rajang Fang (Insect Glaive only)
Considered to be a near myth, the furious rajang is a rare
As an action you can hurl this weapon and speak this
special rajang individual that is constantly enraged for
weapon's command word, it transforms into a bolt of unknown reasons. Its theorized by the guild that the furious
lightning, forming a line 5 feet wide that extends out from rajang's power is unstable due to the lost of its tail and that
you to a target within 120 feet. Each creature in the line its power potentially comes from its heart along with its
excluding you and the target must make a DC 16 Dexterity nerves.
saving throw, taking 4d6 lightning damage on a failed save, Furious rajang has the same biological adaptations as a
and half as much damage on a successful one. The normal rajang but with some minor differences. Unlike
lightning bolt turns back into a javelin when it reaches the normal rajang, their hair is always a golden in color. When
target. Make a ranged weapon attack against the target. On enraged, furious rajang are surrounded by an aura of golden
a hit, the target takes damage from the javelin plus 4d6 lightning. They are ultra aggressive just like rajang though
lightning damage. Once used, this property can't be used are noticeably stronger, faster, and a lot more
again until the next dawn. aggressive than rajang. Many hunters who
Rajang Blackfur hunt them never
Your weapon deals an extra 1d6 lightning damage. return.
Rajang Tail (Spellcaster only)
This weapon has 7 runes. While holding it, you can use an
action to expend 1 or more of its runes to cast the
lightning bolt spell (save DC 15) from it. For 1 rune, you
cast the 3rd-level version of the spell. You can increase the
spell slot level by one for each additional rune you expend.
This weapon regains 1d6 + 1 expended runes daily at
dawn. If you expend the weapon's last rune, roll a d20. On
a 1, the runes cannot recharge for a week.
177
Furious Rajang unoccupied space of the creature's choice. If no
unoccupied space is within range, the creature instead
Huge beast (fanged), unaligned falls prone in the rajang's space.
Lighting Breath (Recharge 5-6). The rajang exhales
Armor Class 22 (natural armor) lightning in a 120-foot line that is 10 feet wide. Each
Hit Points 270 (20d12 + 140) creature in that line must make a DC 22 Dexterity
Speed 50 ft., climb 50 ft. saving throw, taking 58 (13d8) lightning damage on a
failed save, or half as much damage on a successful
one.
STR DEX CON INT WIS CHA
23 (+6) 13 (+1) 25 (+7) 12 (+1) 18 (+4) 10 (+0) Legendary Actions
The rajang can take 3 legendary actions, choosing from
Saving Throws Str +13, Dex +8, Wis +11 the options below. Only one legendary action option
Skills Athletics +13, Perception +11 can be used at a time and only at the end of another
Damage Immunities fire, lightning, necrotic creature's turn. The rajang regains spent legendary
Condition Immunities charmed, frightened actions at the start of its turn.
Senses passive Perception 21
Languages — Kick. The rajang makes one kick attack.
Challenge 21 (33,000 XP) Move. The rajang moves up to its speed without
provoking opportunity attacks.
Charge. If the rajang moves at least 20 feet straight Quake (Costs 2 Actions). The rajang reaches for the sky
toward a target and then hits it with a fist attack on the and slams its body onto the ground causing the ground
same turn, the target takes an extra 13 (3d8) to shake violently. Each creature within 30 feet of the
bludgeoning damage. If the target is a creature, it must rajang must succeed on a DC 21 Strength saving throw
succeed on a DC 21 Strength saving throw or be or be knocked prone. Any creature that fails this save
knocked prone. by 5 or more is also stunned until the end of their next
Hypermetabolism. The rajang has advantage on saving turn.
throws against being paralyzed, poisoned, put to sleep, Volley (Costs 2 Actions). The rajang makes one attack
or stunned. with its electric volley.
Legendary Resistance (2/Day). If the rajang fails a saving
throw, it can choose to succeed instead.
Standing Leap. The rajang's long jump is up to 30 feet Furious Rajang
and its high jump is up to 15 feet, with or without a Challenge Rating 21 Carves/Capture 3
running start.
Carve Chance Capture Chance Material Slots
Actions
1-8 1-5 Rajang Apoplexy (A,W)
Multiattack. The rajang makes three fist attacks.
9-13 6-13 Gold Rajang Pelt (A,W)
Electric Volley. Ranged Weapon Attack: +13 to hit,
range 20/60 ft., one target. Hit: 14 (4d6) lightning — 14-15 Rajang Hardhorn (A,W)
damage and each creature within 15 feet of the target 14-17 16-19 Rajang Hardclaw (A,W)
(excluding the target) must make a DC 22 Dexterity
saving throw, taking 14 (4d6) lightning damage on a 18-19 — Rajang Heart (A,W)
failed save, or half as much damage on a successful 20 20 Ghoulish Gold Gorer (A,W)
one.
Fist. Melee Weapon Attack: +13 to hit, reach 5 ft., one
target. Hit: 19 (3d8 + 6) bludgeoning damage. ARMOR MATERIAL EFFECTS
Rajang Apoplexy
Kick. Melee Weapon Attack: +13 to hit, reach 10 ft., HG Earplugs. While you are attuned to this armor, you can
one target. Hit: 13 (2d6 + 6) bludgeoning damage. use a bonus action to conjure two earplugs in the shape of
Meteor (Recharge 6). The rajang jumps at least 15 feet your choice. While using these earplugs, you can only hear
as part of its movement, it can then use this action to creatures you choose to be able to hear and you have
roll into a ball and come crashing down in a space, advantage on saving throws against thunder damage.
within 40 feet of it, that contains one or more
creatures. Each of those creatures must succeed on a Gold Rajang Pelt
DC 21 Strength or Dexterity saving throw (target's You have resistance to lightning and thunder damage while
choice) or take 16 (3d6 + 6) bludgeoning damage plus you wear this armor.
31 (9d6) lightning damage and be knocked prone on a Rajang Hardhorn
failed save. On a successful save, the creature takes Nimbleness. You have advantage on Dexterity (Acrobatics)
half as much damage, isn't knocked prone, and is checks and Dexterity saving throws while you wear this
pushed 5 feet out of the rajang's space into an
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armor. Also when you are subjected to an effect that
allows you to make a dexterity saving throw to take only Challenge 8 (3,900 XP)
half damage, you instead take no damage if you succeed
on the saving throw, and only half damage if you fail.
Charge. If the rajang moves at least 20 feet straight
Rajang Hardclaw toward a target and then hits it with a fist attack on the
Health Boost+. While wearing this armor, your hit point same turn, the target takes an extra 9 (2d8)
maximum increases by 2 for each character level you have. bludgeoning damage. If the target is a creature, it must
succeed on a DC 16 Strength saving throw or be
Rajang Heart knocked prone.
Stamina Surge+3. While wearing this armor, you can use an
action to cast the haste spell from it once per day, but can Standing Leap. The rajang's long jump is up to 30 feet
target only yourself when you do so. and its high jump is up to 15 feet, with or without a
Ghoulish Gold Gorer running start.
Iron Wall+. You have a +3 bonus to your armor class while Actions
you wear this armor.
Multiattack. The rajang makes two fist attacks.
WEAPON MATERIAL EFFECTS Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Rajang Apoplexy target. Hit: 14 (2d8 + 5) bludgeoning damage.
Maximum Might. While your hit points are full and you are
not suffering from any levels of exhaustion, you deal Kick. Melee Weapon Attack: +8 to hit, reach 10 ft., one
maximum weapon damage with your attacks. target. Hit: 8 (1d6 + 5) bludgeoning damage.
Gold Rajang Pelt Meteor (Recharge 6). If the rajang jumps at least 15 feet
Your weapon deals an extra 1d8 lightning damage. as part of its movement, it can then use this action to
roll into a ball and come crashing down in a space,
Rajang Hardhorn (Spellcaster only)
This weapon has 8 runes. While holding it, you can use an within 40 feet of it, that contains one or more
action to expend 1 or more of its runes to cast the creatures. Each of those creatures must succeed on a
lightning bolt spell (save DC 17) from it. For 1 rune, you DC 16 Strength or Dexterity saving throw (target's
cast the 3rd-level version of the spell. You can increase the choice) or take 12 (2d6 + 5) bludgeoning damage plus
spell slot level by one for each additional rune you expend. 10 (3d6) lightning damage and be knocked prone. On
a successful save, the creature takes only half the
This weapon regains 1d6 + 1 expended runes daily at damage, isn't knocked prone, and is pushed 5 feet out
dawn. If you expend the weapon's last rune, roll a d20. On of the rajang's space into an unoccupied space of the
a 1, the runes cannot recharge for a week. creature's choice. If no unoccupied space is within
Rajang Hardclaw range, the creature instead falls prone in the rajang's
Heroics. While below 25% of your maximum hit points space.
your weapon attacks deal 1d4 extra damage and you have Lighting Breath (Recharge 5-6). The rajang exhales
resistance to all damage except psychic damage. lightning in a 60-foot line that is 5 feet wide. Each
Rajang Heart creature in that line must make a DC 16 Dexterity
Your weapon deals an extra 2d6 lightning damage. saving throw, taking 22 (5d8) lightning damage on a
failed save, or half as much damage on a successful
Ghoulish Gold Gorer one.
Rajang Will. While attuned to this weapon you gain the
benefits of both the Rajang Apoplexy and Rajang Hardclaw Legendary Actions
weapon material effects.
The rajang 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
Adolescent Rajang creature's turn. The rajang regains spent legendary
actions at the start of its turn.
Large beast (fanged), unaligned
Move. The rajang moves up to its speed without
provoking opportunity attacks.
Armor Class 16 (natural armor)
Hit Points 152 (16d10 + 64) Kick. The rajang makes one kick attack.
Speed 40 ft., climb 40 ft. Quake (Costs 2 Actions). The rajang reaches for the sky
and slams its body onto the ground causing the ground
STR DEX CON INT WIS CHA to shake violently. Each creature within 30 feet of the
rajang must succeed on a DC 16 Strength saving throw
20 (+5) 12 (+1) 19 (+4) 12 (+1) 16 (+3) 10 (+0) or be knocked prone. Any creature that fails this save
by 5 or more is also stunned until the end of their next
Saving Throws Str +8, Dex +4, Wis +6 turn.
Skills Athletics +8, Perception +6
Damage Resistances lightning
Senses passive Perception 16
Languages —
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Adolescent Rajang Rajang Claw
Challenge Rating 8 Critical Eye. Your weapon attacks critical hit range is
Carves/Capture 3 increased by 1.
Carve Chance Capture Chance Material Slots A.Rajang Horn
While attuned to this weapon, you gain a +1 bonus to your
1-8 1-5 A.Rajang Fang (A,W)
spell save DC when casting spells that deal lightning or
9-13 6-13 Rajang Blackfur (A,W) thunder damage.
— 14-15 A.Rajang Tail (A,W) A.Gold Rajang Pelt
While holding this weapon, you gain a +1 bonus to spell
14-17 16-18 Rajang Claw (A,W) attack rolls and you ignore half cover when making a spell
18 — A.Rajang Horn (A,W) attack.
19-20 19-20 A.Gold Rajang Pelt (A,W)
181
Volvi Pup Rickrack
While you wear this armor, you can choose to leave
Volvidon Pup volvidon tracks instead of your own.
Small beast (fanged), unaligned
WEAPON MATERIAL EFFECTS
Sharpened Fang
Armor Class 13 (natural armor) Your slashing weapon deals an extra 1 slashing damage.
Hit Points 36 (8d6 + 8)
Speed 30 ft. Volvi Pup Rickrack
While you are attuned to this weapon, your tongue can
extend out to 10 feet and you can grapple creatures with
STR DEX CON INT WIS CHA it. While a creature is grappled by your tongue, you are
unable to speak coherently.
10 (+0) 14 (+2) 12 (+1) 3 (-4) 10 (+0) 5 (-3)
182
Wulg
Challenge Rating 1 Carves 1
Carve Chance Material Slots
1-14 Raw Meat (O)
15-20 Wulg Thickfur (A,W)
Wulg Pup
Small beast (fanged), unaligned
183
Fanged Wyvern
Fanged Wyverns are known for being Fanged Beast-like Wyvern monsters that have highly developed limbs. Typically ignored by
towns and cities due to their preferred territories being far away from civilization. Up until recently scholars only classified the
Zinogre as the only known species of these wyverns. New species have been discovered in far off regions, although they are more
reptilian in nature when compared to their kin.
Dodogama
Challenge Rating 7 Carves/Capture 3
Dodogama Carve Chance Capture Chance Material Slots
Large wyvern (fanged), unaligned
1-3 1-3 Monsterbone+ (O)
Armor Class 16 (natural armor) 4-6 4-7 Dodogama Hide (A,W)
Hit Points 152 (16d10 + 64)
Speed 40 ft. 7-9 8-9 Dodogama Jaw (W)
— 10-12 Nourishing Extract (O)
STR DEX CON INT WIS CHA 10-14 13-17 Dodogama Scale (A)
20 (+5) 9 (-1) 18 (+4) 3 (-4) 14 (+2) 10 (+0) 15-17 — Dodogama Tail (A,W)
18-20 18-20 Dodogama Talon (A,W)
Saving Throws Con +7, Cha +3
Senses passive Perception 12
Languages — ARMOR MATERIAL EFFECTS
Challenge 7 (2,900 XP) Dodogama Hide
While you are wearing this armor, you can use your
Charge. If the dodogama moves at least 20 feet straight reaction or bonus action to gain resistance to fire damage
toward a target and then hits it with a bite attack on until the end of your next turn. You can use this property
the same turn, the target takes an extra 9 (2d8) twice, regaining all uses when you finish a long rest.
damage. If the target is a creature, it must succeed on a
DC 15 Strength saving throw or be knocked prone. Dodogama Scale
You have a +2 bonus to Animal Handling checks while you
Actions wear this armor.
Multiattack. The dodogama makes two bite attacks. Dodogama Tail
Whenever you make a saving throw against an attack or
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one spell that deals fire damage, you do so with a +2 bonus.
target. Hit: 14 (2d8 + 5) piercing damage plus 7 (2d6) Dodogama Talon (Charge Blade & Gunlance only)
fire damage. Capacity Boost. This material provides one of the following
Molten Rock. Range Weapon Attack: +8 to hit, range armor properties depending on which weapon it is placed
30/120 ft., one target. Hit: 12 (2d6 + 5) bludgeoning in:
damage plus 7 (2d6) fire damage. (Charge Blade) Your phial charge maximum is increased
by 1.
(Gunlance) You can use your shell attack one extra time
between rests.
Dodogama
Dodogama has blue scales with orange stripes covering its WEAPON MATERIAL EFFECTS
body. It has a massive bottom jaw used for storing rocks in its Dodogama Hide
mouth, which will turn orange when they become volatile. While attuned to this weapon, you gain a +1 bonus to your
Dodogama is known to eat rocks for defense. When these spell attack rolls when casting fire spells.
rocks are combined with its saliva, they become
explosive in nature, becoming a powerful Dodogama Jaw (Sorcerer & Wizard only)
projectile that it can spit at predators. You know the fire bolt cantrip while attuned to this
weapon.
Dodogama Tail (Sorcerer & Wizard only)
Mini-Bombardier. This weapon has 5 runes. While holding
it, you can use an action to expend 1 or more of its runes
to cast one of the following Spells from it, using your spell
save DC: burning hands (1 rune) scorching ray (2 runes),
aganazzar's scorcher (2 runes), or flaming sphere (2
runes). This weapon regains 1d4 + 1 expended runes daily
at dawn. If you expend the last rune it cannot regain any
runes for one week.
184
Dodogama Talon (Gunlance only) J.Dodogama Scale
Artillery+. While attuned to this weapon, your wyvernfire You have a +1 bonus to Animal Handling checks while you
can now be used twice per long rest and you can add your wear this armor.
Strength modifier to the damage of your shell attacks.
J.Dodogama Tail
Botanist. When you successfully gather a plant resource,
OTHER MATERIAL EFFECTS you instead gather 2.
Monsterbone+
Rare weapon upgrade material. J.Dodogama Talon
Guts. When you are reduced to 0 hit points but not killed
Nourishing Extract outright, you can drop to 1 hit point instead. Once you use
A material that replaces the catalyst for crafting this property, you can’t use it again for 2 days.
demondrug or armorskin potions. It can also be used in
place of mega nutrients when crafting max potions or WEAPON MATERIAL EFFECTS
ancient potions. J.Dodogama Hide
When you cast a spell that deals fire damage, add 1/2 of
your proficiency bonus to that damage.
Actions
Multiattack. The dodogama makes two bite attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage plus 1 fire
damage.
Molten Rock. Range Weapon Attack: +4 to hit, range
30/120 ft., one target. Hit: 6 (1d6 + 3) bludgeoning
damage plus 2 (1d4) fire damage.
Juvenile Dodogama
Challenge Rating 1 Carves/Capture 1 Girros
Carve Chance Capture Chance Material Slots Girros are snake-like Fanged Wyverns with a head and hood
1-3 1-3 Jumbo Bone (O)
similar to a cobra. They have black onyx scales with yellow
stripes on their neck. Girros also have red gill-like organs on
4-6 4-8 J.Dodogama Hide (A,W) the side of their neck. Girros have a paralyzing venom in their
7-9 9-12 J.Dodogama Jaw (W) fangs used to incapacitate their prey.
10-14 13-17 J.Dodogama Scale (A) Great Girros
15-17 — J.Dodogama Tail (A,W) Great Girros greatly resembles a cobra in appearance though
18-20 18-20 J.Dodogama Talon (A,W) walks on all fours like a monitor. It is covered in black onyx
scales and has yellow stripes running down the back of its
neck. On the side of its neck is a hood with red gill-like
ARMOR MATERIAL EFFECTS organs. Great Girros has large fangs filled with a paralyzing
J.Dodogama Hide venom. It just takes a single bite from these fangs to paralyze
You reduce fire damage you take by 2 while you wear this prey as big as fangs to paralyze prey as big as Radobaan. It
armor.
185
can also spit a yellow fluid from its mouth that can paralyze
prey. Great Girros also possess the ability to call Girros
during a fight to swarm it's prey with a barrage of paralyzing Girros
bites. Small wyvern (fanged), unaligned
Great Girros is an active scavenger that is constantly
looking for new corpses to feed on. Great Girros is also
surprisingly aggressive as it will attack even Odogaron who is Armor Class 14 (natural armor)
the Apex Monster of the Rotten Vale. Great Girros will fight Hit Points 44 (8d6 + 16)
any monster it can swarm with regular Girros. Speed 40 ft.
STR DEX CON INT WIS CHA Pack Tactics. The girros has advantage on an attack roll
against a creature if at least one of the girros's allies is
10 (+0) 10 (+0) 10 (+0) 1 (-5) 8 (-1) 8 (-1) within 5 feet of the creature and the ally isn't
incapacitated.
Condition Immunities paralyzed
Senses darkvision 60 ft., passive Perception 9 Actions
Languages — Multiattack. The girros makes two bite attacks.
Challenge 1/8 (25 XP)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Pack Tactics. The girros has advantage on an attack roll target. Hit: 5 (1d6 + 2) piercing damage and the target
against a creature if at least one of the girros's allies is must make a DC 11 Constitution saving throw, taking
within 5 feet of the creature and the ally isn't 9 (2d8) poison damage on a failed save, or half as
incapacitated. much damage on a successful one. If the poison
damage reduces the target to 0 hit points, the target is
Actions stable but poisoned for 1 hour, even after regaining hit
points, and is paralyzed while poisoned in this way.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (1d4) piercing damage and the target
must succeed on a DC 10 Constitution saving throw or
be poisoned until the end of its next turn. Girros
Challenge Rating 1 Carves 1
Girros Pup Carve Chance Material Slots
Challenge Rating 1/8 Carves 1 1-8 Girros Hide (A)
Carve Chance Material Slots 9-15 Girros Scale (A)
1-9 Raw Meat (O) 16-20 Girros Fang (W)
10-14 Girror Pup Scale (W)
15-20 Girros Meat (O) ARMOR MATERIAL EFFECTS
Girros Hide
You have a +1 bonus to Stealth checks while you wear this
WEAPON MATERIAL EFFECTS armor.
Girror Pup Scale
You know the poison spray cantrip while attuned to this Girros Scale
weapon. Your eyes look like snake eyes while you wear this armor,
granting you blindsight out to 10 feet.
186
ARMOR MATERIAL EFFECTS
Great Girros
Great Girros Hide
Palico Rally. NPC allies within 10 feet of you gain +1 AC
Large wyvern (fanged), unaligned and +1 to attack rolls while you are attuned to this
weapon.
Armor Class 15 (natural armor) Great Girros Hood
Hit Points 123 (13d10 + 52) Effluvia Resis. You are immune to damage from Effluvia
Speed 40 ft. and you reduce acid damage you take by 2 while you wear
this armor.
STR DEX CON INT WIS CHA Great Girros Scale
Whenever you make a saving throw against the paralyzed
19 (+4) 11 (+0) 19 (+4) 3 (-4) 14 (+2) 10 (+0) condition, you do so with a +3 bonus.
187
Jagras Pup
Small wyvern (fanged), unaligned
188
Great Jagras
Great Jagras Challenge Rating 4 Carves/Capture 2
Large wyvern (fanged), unaligned Carve Chance Capture Chance Material Slots
1-6 1-4 Great Jagras Scale (A)
Armor Class 15 (natural armor)
Hit Points 90 (12d10 + 24) 7-11 5-10 Great Jagras Hide (A)
Speed 40 ft.
12-15 11-14 Great Jagras Mane (A)
16-20 15-16 Great Jagras Claw (W)
STR DEX CON INT WIS CHA
— 17-20 Monsterbone+ (O)
16 (+3) 10 (+0) 16 (+3) 2 (-4) 12 (+1) 7 (-2)
190
Magnamalo Hellfire Orbs. Ranged Weapon Attack. +11 to hit, range
30/120 ft., up to three targets. Hit: 9 (2d8) fire damage.
Huge wyvern (fanged), chaotic evil
Tail. Melee Weapon Attack. +11 to hit, reach 15 ft., one
Armor Class 19 (natural armor) target. Hit: 23 (4d8 + 5) piercing damage. If the tail is
Hit Points 207 (18d12 + 90) enhanced by the hellfire state, choosechose two 5-foot
Speed 50 ft. cubed areas adjacent to the magnamalo or the target.
Hellfire dust fills those spaces.
At the start of the magnamalo's next turn the hellfire
STR DEX CON INT WIS CHA dust explodes. Each creature within 5 feet of the dust
must succeed on a DC 19 Dexterity saving throw or take
21 (+5) 14 (+2) 21 (+5) 8 (-1) 18 (+4) 16 (+3) 9 (2d8) fire damage on a failed save, or half as much
damage on a successful one.
Saving Throws Str +11, Dex +8 Apex Predator. The magnamalo feeds on the corpse of a
Damage Resistances All, except poison and psychic creature that has a challenge rating equal to 1/2 or less
damage when none of the body parts are enhanced than the magnamalo's challenge rating. A Medium or
Damage Immunities fire, necrotic smaller creature is consumed whole, while the
Condition Immunities charmed, frightened, petrified magnamalo can feed on a Large or bigger creature for up
Senses darkvision 120 ft., passive Perception 14 to 30 seconds. For each round the magnamalo feeds on
Languages — a creature, it heals for an amount equal to the creature's
Challenge 17 (18,000 XP) challenge rating.
Hellfire. Fire damage dealt by the magnamalo bypasses Frightful Presence. Each creature of the magnamalo's
fire resistance and deals half damage to creatures that choice that is within 120 feet of the magnamalo and
are immune to fire damage. aware of it must succeed on a DC 17 Wisdom saving
throw or become frightened for 1 minute. A creature can
Hellfire Dust. At the start of each of the magnamalo's repeat the saving throw at the end of each of its turns,
turns, each creature within 5 feet of it takes 9 (2d8) fire ending the effect on itself on a success. If a creature's
damage, and flammable objects in the aura that aren't saving throw is successful or the effect ends for it, the
being worn or carried ignite. creature is immune to the magnamalo's Frightful
Presence for the next 24 hours.
Hellfire Jump. As a bonus action the magnamalo can
jump up to 120 feet into the air by jumping in 40-foot Hellfire Vortex (Recharge 5-6). The magnamalo releases a
high increments in a zigzag pattern, using its hellfire to vortex of purple hellfire in a 90-foot line that is 5 feet
temporarily hover between jumps. During this jump, the wide. Each creature in that line must make a DC 19
magnamalo's horizontal movement can't exceed its Dexterity saving throw, taking 66 (12d10) fire damage
speed and it takes no fall damage when it lands. on a failed save, or half as much damage on a successful
one.
Hellfire State. At the start of the magnamalo's turn
choose one body part: claws, tail, back, or mouth. That Legendary Actions
body part is enhanced with hellfire granting additional
effects for the bite, claw, tail, hellfire divebomb actions The magnamalo can take 3 legendary actions, choosing
(included in the action). from the options below. Only one legendary action
The parts remain enhanced until the magnamalo is option can be used at a time and only at the end of
knocked prone, it hasn't attacked a creature for 1 minute, another creature's turn. The magnamalo regains spent
or ends the hellfire on all body parts as a bonus action. legendary actions at the start of its turn.
When all four body parts are enhanced, the Bite Attack. The magnamalo makes a bite attack.
magnamalo's hellfire turns a magenta color, increasing
its movement speed by 10 feet, it gains a +2 bonus to Move. The magnamalo moves up to its speed without
AC, and it has advantage on Dexterity saving throws. provoking opportunity attacks.
Magic Resistance. The magnamalo has advantage on Detonate (Costs 2 Actions). The magnamalo's hellfire dust
saving throws against spells and other magical effects. explodes (see tail attack).
192
19 18 Odogaron Plate (A)
Odogaron 20 19-20 Odogaron Gem (W)
Large wyvern (fanged), unaligned
193
Young Odogaron
Young Odogaron Challenge Rating 4 Carves/Capture 3
Medium wyvern (fanged), unaligned Carve Chance Capture Chance Material Slots
1-7 1-9 Y.Odogaron Scale (A,W)
Armor Class 14 (natural armor)
Hit Points 97 (15d8 + 30) 8-13 10-16 Y.Odogaron Claw (A,W)
Speed 50 ft., climb 30 ft.
14-18 — Y.Odogaron Fang (A,W)
19 17 Nourishing Extract (O)
STR DEX CON INT WIS CHA
20 18-20 Y.Odogaron Plate (A,W)
16 (+3) 13 (+1) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
Saving Throws Con +4, Wis +3, Cha +2 ARMOR MATERIAL EFFECTS
Skills Acrobatics +3, Athletics +5 Y.Odogaron Scale
Damage Resistances fire While you are wearing this armor, you can use your
Senses darkvision 60 ft., passive Perception 10 reaction or bonus action to gain resistance to necrotic
Languages — damage until the end of your next turn. You can use this
Challenge 4 (1,100 XP) property once, regaining all uses when you finish a long
rest.
Actions Y.Odogaron Claw
You have a climbing speed equal to your walking speed
Multiattack. The odogaron makes three attacks: one
while you wear this armor.
with its bite and two with its claw.
Y.Odogaron Fang
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Sprinter. While wearing this armor, you can take the dash
target. Hit: 7 (1d8 + 3) piercing damage. action as a bonus action. You can use this property a
Claws. Melee Weapon Attack: +5 to hit, reach 10 ft., number of times equal to half of your Dexterity modifier
one target. Hit 6 (1d6 + 3) slashing damage. If the (minimum of 1), regaining all expended uses when you
target is a creature other than an undead or a finish a long rest.
construct, it must succeed on a DC 12 Constitution Y.Odogaron Plate
saving throw or lose 2 (1d4) hit points at the start of Hypercoagulation. While you wear this armor, you have
each of its turns due to an bloody wound. Each time advantage on Constitution saving throws against wounding
the odogaron hits the wounded target with this attack, effects, such as the Odogaron's bloody wound or the
the damage dealt by the wound increases by 2 (1d4). bearded devil's infernal wound.
Any creature can take an action to stanch the wound
with a successful DC 10 Wisdom (Medicine) check.
WEAPON MATERIAL EFFECTS
The wound also closes if the target receives magical
Y.Odogaron Scale
healing.
While you are attuned to this weapon, you can use this
Reactions weapon as your spellcasting focus.
Uncanny Dodge. The Odogaron halves the damage that Y.Odogaron Claw
it takes from an attack that hits it. The odogaron must When you cast a spell that deals necrotic damage, add 1/2
be able to see the attacker. of your proficiency bonus to that damage.
Y.Odogaron Fang
Your weapon deals an extra 1d4 necrotic damage.
Y.Odogaron Plate
Speed Sharpening. You can spend 1 minute sharpening a
bladed weapon. When you hit a creature for the first time
Ebony Odogaron after sharpening it, the weapon deals its maximum
The ebony odogaron shares the same stat block as piercing or slashing damage to the target.
the regular odogaron. Their diet is what determines
if they become an ebony odogaron or a regular so OTHER MATERIAL EFFECTS
it makes sense to make the young the same stat Nourishing Extract
block. Narratively they could look different, but stat A material that replaces the catalyst for crafting
wise they are the same. demondrug or armorskin potions. It can also be used in
place of mega nutrients when crafting max potions or
ancient potions.
194
Ebony Odogaron
The Ebony Odogaron sports scales and bone like protrusions Legendary Actions
which resemble muscle tissues that cover its entire body.
These scales and protrusions have a dark blue and jet black The odogaron can take 3 legendary actions, choosing
from the options below. Only one legendary action
coloration to them, hence its Ebony name. Its claws are option can be used at a time and only at the end of
serrated and have a more blood red coloration. Unlike the another creature's turn. The odogaron regains spent
standard Odogaron, the Ebony Odogaron has glowing red legendary actions at the start of its turn.
eyes and its mouth emits a black smoke, not unlike Savage
Deviljho, which has dragon element properties. Move. The odogaron moves up to its speed without
The Ebony Odogaron is an aggressive creature, willing to provoking opportunity attacks.
attack even its standard counterpart, and is always on the Spit. Range Weapon Attack: +7 to hit, range 20/60 ft.,
hunt for its next meal. It carries its latest kill in its mouth as a one target. Hit: 4 (1d8) bludgeoning damage plus 4
means of sustenance to improve its abilities. (1d8) necrotic damage and the target must make a DC
16 Constitution saving throw or become afflicted with
dragonblight for 1 minute.
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Ebony Odogaron Ebony Odogaron Gem
While attuned to this weapon, you can use a bonus action
Challenge Rating 12 Carves/Capture 3 to move up to half your movement speed towards an
Carve Capture enemy creature.
Chance Chance Material Slots Ebony Odogaron Mantle
1-4 1-4 Hard Ebony Odogaron Sinew (A,W) Latent Power +1. When you are reduced to a quarter of
your maximum hit points for the first time in combat or at
5-9 5-9 Ebony Odogaron Shard (A,W) the start of your turn on the 10th round of combat,
whichever comes first, you gain the effects of the haste
10-13 10-12 Ebony Odogaron Hardclaw (A,W) spell for 1 minute. Once used, you must finish a short or
14-15 13-14 Ebony Odogaron Lash (W) long rest before you can use this property again.
— 15-17 Nourishing Extract (O)
OTHER MATERIAL EFFECTS
16-18 — Ebony Odogaron Hardfang (A,W) Nourishing Extract
A material that replaces the catalyst for crafting
19 18 Ebony Odogaron Gem (A,W) demondrug or armorskin potions. It can also be used in
20 19-20 Ebony Odogaron Mantle (W) place of mega nutrients when crafting max potions or
ancient potions.
196
Shamos Tobi-Kadachis compete with other large monsters, such as
Challenge Rating 1 Carves 1
Rathalos and Anjanath, for both prey and territory, with the
Fanged Wyverns often being overpowered by the
Carve Chance Material Slots aforementioned species.
1-8 Sharp Claw (A)
Tobi-Kadachi are normally quite reclusive, preferring to
skulk in the darker, more tangled regions of the Ancient
9-15 Shamos Scale (A) Forest. If angered however, they can become quite dangerous,
16-20 Shamos Hide (W)
and caution is advised when dealing with them.
Armor Class 10 Wounded Fury. While it has 62 hit points or fewer, the
Hit Points 10 (4d4) tobi-kadachi has advantage on attack rolls. In addition,
Speed 30 ft. it deals an extra 7 (2d6) lightning damage to any target
it hits with a melee attack.
STR DEX CON INT WIS CHA Standing Leap. The tobi-kadachi's long jump is up to 20
feet and its high jump is up to 10 feet, with or without
12 (+1) 10 (+0) 10 (+0) 1 (-5) 8 (-1) 7 (-2) a running start.
Senses darkvision 30 ft., passive Perception 9 Gliding. When the tobi-kadachi glides, it loses 5 feet of
Languages — altitude for every 10 feet of movement. At the end of
Challenge 0 (10 XP) its glide the tobi-kadachi falls to the ground if it is still
in the air.
Actions Actions
Multiattack. The shamos makes two bite attacks. Multiattack. The tobi-kadachi makes three attacks: two
with its bite and one with its tail.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) piercing damage. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) piercing damage.
Tail. Melee Weapon Attack: +7 to hit, range 10 ft., one
target. Hit: 15 (2d10 + 4) bludgeoning damage.
Tobi-Kadachi
Tobi-Kadachi's face resembles a colubrid in appearance with
grayish blue scales covering its slim squirrel-like shape. On
its back are patches of white fur as well as a bushy tail
covered in rows of spikes. Its front limbs also have a few
spikes.
As Tobi-Kadachi fights, it picks up static electricity in its fur
by brushing against trees and the ground. Tobi-Kadachi uses
this static electricity to increase the strength of its attacks.
Like a flying squirrel, Tobi-Kadachi has a membrane between
its limbs that allow it to glide for long distances.
Tobi-Kadachis are arboreal predators that use their
mobility and static electricity to pursue and pounce on prey
such as mosswines, vespoids, both forest and woodland
pteryxs, and rarely, jagras.
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Tobi-Kadachi Tobi Electro Sac
Your weapon deals an extra 1d4 lightning damage.
Challenge Rating 6 Carves/Capture 3
Carve Capture OTHER MATERIAL EFFECTS
Chance Chance Material Slots Med Monsterbone
Rare armor upgrade material.
1-3 1-3 Med Monsterbone (O)
4-7 4-7 Tobi-Kadachi Pelt (A,W)
8-12 8-11 Tobi-Kadachi Scale (A)
13-15 12-14 Tobi-Kadachi Membrane (A) Tobi-Kitachi
Small wyvern (fanged), unaligned
16-19 15-16 Tobi-Kadachi Claw (A,W)
— 17-19 Tobi Electro Sac (A,W) Armor Class 14 (natural armor)
20 20 Kadachi Gem (A) Hit Points 77 (14d6 + 28)
Speed 30 ft., climb 30 ft., glide 40 ft.
198
Tobi-Kit Scale
During a short or long rest you can spend your time Nargacuga's bleeding-inflicting tail spikes. While it cannot
crafting a bug zapper. When you fail a check to capture an use thunder-based attacks, the Viper Tobi-Kadachi can still
insect, you can use the bug zapper to succeed instead. paralyze its opponents much like its standard counterpart,
giving it a deadly combination of powerful poison and the
Tobi-Kit Membrane
When you place this material into your armor it gains a
ability to immobilise opponents. Viper Tobi-Kadachi also
gliding membrane, which extends from your forearms to
retains the membranes between its limbs which allow it to
your hindlegs. As an action or reaction, you can extend glide around its opponents much like its standard
your arms to slow your descent to 30 feet until the end of counterpart.
the round. If you land before the round ends, you take no
falling damage and land on your feet. Once used, you can't
use this property again until you finish a short or long rest.
Tobi-Kit Claw Viper Tobi-Kadachi
Jump Master. While wearing this armor, you can use an Large wyvern (fanged), unaligned
action to double your jump distance. You can use this
property twice, regaining all expended uses on a short or Armor Class 16 (natural armor)
long rest. Hit Points 178 (17d10 + 85)
Speed 30 ft., climb 30 ft., glide 60 ft.
WEAPON MATERIAL EFFECTS
Tobi-Kit Pelt
While attuned to this weapon, you can use a bonus action STR DEX CON INT WIS CHA
to have this weapon to return to your hand so long as it is
20 (+5) 12 (+1) 20 (+5) 3 (-4) 14 (+2) 10 (+0)
within 60 feet of you.
Tobi-Kit Scale Saving Throws Dex +5, Wis +6, Cha +4
When you cast a spell that deals lightning damage, add 1/2 Damage Immunities poison
of your proficiency bonus to that damage. Condition Immunities poisoned, paralyzed
Senses darkvision 60 ft., passive Perception 12
Tobi-Kit Membrane
Languages —
When you touch this weapon to a liquid, you know if it is
Challenge 9 (5,000 XP)
poisonous or if there is poison in it. If it is poison you also
identify the name of the poison (if it has one) and its
effects. You can use this property a number of times equal Standing Leap. The viper tobi-kadachi's long jump is up
to your Constitution modifier, regaining all expended uses to 20 feet and its high jump is up to 10 feet, with or
when you finish a long rest. without a running start.
Gliding. When the viper tobi-kadachi glides, it loses 5
OTHER MATERIAL EFFECTS feet of altitude for every 10 feet of movement. At the
Sm Monsterbone end of its glide the viper tobi-kadachi falls to the
Uncommon armor upgrade material. ground if it is still in the air.
199
Viper Tobi-Kadachi WEAPON MATERIAL EFFECTS
Challenge Rating 9 Carves/Capture 3 V.Tobi-Kadachi Thickfur
Quick Sheath. While attuned to this weapon, you can
Carve Capture always sheath it as a free action even if you have already
Chance Chance Material Slots drawn a weapon as part of your move action.
1-4 1-3 V.Tobi-Kadachi Thickfur (A,W)
V.Tobi-Kadachi Shard
5-9 4-7 V.Tobi-Kadachi Shard (A,W) While attuned to this weapon, your spell save DC is
increased by 2 when casting spells that paralyzes or
— 8-10 V.Deadly Poison Sac (A,W,O) poisons a creature.
10-13 11-13 V.Tobi-Kadachi Membrane (A) V.Deadly Poison Sac
14-16 14-17 V.Tobi-Kadachi Hardclaw (A) Your poison spells and attacks with this weapon deal an
extra 1d4 poison damage.
17-19 — V.Tobi-Kadachi Thorn (A)
Ultraplegia Sac (Bard, Cleric, Druid, Sorcerer, Warlock, &
— 18-19 V.Ultraplegia Sac (A,W) Wizard only)
While attuned to this weapon you can cast the hold person
20 20 V.Kadachi Gem (A,W)
spell from it, without expending a spell slot. You can use
this property twice, regaining all expended uses when you
ARMOR MATERIAL EFFECTS finish a long rest.
V.Tobi-Kadachi Thickfur V.Kadachi Gem
You can don or doff your armor as an action, while you are When you attack a creature with this weapon and roll a 20
attuned to this armor. on the attack roll, that target must make a DC 14
Constitution saving throw or be poisoned for 1 minute.
V.Tobi-Kadachi Shard
You have advantage on Acrobatics checks while you wear
OTHER MATERIAL EFFECTS
this armor.
V. Deadly Poison Sac
V.Deadly Poison Sac You can make a DC 15 Wisdom (Poisoner's Kit) check
You have advantage on saving throws against the poisoned using this material as its ingredient plus a vial. On a
condition while you wear this armor. success you create a vial of wyvern poison
(DMG p. 258). On a fail, the material
V.Tobi-Kadachi Membrane
is destroyed. If you fail the save by
Constitution. The duration from slowing effects, such as
5 or more, you must make a
the slow spell or a copper dragon's breath attack, are
saving throw against
reduced by half while you wear this armor.
the wyvern poison.
V.Tobi-Kadachi Hardclaw
Airborne. While wearing this armor, you can cast the jump
spell from it as a bonus action at will, but can target only
yourself when you do so.
V.Tobi-Kadachi Thorn
You are resistant to cold damage while you wear
this armor.
V.Ultraplegia Sac
Whenever you make a saving throw
against the paralyzed condition, you
do so with advantage.
V.Kadachi Gem
Evade Extender (M). You have a +2 bonus to Dexterity
saving throws while you wear this armor.
200
ARMOR MATERIAL EFFECTS
Viper Tobi-Kitachi V.Tobi-Kit Fur
You reduce cold damage you take by 3 while you wear this
Small wyvern (fanged), unaligned
armor.
Armor Class 14 (natural armor) V.Poison Sac
Hit Points 84 (13d6 + 39) Whenever you make a saving throw against the poisoned
Speed 30 ft., climb 30 ft., glide 40 ft. condition, you do so with a +2 bonus.
V.Tobi-Kit Membrane
When you place this material into your armor it gains a
STR DEX CON INT WIS CHA gliding membrane, which extends from your forearms to
15 (+2) 12 (+1) 16 (+3) 3 (-4) 12 (+1) 11 (+0) your hindlegs. As an action or reaction, you can extend
your arms to slow your descent to 30 feet until the end of
Saving Throws Dex +3, Cha +2 the round. If you land before the round ends, you take no
Damage Immunities poison falling damage and land on your feet. Once used, you can't
Condition Immunities poisoned, paralyzed use this property again until you finish a short or long rest.
Senses darkvision 60 ft., passive Perception 11 V.Tobi-Kit Claw
Languages — Jump Master. While wearing this armor, you can use an
Challenge 3 (700 XP) action to double your jump distance. You can use this
property twice, regaining all expended uses on a short or
Standing Leap. The viper tobi-kadachi's long jump is up long rest.
to 20 feet and its high jump is up to 10 feet, with or V.Tobi-Kit Thorn
without a running start. Marathon Runner. While wearing this armor, your walking
Gliding. When the viper tobi-kadachi glides, it loses 5 speed increases by 5 feet.
feet of altitude for every 10 feet of movement. At the
end of its glide the viper tobi-kadachi falls to the WEAPON MATERIAL EFFECTS
ground if it is still in the air. V.Tobi-Kit Fur
A purple hue emanates off your weapon. As an action you
Actions can extend the hue so that it encompasses your body for 1
minute. It provides no actual benefit, but it does look cool
Multiattack. The viper tobi-kadachi makes three attacks:
(at least you think so).
two with its bite and one with its tail.
V.Poison Sac
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
When you cast a spell that deals poison damage, add 1/2
target. Hit: 5 (1d6 + 2) piercing damage.
of your proficiency bonus to that damage.
Tail. Melee Weapon Attack: +4 to hit, range 10 ft., one
V.Tobi-Kit Claw
target. Hit: 6 (1d8 + 2) bludgeoning damage plus 3
Quick Sheath. While attuned to this weapon, you can
(1d6) poison damage.
always sheath it as a free action even if you have already
Poison Spikes (Recharge 5-6). The viper tobi-kadachi drawn a weapon as part of your move action.
spins in a circle at a rapid pace, releasing poisoned
V.Tobi-Kit Thorn
spikes in a 15-foot cone in front of it. Each creature in
While attuned to this weapon, your spell save DC is
that area must succeed on a DC 13 Constitution saving
increased by 1 when casting spells that paralyzes or
throw or be poisoned for 1 minute. While poisoned in
poisons a creature.
this way, the creature takes 3 (1d6) poison damage at
the start of each of its turns. A creature may repeat its
saving throw at the end of its turn, ending the poison Zinogre
on a success.
Zinogre is a quadrupedal monster that is very wolf-like if one
looks at its face, and has a very muscular set of forelimbs -
very comparable to those of big cats. It has surprising agility
Viper Tobi-Kitachi for such a large monster, similar to Nargacuga. It has sharp
Challenge Rating 3 Carves/Capture 3 claws attached to strong muscular fore-limbs, which are used
to deliver a fatal blow to prey and hunters. It also helps them
Carve Chance Capture Chance Material Slots to climb mountains and rocky terrain. The spikes on its body
1-7 1-6 V.Tobi-Kit Fur (A,W) mostly lie flat, but when it has built up an electric charge they
stick out vertically into the air.
— 7-10 V.Poison Sac (A,W) The Zinogre can also harness the power of electricity,
8-13 11-15 V.Tobi-Kit Membrane (A) much like a Lagiacrus, using it to take down larger prey and
to defend itself and its territory. Thunderbugs are seen
14-17 16-20 V.Tobi-Kit Claw (A,W) gathering around Zinogre when it is "charging" electricity;
18-20 — V.Tobi-Kit Thorn (A,W) they may act as a source of energy. Also, Gargwa are known
to eat Thunderbugs, so it is possible that Zinogre has a
special relationship with Thunderbugs. As Zinogre preys on
Gargwa, Thunderbugs become safe, simply by flying around
201
in close proximity to a Zinogre. Zinogre can exploit this by
absorbing the energy emitted by the bugs during battle,
granting it special abilities. Thunderbugs might glow blue
instead of their normal colour to indicate that they have allied
with a Zinogre.If you look close at a Zinogre, you can see an
energy field around it. Juvenile Zinogre have more hair on
their bodies compared to adults and is white in color. It is
believed that the increased hair protects the juvenile's shell
and helps speed up the storage of electricity. This fur will
shed as the juvenile Zinogre matures into adulthood.
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
Zinogre
Zinogre Challenge Rating 10 Carves/Capture 3
Huge wyvern (fanged), unaligned
Carve Chance Capture Chance Material Slots
Lightning Aura. When the zinogre uses its charge ARMOR MATERIAL EFFECTS
action, it becomes shrouded in an aura of lightning. If a Zinogre Carapace
creature ends its turn within 5 feet of the zinogre, that Stam Recov. When you take a long rest, you reduce your
creature takes 7 (2d6) lightning damage. exhaustion by 2 levels instead of 1.
202
Zinogre Jasper
You have resistance to lightning damage while you wear Claws. Melee Weapon Attack. +5 to hit, reach 5 ft., one
this armor. target. Hit: 6 (1d6 + 3) piercing damage plus 2 (1d4)
lightning damage.
Zinogre Plate
Whenever you make a saving throw against the paralyzed Tail. Melee Weapon Attack. +5 to hit, reach 10 ft., one
condition, you do so with advantage. target. Hit: 14 (2d10 + 3) bludgeoning damage plus 2
(1d4) lightning damage.
WEAPON MATERIAL EFFECTS
Zinogre Electrofur
While you are attuned to this weapon, you can use its
command word to give a weather prediction for the next Juvenile Zinogre
day, as detailed in the druidcraft cantrip. Once used, you Challenge Rating 3 Carves/Capture 3
can't use this property again until the next dawn.
Carve Capture
Zinogre Claw Chance Chance Material Slots
Your weapon deals an extra 1d6 lightning damage.
1-5 1-5 Juv.Zinogre Shell (A)
Zinogre Shocker
Critical Element (lightning). When you critically hit with a 6-8 6-9 Juv.Zinogre Electrofur (A,W)
weapon or spell that deals lightning damage, you deal an 9-13 10-14 Juv.Zinogre Claw (W)
extra 1d6 lightning damage.
14-18 15-19 Fulgurbug (A)
Zinogre Jasper
When a creature must succeed on a saving throw due to 17-20 20 Juv.Zinogre Tail (A,W)
the effect of your weapon attack, increase the save DC by
1.
ARMOR MATERIAL EFFECTS
Zinogre Plate Juv.Zinogre Shell
Chain Crit. Every consecutive hit on a creature increases You reduce lightning damage you take by 3 while you wear
your crit range by 1 until you score a critical hit, miss an this armor.
attack, or hit a different creature.
Juv.Zinogre Electrofur
Juvenile Zinogre While you wear this armor insects are attracted to you. You
Juvenile Zinogre has more hair on their bodies compared to have advantage on Investigation check to find insects.
adults and is white in color. It is believed that the increased Fulgurbug
hair protects the juvenile's shell and helps speeds up the While attuned to this armor, a thunderbug (AC 10; 1 hit
storage of electricity. point) travels with you. As an action, it will take flight (fly
20 ft.), until you use a bonus action to call it back to you.
While in flight it sheds bright light in a 5-foot radius and
Juvenile Zinogre dim light for an additional 15 feet. If the thunderbug is
killed, a new one appears on your shoulder when you finish
Large wyvern (fanged), unaligned a short or long rest.
Juv.Zinogre Tail
Armor Class 16 (natural armor) Whenever you make a saving throw against the paralyzed
Hit Points 82 (11d10 + 22) condition, you do so with a +1 bonus.
Speed 30 ft.
WEAPON MATERIAL EFFECTS
Juv.Zinogre Electrofur (Melee Weapon only)
STR DEX CON INT WIS CHA You can use a bonus action to speak this magic sword's
16 (+3) 12 (+1) 15 (+2) 4 (-3) 10 (+0) 8 (-1) command word, causing lightning to arc across the
weapon. This lightning sheds bright light in a 20-foot
Skills Perception +6, Survival +6 radius and dem light for an additional 20 feet. The
Damage Immunities lightning lightning last until you use a bonus action to speak the
Senses darkvision 60 ft., passive Perception 16 command word again or until you drop or put away the
Languages — weapon.
Challenge 3 (5,900 XP) Juv.Zinogre Claw
When you cast a spell that deals lightning damage, add 1/2
Lightning Aura. At the start of each of the zingore's of your proficiency bonus to that damage.
turns, each creature within 5 feet of it takes 2 (1d4)
lightning damage. A creature that touches the zingore Juv.Zinogre Tail (Spellcaster only)
or hits it with a melee attack while within 5 feet of it While attuned to this weapon you know the thunderwave
takes 2 (1d4) lightning damage. spell. If you already know it, the spells save DC is increased
by 1 and when a creature fails the saving throw, they are
pushed back an additional 10 feet.
Actions
Multiattack. The zingore makes two attacks: one with
its claws and one with its tail.
203
Flying Wyverns
Flying Wyverns are typically large, bipedal monsters capable of flight, having developed wings. Some, due to their sheer size and
weight are able to hover in the air for a brief time. that have two wings. These Wyverns are known as "True Wyverns". However,
there are some Wyverns that are quadrupedal, operating their wingarms as forearms instead like Tigrex and Nargacuga. These
monsters have been dubbed by academics as "Pseudo Wyverns" (Pseudo meaning "False" or "Mimic"), due to these species only
displaying partial Wyvern traits. Some are flightless despite their classification as Flying Wyverns, like the Akantor and Ukanlos.
These wyverns show their Wyvern ancestry by the small forewings on their two front limbs. Flying wyverns have evolved over time
and live in nearly every known area, encompassing many elements and types.
204
Akantor
A wyvern truly wrapped in mystery. Known to some as the Bite. Melee Weapon Attack: +14 to hit, reach 10 ft.,
black god and to others as the tyrant of fire, this large and one target. Hit: 30 (4d10 + 8) piercing damage. If the
brutal creature is known to most as Akantor. It has strong target is a creature, it is grappled (escape DC 22) . Until
forelimbs, thick spikes, a clawed tail and large tusks. The this grapple ends, the target is restrained, and the
Akantor bears a strong resemblance to Tigrex, the akantor can't bite another target.
differences being that Akantor has only the barest nubs of
forewings left, making it incapable of flight, and its immense Claw. Melee Weapon Attack: +14 to hit, reach 15 ft.,
one target. Hit: 14 (2d6 + 8) slashing damage.
size, which dramatically slows down its movements. Akantor
are nomadic in nature, meaning they can be found just about Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one
anywhere though Akantor have primarily been found in areas target. Hit: 26 (4d8 + 8) bludgeoning damage.
within volcanoes. Sonic Blast (Recharge 5-6). The akantor exhales a blast
Akantors are so powerful, they can have extremely negative of air in a 120-foot line that is 10 feet wide. The blast
effects on the environment they reside in. Predator and prey destroys all terrain and structures, magic or otherwise,
flee from Akantors and only the largest wyverns and Elder within its path. Each creature in that line must make a
Dragons even dare challenge them. An Akantor's fangs are DC 21 Dexterity saving throw, taking 45 (13d6) force
equally effective at burrowing into dense lava as they are at damage on a failed save, or half as much damage on a
killing an armored monster. Produced inside Akantor's successful one.
mouth is a deadly acid used to digest prey more easily. It Crush. If the akantor uses all of its movement to rise up
doesn't have an organ that produces breath-based attacks, but on its hind legs. It can then use its action to slam its
it is also able to produce a powerful sonic blast. This blast is body in an area within 20 feet of its location that
used to attack prey and to destroy obstacles from long contains one or more other creatures. Each of those
distances. creatures must succeed on a DC 23 Strength or
Akantors are highly aggressive and predatory. They will Dexterity saving throw (target's choice) or be knocked
attack and kill almost anything on sight, often letting out a prone and take 22 (4d6 + 8) bludgeoning damage plus
deafening roar before charging head-on. When not actively 22 (4d6 + 8) fire damage. On a successful save, the
hunting or in combat, Akantor still appear aggressive, creature takes only half the damage, isn't knocked
prone, and is pushed 5 feet out of the akantor's space
destroying whatever bothers them as they travel to their into an unoccupied space of the creature's choice. If
destination. Its own name in some villages means Disaster. no unoccupied space is within range, the creature
Some of the extremes it has been seen with include droughts instead falls prone in the akantor's space.
and heavy thunderstorms.
Swallow. The akantor makes one bite attack against a
Large or smaller creature it is grappling. If the attack
Akantor
hits, the target takes the bite damage, the target is
swallowed, and the grapple ends. While swallowed, the
Gargantuan wyvern (flying), unaligned creature is blinded and restrained, it has total cover
against attacks and other effects outside the akantor,
and it takes 21 (6d6) acid damage at the start of each
Armor Class 18 (natural armor) of the akantor's turns.
Hit Points 245 (14d20 + 98) If the akantor takes 50 damage or more on a single
Speed 40 ft., burrow 30 ft. turn from a creature inside it, the akantor must
succeed on a DC 22 Constitution saving throw at the
end of that turn or regurgitate all swallowed creatures,
STR DEX CON INT WIS CHA
which fall prone in a space within 10 feet of the
27 (+8) 10 (+0) 25 (+7) 16 (+3) 15 (+2) 19 (+4) akantor. If the akantor dies, a swallowed creature is no
longer restrained by it and can escape from the corpse
Saving Throws Dex +6, Con +13, Wis +8 by using 30 feet of movement, exiting prone.
Skills Perception +8
Damage Immunities fire; bludgeoning, piercing,
Legendary Actions
slashing damage from nonmagical attacks The akantor can take 3 legendary actions, choosing
Condition Immunities charmed, frightened, paralyzed from the options below. Only one legendary action
Senses darkvision 120 ft., tremorsense 120 ft., passive option can be used at a time and only at the end of
Perception 18 another creature's turn. The akantor regains spent
Languages — legendary actions at the start of its turn.
Challenge 20 (25,000 XP)
Detect. The akantor makes a Wisdom (Perception)
Magic Resistance. The akantor has advantage on saving Check.
throws against spells and other magical effects. Dig. The akantor burrows underground and moves up
to its burrow movement.
Legendary Resistance (3/Day). If the akantor fails a
saving throw, it can choose to succeed instead. Chomp (Costs 2 Actions). The akantor makes one bite
attack or uses its Swallow.
Actions
Multiattack. The akantor makes three attacks: one with
its bite, one with its claw, and one with its tail.
205
Akantor
Challenge Rating 20 Carves 6 Akantor Gem
You have immunity to fire damage while you wear this
Carve Chance Material Slots armor.
1-7 Akantor Scale (A,W)
WEAPON MATERIAL EFFECTS
8-12 Akantor Carapace (A,W) Akantor Scale
13-14 Akantor Hardclaw (A,W) While holding this weapon, you can use a bonus action to
speak this weapons command word, causing flames to
15-16 A.Firecell Stone (A,W) erupt from it. These flames shed bright light in a 40-foot
17 Akantor Tallfang (A,W) radius and dim light for an additional 40 feet. Akantor
Carapace
18 Akantor Tail (A,W) Your weapon deals an extra 1d8 fire damage.
19 Akantor Spike (A,W) Akantor Hardclaw (Melee Weapon only)
20 Akantor Gem (A,W) When you hit a creature with this weapon, it must make a
DC 17 Constitution saving throw. On a failed save the
creature becomes burned for 1 minute. A burned creature
ARMOR MATERIAL EFFECTS takes 2d4 fire damage at the start of their turn. A creature
Akantor Scale can use its action to put out the flames early.
While you are wearing this armor, you can cast the A.Firecell Stone
dimension door spell as an action. Once you use this While you are attuned to this weapon, you can use an
property, you can't use it again until the next dawn. action to gain the same benefits as a potion of fire giants
strength for 1 hour. Once you use this property, you
When you disappear, you leave behind a cloud of smoke,
cannot use it again for 3 days.
and you appear in a similar cloud of smoke at your
destination. The smoke lightly obscures the space you left Akantor Tallfang
and the space you appear in, and it dissipates at the end of While you are holding this weapon, you can use an action
your next turn. A light or stronger wind disperses the to let out a cacophonous roar. Each creature in a 15-foot
smoke. radius that considers you an enemy, must make a DC 16
Wisdom saving throw. On a failed save, the creature
Akantor Carapace
becomes frightened of you for 1 minute. A creature can
While you are attuned to this armor, you ignore the effects
repeat the saving throw at the end of each of its turns,
of the first 2 levels of exhaustion unless your exhaustion
ending the effect on itself on a success. If a creature's
level is 3 or higher.
saving throw is successful or the effect ends for it, the
Akantor Hardclaw creature is immune to this effect for 24 hours.
You gain a +1 bonus to saving throws while you wear this
Akantor Tail (Monk only)
armor. You can use an action to enter the Elemental Plane
Your unarmed strikes deal an extra 1d6 fire damage and
of fire along with everything you are wearing and carrying.
your weapon has 3 runes that recharge at dawn. When you
You remain there until you use an action to return to the
hit a creature with a melee weapon attack you can expend
plane you were on. You reappear in the last space you
a rune to generate an explosion on impact. You can only
occupied, or if that space is occupied, the nearest
expend one rune per round. The target and all creatures
unoccupied space. Once you use this property, you can't
other than yourself within 5 feet of the target must make a
use it again until the next dawn.
DC 16 Constitution saving throw, taking 4d6 fire damage
A.Firecell Stone on a failed save or half as much on a successful one.
Shield+. While you are attuned to this armor and you use a
Akantor Spike
reaction that would increase your AC, you gain an
Your weapon deals an extra 1d10 fire damage.
additional +2 bonus to your AC until the start of your next
turn. Akantor Gem
Critical Eye+. Your weapon attacks critical hit range is
Akantor Tallfang
increased by 2.
You have advantage on Charisma (Intimidation) checks
while you wear this armor.
Akantor Tail Astalos
You have resistance to cold damage while you wear this Known as the "Thunder Wyvern." Astalos body is almost
armor. entirely covered in sharp, dark green plating, although it has
Akantor Spike a more bright colored underside. Unlike any other Flying
You have advantage on saving throws against spells while Wyvern, Astalos' wings resemble those of an insect, most
you wear this armor. precisely a glasswing butterfly's wings. Its thin legs have
three toes. Its tail is long, making up almost half of the
monster's length, and it has two pairs of earwig-like pincers
at the tip. It has a relatively small head, with a big horn on top
of it. Its eyes are red.
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Astalos are high up in the food chain. They are known to be
predators and have been found to feed on herbivores like
Mosswine and Aptonoth. Astalos have also been observed Astalos
eating Neopteron like Vespoid and lesser predators like
Velocidrome. Despite being top predators, Astalos have to Huge wyvern (flying), unaligned
compete with other large predatory monsters like Rathalos,
Najarala, Seregios, and Seltas Queen. Armor Class 16 (natural armor)
Astalos's whole body is an electrical organ. Astalos uses Hit Points 147 (14d12 + 56)
Piezoelectricity — as an Astalos fights and becomes more Speed 40 ft., fly 80 ft.
active, Its tail, wings, and crest will begin to charge up with
electricity. This can easily be seen by looking for green surges STR DEX CON INT WIS CHA
of electricity on those parts of its body. Astalos's flying
abilities are comparable to a Rathalos with the help of its 21 (+5) 15 (+2) 19 (+4) 11 (+0) 13 (+1) 16 (+3)
powerful wings. Its wings are tough, covered in spikes, and
are even used as weapons on the ground. The wings can also Saving Throws Dex +6, Con +8, Wis +5, Cha +7
produce a special electrical charge used for capturing prey. Damage Immunities lightning
Its pincer-like tail is used for capturing and paralyzing prey. Senses darkvision 60 Ft., passive Perception 11
They've been seen attacking large Flying Wyverns, like Languages —
Rathalos, even if those monsters are not interested in the Challenge 9 (5,000 XP)
Astalos's presence. Even if the enemy is losing the
fight, Astalos will fight them relentlessly, even if they are Dive Attack. If the astalos is flying and dives at least 30
trying to escape. If the enemy is killed, the Astalos may feet straight toward a target and then hits it with a
feed on the enemy's corpse, as it is sometimes known to melee weapon attack, the attack deals an extra 4 (1d8)
lightning damage to the target.
do. Astalos will even sometimes cannibalize their own
young by accident. This is due to the adults mistaking Actions
the young for Neopteron like Vespoid occasionally.
To prevent this, Astalos guard their nest up Multiattack. The astalos makes three attacks: one with
until the eggs are ready to hatch before its horn, tail, and wing.
leaving the young to fend for themselves. Horn. Melee Weapon Attack. +9 to hit, reach 5 ft., one
Even while young, Astalos don't target. Hit: 18 (3d8 + 5) piercing damage plus 4 (1d8)
hesitate about anything, lightning damage.
including cannibalism, and
can be quite violent. When a Wing. Melee Weapon Attack. +9 to hit, reach 5 ft., one
town gets reports of this target. Hit: 15 (3d6 + 5) piercing damage plus 4 (1d8)
monster, they are known to lightning damage.
send adventurers immediately Tail. Melee Weapon Attack. +9 to hit, reach 10 ft., one
to hunt it down. This is due target. Hit: 18 (3d8 + 5) piercing damage plus 4 (1d8)
to Astalos actually lightning damage. The target must make a DC 14
disrupting the Constitution saving throw or become paralyzed for 1
ecological minute. The target can repeat the saving throw at the
balance in an end of each of its turns, ending the paralysis on itself
area. on a success.
Lightning Pillar (Recharge 5-6). A vertical column of
lightning roars down from the sky in a location within
60 feet of the astalos. Each creature in a 10-foot-
radius, 40-foot-high cylinder centered on that location
must make a DC 16 Dexterity saving throw, taking 45
(13d6) lightning damage on a failed save, or half as
much damage on a successful one.
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Astalos Astalos Wingtalon (Druids only)
While attuned to this weapon, you can use an action to
Challenge Rating 9 Carves/Capture 3 cast the Call Lightning spell from it once a day, without
Carve Chance Capture Chance Material Slots expending a spell slot.
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Barioth
Barioth Challenge Rating 15 Carves/Capture 3
Huge wyvern (flying), unaligned Carve Chance Capture Chance Material Slots
1-4 — Barioth Cortex (A,W)
Armor Class 16 (natural armor)
Hit Points 207 (18d12 + 90) 5-6 1-6 Barioth Fur (A,W)
Speed 50 ft., fly 40 ft.
7-10 7-9 Barioth Talon (A,W)
11-13 10-13 Cryo Sac (A,W)
STR DEX CON INT WIS CHA
14 14-17 Barioth Spike (A,W)
15 (+2) 23 (+6) 20 (+5) 10 (+0) 14 (+2) 8 (-1)
15-19 — Barioth Tail (A,W)
Saving Throws Dex +11, Wis +7, Cha +4 20 18-20 Amber Tusks (A,W)
Damage Immunities cold
Damage Resistances bludgeoning, piercing, slashing
damage from nonmagical attacks ARMOR MATERIAL EFFECTS
Senses darkvision 60 ft., passive Perception 12 Barioth Cortex
Languages — While you wear this armor, you ignore difficult terrain
Challenge 15 (13,000 XP) created by ice or snow and you can tolerate temperatures
as low as -50 degrees Fahrenheit without any additional
protection. If you wear heavy clothes, you can tolerate
Actions temperatures as low as -100 degrees Fahrenheit.
Multiattack. The barioth makes three attacks: one with
its bite and two with its claw. Barioth Fur
Evasion. You have advantage on Dexterity saving throws
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., while you wear this armor.
one target. Hit: 19 (3d8 + 6) piercing damage. Barioth Talon
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one If you are not wearing light, medium, or heavy armor and
target. Hit: 13 (2d6 + 6) slashing damage. using no shield you gain a +2 bonus to AC.
Tail Swipe. Melee Weapon Attack: +11 to hit, reach 10 Cryo Sac
ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage You have resistance to cold damage while you wear this
and the target and each creature adjacent to it must armor.
make a DC 15 Strength saving throw, or be pushed Barioth Spike
back 10 feet from the barioth and knocked prone on a Increase your Dexterity score by 1, to a maximum of 20
failed save. On a successful save, they are still pushed while you wear this armor..
back but are not knocked prone.
Barioth Tail
Vortex (Recharge 5-6) The barioth creates a 15-foot You have immunity to cold damage while you wear this
wide vortex within 60 feet of it. Each creature in that armor.
area must make a DC 18 Dexterity saving throw, taking
22 (5d8) bludgeoning damage and 7(2d6) cold Amber Tusks
damage on a failed save or half on a successful save. When you are attuned to this armor, you can speak the
armor's command word to conjure a mask made from the
Legendary Actions scales and tusks of a barioth. While wearing the mask you
The barioth can take 3 legendary actions, choosing have advantage on Charisma (Intimidation) checks.
from the options below. Only one legendary action Additionally, this mask has 3 runes. You can use an action
option can be used at a time and only at the end of to expend 1 rune to give the mask a horrifying visage. Each
another creature's turn. The barioth regains spent creature within 30 feet of you that can see the mask must
legendary actions at the start of its turn. succeed on a DC 17 Wisdom saving throw or become
frightened of you for 1 minute. If you wish, all creatures in
Detect. The barioth makes a Wisdom (Perception) the area that aren't hostile toward you automatically
Check. succeed on the saving throw. A creature that fails the
saving throw can repeat it at the end of each of its turns,
Tail Swipe. The barioth uses its tail swipe. ending the effect on itself on a success. A creature that
Ice Slide (Costs 2 Actions). The barioth moves up to its succeeds on its saving throw is immune to the effect of
speed. During this move it can move through the this mask for 24 hours. This mask regains 1d3 expended
spaces of other creatures without provoking runes daily at dawn.
opportunity attacks. Any creature the barioth moves
through must succeed on a DC 19 Dexterity saving WEAPON MATERIAL EFFECTS
throw or takes 20 (3d8 + 6) slashing damage and be Barioth Cortex
knocked prone. In freezing temperatures, this weapon sheds bright light in
a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all
nonmagical flames within 30 feet of you. This property can
be used no more than once per hour.
209
Barioth Fur Alternatively, you can expend 1 to 3 of the weapon's runes
While you are attuned to this weapon and you cast a spell as an action to try to break an object you can see within 60
that is a water or ice themed, it is cast as if it was one spell feet of you that isn't being worn or carried. You make a
level higher. A spell cannot be increased beyond level 6 Strength check with a +5 bonus for each rune you spend.
with this effect.
Amber Tusks
Barioth Talon Your weapon deals an extra 1d8 cold damage.
Your Strength score is 19 while attuned to this weapon. It
has no effect on you if your Strength is already 19 or
higher. Frostfang Barioth
Cryo Sac One of frostfang barioth's most defining features is the tusks,
Your weapon deals an extra 1d6 cold damage. which have taken on a dark hue, which is contrasted by the
icy white coloration at the front, giving the monster's overall
Barioth Spike
When you hit a creature with this weapon it must make a
tusks a more chilling appearance. The frostfang barioth also
DC 14 Constitution saving throw or become poisoned
sports thicker fur across its forelimbs and face, sporting an
with Iceblight until the end of its next turn. aged look compared to the standard individual. Finally, much
of the frostfang barioth's body is covered with a form of frost
Barioth Tail to reflect upon its amplified abilities to use its sub-zero
This weapon has 3 runes, and it regains 1d3 expended breath.
runes daily at dawn. While attuned to this weapon, you can
use an action to expend 1 to 3 of its runes to attack one
The frostfang barioth has a sub-zero breath attack, very
creature you can see within 60 feet of you. The ring
similar to that of velkhana's, that leaves a trail of frost on the
produces a spectral ram's head and makes its attack roll ground that lingers for a few seconds. These frost trails will
with a +7 bonus. On a hit, for each rune you spend, the cause the creatures that touches them to be covered in frost.
target takes 2d10 force damage and is pushed 5 feet away The frostfang barioth also maintains much of its physical
from you. prowess similar to the original monster, allowing it to deal
heavy damage to anyone who is unfortunate enough to get
caught by the debilitating effects of its icy breath. However,
the frostfang barioth tends to use its breath attack more
and jumps around less often.
210
Frostfang Barioth creatures. Each of those creatures must succeed on a
DC 18 Strength or Dexterity saving throw (target's
Huge wyvern (flying), unaligned choice) or be knocked prone and take 20 (4d6 + 6)
bludgeoning damage plus 20 (4d6 + 6) cold damage.
On a successful save, the creature takes only half the
Armor Class 16 (natural armor)
damage, isn't knocked prone, and is pushed 5 feet out
Hit Points 250 (20d12 + 120)
of the barioth's space into an unoccupied space of the
Speed 50 ft., climb 50 ft., fly 40 ft.
creature's choice. If no unoccupied space is within
range, the creature instead falls prone in the barioth's
STR DEX CON INT WIS CHA space.
If the barioth jumps onto a space that is covered in
17 (+4) 23 (+6) 22 (+6) 10 (+0) 14 (+2) 8 (-1) rime, the rime is destroyed under it and in a 5-foot
radius around it.
Saving Throws Dex +12, Con +12, Wis +8, Cha +5 Ice Chunk (Recharge 5-6). The barioth forms a large
Damage Resistances bludgeoning, piercing, slashing chunk of ice with its breath before launching it at a
damage from nonmagical attacks point within 120 feet of it. The rime in the area is
Damage Immunities cold destroyed and each creature in a 20-foot-radius sphere
Senses darkvision 60 ft., passive Perception 12 centered on that point must make a DC 20 Dexterity
Languages — saving throw, taking 70 (20d6) cold damage on a failed
Challenge 20 (25,000 XP) save, or half as much damage on a successful one.
Crush. When a creature is standing on or restrained by Legendary Actions
rime, the barioth can use its deadly leap centered on
that creature as a bonus action. The barioth can take 3 legendary actions, choosing
from the options below. Only one legendary action
Legendary Resistance (3/Day). If the barioth fails a option can be used at a time and only at the end of
saving throw, it can choose to succeed instead. another creature's turn. The barioth regains spent
legendary actions at the start of its turn.
Rime. An area covered in rime is difficult terrain.
Additionally a creature, except the barioth, that ends its Frost Breath. The barioth exhales hoarfrost in a 30-foot
turn while touching a rime covered area takes 3 (1d6) cone in front of it. The ground in that area is covered in
cold damage and is restrained by the rime (Escape 20). rime and each creature in that area must make a DC 21
The rime remains for 24 hours or until fire damage is Constitution saving throw, taking 10 (3d6) cold
dealt to the area and melts it, such as dropping a torch, damage on a failed save, or half as much damage on a
attacking the ground with a weapon that deals fire successful one.
damage, or casting the fireball or firebolt spell melts
the rime in the targeted area. Tail Swipe. The barioth uses its tail swipe.
Standing Leap. The barioth's long jump is up to 20 feet Lunge (Costs 2 Actions). The barioth moves up to its fly
and its high jump is up to 10 feet, without a running speed without provoking opportunity attacks and
start. In addition, the barioth does not incur attacks of makes one claw attack.
opportunity while moving with a jump. Sub-Zero Breath (Costs 3 Actions). The barioth exhales
an icy blast of hoarfrost in a 90-foot line that is 5 feet
Actions wide. The ground in that area is covered in rime and
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., each creature in that area must make a DC 20
one target. Hit: 19 (3d8 + 6) piercing damage. Constitution saving throw, taking 33 (6d10) cold
damage on a failed save, or half as much damage on a
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one successful one.
target. Hit: 13 (2d6 + 6) slashing damage.
Hip Check. Melee Weapon Attack: +12 to hit, reach 5
ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Icicle. Ranged Weapon Attack: +12 to hit, range Frostfang Barioth
80/320 ft., one target. Hit: 16 (3d10) cold damage. Challenge Rating 20 Carves/Capture 3
On a hit or miss, the area around the target in a 10-
foot radius is covered in rime. Carve Chance Capture Chance Material Slots
Tail Swipe. Melee Weapon Attack: +12 to hit, reach 10 1-4 — Silversnow Pelt (A,W)
ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage 5-6 1-6 Bergcrusher Claw (A,W)
and the target and each creature adjacent to it must
make a DC 18 Strength saving throw, or be pushed 7-10 7-9 Barioth Lash (A,W)
back 10 feet from the barioth and knocked prone on a
11-13 10-13 Cryo Sac (A,W)
failed save. On a successful save, they are still pushed
back but are not knocked prone. 14 14-17 Silverwhite Frostfang (A,W)
Deadly Leap. If the barioth jumps at least 10 feet as part 20 18-20 Silversnow Gem (A,W)
of its movement, it can then use this action to land on
its feet in a space that contains one or more other
211
ARMOR MATERIAL EFFECTS
Silversnow Pelt Frostfang Material Bonus
While you wear this armor, you ignore difficult terrain When a character has three frostfang materials
created by ice or snow and you can tolerate temperatures socketed into their equipment they gain the
as low as -50 degrees Fahrenheit without any additional Frostfang Absolute Art bonus.
protection. If you wear heavy clothes, you can tolerate
temperatures as low as -100 degrees Fahrenheit. Frostfang Absolute Art. (Hammer only)
Punishing Draw. During the first round of combat
Bergcrusher Claw you can use the hammer's mighty weapon property
While you are wearing this armor you have advantage on without expending a use.
Charisma (Intimidation) checks, but your demeanor is
cold-hearted. Kind words come out as uncaring or hurtful,
your generosity comes off as self-serving, etc.
Barioth Lash Basarios
While wearing this armor, you can move up, down, and Basarios is a smaller, rocky wyvern. It is the juvenile form of
across vertical surfaces and upside down along ceilings, Gravios. It's hard, stone-like shell can be used for protection
while leaving your hands free. You have a climbing speed against other large wyverns, doubling up as effective
equal to your walking speed. However the armor doesn't camouflage when Basarios partially buries itself in the
allow you to move this way on a slippery surface, such as
one covered by oil, but it does work on ice and snow.
ground.
It is able to release either sleeping or poisonous gas from
Cryo Sac its underside and, on extremely rare occasions, a fire plume.
You have resistance to cold damage while you wear this Although it prefers to charge towards adversaries. When
armor. resting, it burrows underground, exposing only its back,
Silverwhite Frostfang giving it the appearance of a large gray rock. Being very
This armor has two runes that it regains daily at dawn. As heavy, it is a slow mover, and although it has wings, it rarely
an action you can expend one of these runes to cast armor uses them to fly. Even when it does, its weight allows it to fly
of agathys at 5th level from it. only for a short time.
Silversnow Gem Despite its ability to hide, in most areas it is visible. This is
You have immunity to cold damage while you wear this because the rocks on its back are a slightly lighter color than
armor. other rocks, or because it has burrowed into plain view in the
middle of the area.
WEAPON MATERIAL EFFECTS
Silversnow Pelt
Quick Sheath. While attuned to this weapon, you can
always sheath it as a free action even if you have already
drawn a weapon as part of your move action.
Bergcrusher Claw
Hitter. When a creature must succeed on a saving throw or
be stunned by the effect of a weapon attack, increase the
save DC by 2.
Barioth Lash
Critical Draw+. During the first round of combat your
melee weapon attacks score a critical hit on a roll of 15 or
higher.
Cryo Sac
Your weapon deals an extra 1d6 cold damage.
Silverwhite Frostfang
While you are attuned to this weapon, your cold spells
bypasses a creature's resistance to cold damage and deals
half damage to a creature that has immunity to cold
damage.
Silversnow Gem
Critical Eye+. Your weapon attacks critical hit range is
increased by 2.
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Basarios
Basarios Challenge Rating 6 Carves/Capture 3
Huge wyvern (flying), unaligned
Carve Chance Capture Chance Material Slots
Armor Class 18 (natural armor) 1-9 1-5 Basarios Shell (A,W)
Hit Points 136 (13d12 + 52)
Speed 40 ft., burrow 30 ft. 10-13 6-11 B.Poison Sac (A,W,O)
14-18 12-18 Machalite Ore (O)
STR DEX CON INT WIS CHA 19 19 Basarios Wing (A,W)
24 (+7) 9 (-1) 19 (+4) 3 (-4) 11 (+0) 6 (-2) 20 20 Basarios Carapace (A,W)
213
Baby Basarios
Challenge Rating 1
Baby Basarios Carves/Capture 1
Medium wyvern (flying), unaligned
Carve Chance Capture Chance Material Slots
214
Bazelgeuse
Bazelgeuse is a large Flying Wyvern covered in thick, heavy
scales with a bronzy sheen. It has a bulky upper body and a
large wingspan. Its underside is lined with protruding scales
which are easily shed. The monster occasionally enters a
"superheated" state, causing the gaps between its scales to
glow red hot.
The Bazelgeuse's most distinctive trait is its ability to shed
explosive scales. These special scales are created by
solidifying its body fluids. Once dislodged, these scales
explode after a time, acting as a sort of timed mine.
However, when the monster enters its "superheated"
state, the scales detonate almost immediately. It uses
its enormous body to overwhelm other monsters and
the power of its scales to soften them up. Bazelgeuse
will shed their explosive scales over a wide area in
a sort of carpet bombing so they can prey on
whatever gets caught in the blast.
They are nomadic predators and can be found
all across the continent. Bazelgeuse easily assert
themselves as apex monsters in whatever
environment they pass through, disrupting the
local food chain, it will readily fight other large
monsters. They will even dive into fights that
doesn't even involve them and can be seen as
having a lust for combat. They will attack
monsters regardless of their standing but
seem to gravitate more towards other apex
monsters.
215
Bazelgeuse 17 Dexterity saving throw, taking 5d6 fire damage on a
failed save, or half as much damage on a successful one.
Challenge Rating 17 Carves/Capture 3 Once used, this property cannot be used again until you
Carve Chance Capture Chance Material Slots finish a long rest.
1-5 1-4 Bazelgeuse Scale (A,W) Bazelgeuse Fuse (Sorcerer & Wizard only)
Bombardier. The weapon has 10 runes, you can use an
6-9 5-9 Bazelgeuse Carapace (A,W) action to expend 1 or more of its runes to cast one of the
10-13 10-12 Bazelgeuse Fuse (A,W) following spells from it, using your spell save DC:
scorching ray (2 runes), melf's minute meteors (3 runes),
14-16 13-16 Bazelgeuse Talon (A,W) or wall of fire (4 runes). The weapon regains 1d6 + 4
expended runes daily at dawn. If you expend the last rune
17-19 17-18 Bazelgeuse Wing (A,W)
it cannot regain any runes for one week.
— 19-20 Bazelgeuse Tail (A,W) Bazelgeuse Talon
20 — Bazelgeuse Gem (A,W) Your weapon deals an extra 1d8 fire damage.
Bazelgeuse Wing
Critical Draw+. During the first round of combat your
ARMOR MATERIAL EFFECTS melee weapon attacks score a critical hit on a roll of 15 or
Bazelgeuse Scale higher.
Your armor has 10 explosive scales that regrow at dawn.
When a creature hits you with a melee attack, you can use Bazelgeuse Tail
a reaction to cause one of these scales to explode dealing You gain a +2 bonus to your spell attack rolls and spell
2d4 fire damage to the attacker. save DC while attuned to this weapon. This bonus
increases to +3 when the spell you are casting deals fire
Bazelgeuse Carapace damage.
You have an emblem of a burning brazier on your armor.
You can use an action to speak the brazier's command Bazelgeuse Gem
word and summon a fire elemental, as if you had cast the While attuned to this weapon, your Strength score
conjure elemental spell. Once you use this property, you changes to 25. If your Strength is already equal to or
can't use it again until you finish a long rest. greater than 25, the material has no effect on you.
Bazelgeuse Fuse
Earplugs. While you are attuned to this armor, you can use Seething Bazelgeuse
a bonus action to conjure two earplugs in the shape of The seething bazelgeuse is a dominant predator like their
your choice. While using these earplugs, you are
considered deafened and you have advantage on saving
regular cousins, if not much more so. The Variant species
throws against thunder damage. You can dispel the ear
could easily defend its turf even with the recent ecological
plugs as a bonus action ending the deafened effect. intrusion that brought the likes of glavenus, brachydios and
tigrex into the Recess. Said monsters would rather not fight
Bazelgeuse Talon (Greatsword only) Seething Bazelgeuse unless they really had to, as a
While attuned to this armor, your Guard AC bonus now confrontation with the wyvern warrants a harrowing battle
lasts until the start of your next turn and you cannot be
knocked prone.
and serious injury.
Like their respective regular species, seething bazelguese
Bazelgeuse Wing are huge competition for savage deviljho in the ecosystem, in
You have a flying speed of 30 feet while you wear this which they mutually have few contenders. Fights between the
armor. two creatures are among the most destructive clashes in the
Bazelgeuse Tail natural world, with both having tremendous power of their
Guts+. When you are reduced to 0 hit points but not killed own. Aside from monsters mentioned above, seething
outright, you can drop to 1 hit point instead. Once you use bazelgeuse have to keep their guard up for Elder Dragons
this property, you can’t use it again until you finish a long which are not uncommon in the Recess.
rest. While most of their trait remains similar, seething
Bazelgeuse Gem bazelguese are much more dangerous than their regular
You have immunity to fire damage while you wear this cousin due to their advanced explosive scales. This
armor. adaptation is credited to a substance the Commission
dubbed "Distilled Blast Fluid", which are naturally produced
WEAPON MATERIAL EFFECTS within a seething bazelgeuse body.
Bazelgeuse Scale (Melee Weapon only) The fluid reacts to seething bazelgeuse's state of being,
When you hit a creature with this weapon, they must either reacting to adrenaline or through other biochemical
succeed on a DC 17 Constitution saving throw. On a failed processes and would progressively make bazelgeuse bomb
save, the creature becomes burned for 1 minute. A burned scales more combustive the longer the creature is in
creature takes 1d4 fire damage at the start of their turn. A aggravated state.
creature may use its action to put out the flames early. This enhancement peaks when the monster's explosive
Bazelgeuse Carapace scales emit a fiery purple glow and produce explosions
While you are attuned to this weapon, you can use a bonus roughly twice the size and power of normal scales. The
action to speak its command word and exhale fire at a scales also gain a sticky property to them in this enhanced
target within 30 feet of you. The target must make a DC state, allowing them to latch to surfaces before inevitably
exploding.
216
There's a limit to this mechanism however, as seething
bazelgeuse periodically have to "reset" themselves after
generating supercharged scales for some time. The process
can also be sabotaged through powerful enough blows to
bazelgeuse's scale-making organ.
There are no significant differences in behavior between
seething bazelgeuse and the regular species. The variant
however seems to be more accustomed to direct combat on
the ground instead of relying on carpet bombing and dive-
bombs, which makes them tougher foes for hunters and
other monsters alike.
The variant have also shown a degree of improved tactical
thinking and creativity, often throwing their scales some
distance around themselves and up-close opponents. This
limits the safe zone their enemy could evade to, making it
much more difficult to maneuver around bazelgeuse's wide-
reaching physical attacks. The far-flung scales could also
work nicely as a weapon or deterrent against enemies that
attack from distance, which the normal species were very
weak against.
Seething Bazelgeuse
Huge wyvern (flying), unaligned
Saving Throws Dex +7, Con +12, Wis +8, Cha +8 Wing. Melee Weapon Attack. +13 to hit, reach 5 ft.,
Skills Athletics +13, Perception +8 one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Damage Resistances cold, necrotic; bludgeoning, Tail. Melee Weapon Attack. +13 to hit, reach 10 ft., one
piercing, slashing from nonmagical attacks target. Hit: 16 (3d6 + 6) bludgeoning damage.
Damage Immunities fire
Senses passive Perception 18 No Man's Landing (Recharge 6). The bazelgeuse soars
Languages — 30 feet into the sky while scattering 15 explosive
Challenge 21 (33,000 XP) scales in a 60-foot radius around it, that are at least 15
feet apart. It then comes crashing back down to the
ground creating a 20-foot wide explosion. Each scale
Carpet Bomb. For every 20 feet the bazelgeuse flies, it in the explosions area is destroyed, and each creature
dislodges an explosive scale which lands in an in that area must make a DC 22 Dexterity saving throw,
unoccupied space directly below it. taking 63 (14d8) fire damage on a failed save, or half
Dive Attack. If the bazelgeuse is flying and dives at least as much on a successful one.
30 feet straight toward a target and then hits it with a
headbutt attack, the attack deals an extra 4 (1d8)
Legendary Actions
damage to the target. The bazelgeuse can take 3 legendary actions, choosing
from the options below. Only one legendary action
Explosive Scales. The bazelgeuse scales, when
option can be used at a time and only at the end of
dislodged from its body, act as a time bomb. On
another creature's turn. The bazelgeuse regains spent
initiative count 20 (losing all initiative ties) all scales
legendary actions at the start of its turn.
explode dealing 14 (4d6) fire damage to all creatures
in a 10-foot radius of them. Fling. The bazelgeuse dislodges 3 explosive scales and
Shed. Whenever the bazelgeuse makes a melee weapon sends them flying with its tail. Choose a location within
attack it dislodges an explosive scale which lands in an 60 feet of the bazelgeuse, each scale lands in an
unoccupied space with 5 feet of its location. unoccupied space within 15 feet of that location.
Wounded Fury. While it has 100 hit points or fewer, the Fire Breath (Costs 3 Actions). The bazelgeuse exhales
bazelgeuse enters a "superheated" state gaining fire in a 60-foot cone. Each creature in that area must
advantage on attack rolls. In addition, Explosive Scales make a DC 22 Dexterity saving throw, taking 46
grow, increasing their explosion radius by 5 feet and (7d12) fire damage on a failed save, or half as much
deal an extra 1d6 fire damage. damage on a successful one.
217
Seething Bazelgeuse Bazelgeuse Hardclaw
Your weapon deals an extra 1d10 fire damage.
Challenge Rating 21 Carves/Capture 3
Distilled Blast Fluid (Sorcerer & Wizard only)
Carve Chance Capture Chance Material Slots Bombardier+. The weapon has 12 runes, you can use an
1-5 1-4 Bazelgeuse Shard (A,W) action to expend 1 or more of its runes to cast one of the
following Spells from it, using your spell save DC:
6-9 5-9 Flickering Silvershell (A,W) aganazzar’s scorcher (2 runes), heat metal (2 runes),
10-13 10-12 Bazelgeuse Hardclaw (A,W) scorching ray (2 runes), melf's minute meteors (3 runes),
wall of fire (4 runes), delayed blast fireball (7 runes). The
14-16 13-16 Distilled Blast Fluid (A,W) weapon regains 1d8 + 4 expended runes daily at dawn. If
you expend the last rune it cannot regain any runes for one
17-19 17-18 Scorching Silverwing (A,W)
week.
— 19-20 Bazelgeuse Flail (A,W) Scorching Silverwing
20 — Seething Gem (A,W) When you make a weapon attack with this weapon, and roll
a 20 for the attack roll, the target and each creature within
5 feet of it, excluding you, must make a DC 15 Dexterity
ARMOR MATERIAL EFFECTS saving throw taking 3d6 fire damage on a failed save, or
Bazelgeuse Shard half as much on a successful one.
Your armor has 10 explosive scales that regrown at dawn. Bazelgeuse Flail
When a creature hits you with a melee attack, you can use You gain a +2 bonus to your spell attack rolls and spell
a reaction to cause one of these scales to explode dealing save DC while attuned to this weapon. This bonus
3d4 fire damage to the attacker. increases to +3 when the spell you are casting deals fire
Flickering Silvershell damage.
Airborne. While wearing this armor, you can cast the jump Seething Gem
spell from it as a bonus action at will, but can target only While attuned to this weapon, your Strength score
yourself when you do so. changes to 25. If your Strength is already equal to or
Bazelgeuse Hardclaw greater than 25, the material has no effect on you.
HG Earplugs. While you are attuned to this armor, you can
use a bonus action to conjure two earplugs in the shape of
your choice. While using these earplugs, you can only hear
Diablos
creatures you choose to be able to hear and you have Diablos are large, bipedal wyverns with powerful armor
advantage on saving throws against thunder damage. plating covering much of their body. Their most noteworthy
Distilled Blast Fluid
feature is a pair of massive, solid horns above their eyes.
You have immunity to fire damage while you wear this Diablos also possess a pair of tusk-like fangs and a large,
armor. spiny neck frill. Their tail ends with a heavy, studded club that
can be used to ward off attackers. Diablos stand on a pair of
Scorching Silverwing (Lance & Greatsword only) stocky, wide-set legs and possess a broad upper body
Your Guard AC bonus now lasts until the start of your next
turn and you cannot be knocked prone.
complete with thick, muscular wings.
Diablos have the ability to burrow into the earth and travel
Bazelgeuse Flail underground, employing this tactic to surprise unsuspecting
You have an emblem of a burning brazier on your armor. targets or slip away from a dangerous encounter. In addition,
You can use an action to speak the armor's command they are capable of producing a powerful roar that will stun
word and summon a fire elemental, as if you had cast the most aggressors. Using their powerful legs in tandem with
conjure elemental spell. Once you use this property, you their heavy upper body and head, Diablos can run at high
can't use it again until you finish a long or short rest. speeds to charge attackers with their horns, using the
Seething Gem powerful momentum to maximize the potential for damage.
Guts+2. When you are reduced to 0 hit points but not Diablos are herbivores, known to feed on the plentiful cacti
killed outright, you can drop to 1 hit point instead. Once of the desert. Despite this however, they are wildly aggressive
you use this property, you can’t use it again until you finish and will pursue anything which enters their territory. Diablos
a short or long rest. are known to use their horns as weapons against attackers,
but will also use them in bouts against other Diablos in
WEAPON MATERIAL EFFECTS battles for territory or mating rights. Diablos typically avoid
Bazelgeuse Shard (Melee Weapon only) flight for the purpose of transportation, as a
When you hit a creature with this weapon, they must
succeed on a DC 17 Constitution saving throw. On a failed
disproportionately high mass prevents them from effectively
save, the creature becomes burned for 1 minute. A burned
flying for long periods of time. Instead, Diablos will use their
creature takes 2d4 fire damage at the start of their turn. A wings to free themselves when trapped in the sand.
creature may use its action to put out the flames early. Diablos are commonly found in dry, arid desert
environments. The soft, loose earth allows for digging and
Flickering Silvershell the water-rich cacti provide them with both nutrition and
Critical Draw+. During the first round of combat your hydration.
melee weapon attacks score a critical hit on a roll of 15 or
higher.
218
Diablos Horn. Melee Weapon Attack: +13 to hit, reach 5 ft., one
target. Hit: 29 (4d10 + 7) piercing damage.
Huge wyvern (flying), unaligned
Tail. Melee Weapon Attack. +13 to hit, reach 10 ft., one
Armor Class 20 (natural armor) target. Hit: 25 (4d8 + 7) bludgeoning damage.
Hit Points 200 (16d12 + 96) Violent Roar (Recharge 5-6). The diablos roars loudly in a
Speed 40 ft., burrow 30 ft. 15-foot radius around them. Each creature in the area
must make a DC 22 Constitution saving throw, taking 45
(10d8) thunder damage and be deafened for 1 minute
STR DEX CON INT WIS CHA on a failed saving throw or half as much damage and is
25 (+7) 13 (+1) 23 (+6) 6 (-2) 14 (+2) 9 (-1) not deafened on a successful one.
Legendary Actions
Saving Throws Wis +8
Condition Immunities frightened The diablos can take 3 legendary actions, choosing from
Senses darkvision 60 ft., tremorsense 60 ft., passive the options below. Only one legendary action option can
Perception 12 be used at a time and only at the end of another
Languages — creature's turn. The diablos regains spent legendary
Challenge 18 (20,000 XP) actions at the start of its turn.
Dig. The diablos burrows underground and moves up to
Underground Charge. If the diablos moves at least 20 feet half its burrow speed.
straight toward a creature while underground, it can then
make a horn attack as a bonus action. Attack. The diablos makes a horn or tail attack.
Quake (Costs 2 Actions). The diablos strikes the ground
Brute. A melee weapon deals one extra die of its damage with its maul like tail, triggering a tremor. All creatures on
when the diablos hits with it (included in the attack). the ground within 60 feet of the diablos must succeed
Legendary Resistance (2/Day). If the diablos fails a saving on a DC 19 Strength saving throw or be knocked prone.
throw, it can choose to succeed instead.
Actions
Multiattack. The diablos makes two attacks: one with its
horn and one with its tail.
219
Majestic Horn
Diablos Heroics. While below 25% of your maximum hit points
Challenge Rating 18 Carves/Capture 4 your weapon attacks deal 1d4 extra damage and you have
resistance to all damage except psychic damage.
Carve Capture
Chance Chance Material Slots
WEAPON MATERIAL EFFECTS
1-6 1-3 Diablos Carapace (A,W) Diablos Carapace
KO. When a creature must succeed on a saving throw or
7-9 4-5 Diablos Fang (x3 if capture) (A,W)
become stunned by the effect of one of your weapon
10 6-11 Diablos Shell (A,W) attacks, they make the save with disadvantage.
11 12-13 Diablos Ridge (A,W) Diablos Fang
Your weapon deals an extra 1d8 piercing damage.
12-15 14-16 Diablos Tailcase (A,W)
Diablos Shell
16 17-18 Diablos Marrow (A,W) While attuned to this weapon, you can use an action to say
— 19 Blos Medulla (A,W) its command and let out a violent roar. Each creature in a
15-foot radius around you must make a DC 17
17-18 — Twisted Horn (A,W) Constitution saving throw. On a fail the creature takes 5d6
19 — Majestic Horn (A,W) thunder damage and is deafened for 1 minute. On a
successful save, the creature takes half damage and is not
20 20 Diablos Stone (O) deafened. Once you use this property, you can't use it
again until you finish a long rest.
ARMOR MATERIAL EFFECTS Diablos Ridge
Diablos Carapace Earplugs. While you are attuned to this weapon, you can
Tremor-Proof. You cannot be knocked prone while you use a bonus action to conjure two earplugs in the shape of
wear this armor. your choice. While using these earplugs, you are
considered deafened and you have advantage on saving
Diablos Fang throws against thunder damage. You can dispel the ear
While you wear this armor, if an effect moves you against plugs as a bonus action ending the deafened effect.
your will along the ground, you can use your reaction to Diablos Tailcase
reduce the distance you are moved by up to 10 feet. Quick Load. You can reload as a free action while you are
Diablos Shell attuned to this weapon.
You gain a burrowing speed of 20 feet while you wear this Diablos Marrow
armor. Stamina Thief. Once per turn when you hit a creature with
Diablos Ridge this weapon, it must make a DC 10 Constitution saving
Wind Resistance. You have resistance to thunder damage throw or gain one level of exhaustion. A creature cannot
and you suffer no ill effects from strong winds (DMG gain more than 2 levels of exhaustion from this weapon's
p.110) while you wear this armor. property.
Diablos Tailcase (Shield required) Blos Medulla
While holding a shield, you have resistance to damage Charger. When you use your action to Dash, you can use a
from ranged weapon attacks. Whenever a ranged weapon bonus action to shove a creature.
attack is made against a target within 10 feet of you, you Twisted Horn
become the target instead. Critical Draw+. During the first round of combat your
Diablos Marrow melee weapon attacks score a critical hit on a roll of 15 or
You have immunity to fire damage, but you are vulnerable higher.
to cold damage while you wear this armor. Majestic Horn
Blos Medulla Your weapon deals an extra 1d10 piercing damage.
Alert. You can’t be surprised while you are conscious.
Twisted Horn OTHER MATERIAL EFFECTS
You gain resistance to slashing & piercing damage from Diablos Stone
nonmagical attacks while you wear this armor. Legendary armor or weapon upgrade material.
220
Giggi Giggi
Challenge Rating 1/2 Carves 1
The larvae form of Gigginox, Giggi are a Flying Wyvern
related to the Khezu. Spawning from large, organic globules Carve Chance Material Slots
(Giggi Sacs) in dark caves, they exhibit unique behavior. 1-13 Giggi Stinger (W)
When the torch is drawn, they retreat in fear; however, when
the torch is extinguished, they slowly follow adventurers and 14-17 Velvety Hide (A)
latch onto them, constantly draining "blood". and must be 18-20 Monster Fluid (O)
"shaken" off.
Giggi are very low in the food chain while they're still
young. Giggi feed on the blood of other large species in order ARMOR MATERIAL EFFECTS
to survive but are preyed upon by some smaller predators. In Velvety Hide
the Tundra, they are hunted by Baggi packs. However, when a You can set pitfall traps or shock traps as a bonus action
Giggi fully matures into a Gigginox, the tables are turned, and while you wear this armor.
the hunters soon become the hunted. When they make it to a
certain size, they will cocoon themselves by using a thread WEAPON MATERIAL EFFECTS
from their mouth to make a cocoon. These cocoons can Giggi Stinger
rarely be seen in caves. When you hit a creature with this weapon, they must
Giggi aren't very aggressive though they are quite succeed on a DC 10 Constitution saving throw or become
gluttonous. Once they see a potential prey item, they'll chase poisoned until the end of their next turn.
it down and attempt to attach themselves to the creature.
OTHER MATERIAL EFFECTS
Monster Fluid
Uncommon or rare upgrade material that can be used for
Giggi weapons or armor.
Tiny wyvern (flying), unaligned
Skills Stealth +0
Damage Vulnerabilities fire
Senses blindsight 60 Ft., passive Perception 8
Languages —
Challenge 1/2 (100 XP)
Actions
Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one Gigginox
target. Hit: 6 (2d4 + 1) piercing damage plus 2 (1d4)
necrotic damage. The target's hit point maximum is The Gigginox is a Flying Wyvern that is the adult form of the
reduced by an amount equal to the necrotic damage Giggi. Gigginox's closest relative is Khezu. They are blind,
taken, and the giggi regains hit points equal to that cave-dwelling Wyverns. However, they do not sense prey by
amount. The reduction lasts until the target finishes a smell; instead, Gigginox have a special organ that can detect
long rest. The target dies if this effect reduces its hit the body heat of their prey. Also similar to the Khezu is the
point maximum to 0. Gigginox's elastic neck and tail, which can stretch out to
twice their length in an attempt to attack the hunter. Their
Poison Spit. Range Weapon Attack. +4 to hit, range top skin is grey-white, and their under-skin is dark red.
20/60 ft., one target. Hit: 3 (1d6) poison damage. Gigginox have a circular, leech-like maw, which contains
many sharp teeth. They can spit poison or release it as a
form of gas from pores under their body. Gigginox can lay
gelatinous globs, called Giggi Sacs, that spawn young Giggi.
221
The Gigginox is highly territorial, staking out a cavern or
other such area to lay its eggs. During the day, they sleep Gigginox
much longer than most other monsters in the area but at Challenge Rating 10 Carves/Capture 3
night they become truly active. They will spend some time
awake during the day but if they instantly sense potential prey Carve Chance Capture Chance Material Slots
in the area, they will actively stalk the creature in the caves. 1-7 1-3 Gigginox Hide (A,W)
Said prey items are later left behind as corpses in caves to
make it easier to catch prey. Despite a Gigginox's looks, they 8-11 4-10 Uncanny Hide (A,W)
are considered to be quite intelligent compared to some other 12-13 11-15 Gigginox Talon (A,W)
Flying Wyverns. Gigginox even save food in their caves.
14-15 16-18 Fearsome Maw (A,W)
16-20 19-20 Foul Venom Gland (A,W)
222
Gravios
Gravios is covered in a dense, stone-like armored shell which
protects its body from physical damage. It is very large in
size, towering over most other wyverns and measuring
several dozen feet in length. Because of its size and
incredible weight, it is only capable of limited flight, despite
having large and seemingly-developed wings. It
has a thick tail with a mace-like club at the end.
Gaps in the Gravios underside expel a
knockout gas potent enough to put many monsters
to sleep. It seems to have lost its poisoning ability.
This gas is produced inside the Gravios body.
Furthermore, these defense mechanisms may
be used to deter would-be predators, although
there would be few monsters able to penetrate
the Gravios shell. Gravios can also expel
flammable gas as a waste product of its 'heat
beam', and of its diet.
Gravios is relatively docile until provoked.
Like most wyverns, it is fiercely territorial. The Gravios
inhabit large areas of the Volcano, where it is sufficiently
large enough to incubate and raise its juvenile Basarios.
Gravios can be found in the Volcano and Swamp. It can
easily withstand the heat of molten lava, and traverse it at
will. Gravios eat rocks and minerals for nutrients.
Gravios Ram. Melee Weapon Attack. +13 to hit, reach 5 ft., one
target. Hit: 26 (4d8 + 8) bludgeoning damage.
Gargantuan wyvern (flying), unaligned
Tail. Melee Weapon Attack. +13 to hit, reach 10 ft., one
Armor Class 22 (natural armor) target. Hit: 17 (2d8 + 8) bludgeoning damage.
Hit Points 175 (10d20 + 70) Sleep Gas (3/day). The gravios releases a sleeping gas
Speed 40 ft., burrow 30 ft. from its underside. Each creature within a 15-foot radius
of the gravios must make a DC 20 Constitution saving
throw or, fall unconscious for 1 minute, until the sleeper
STR DEX CON INT WIS CHA takes damage, or until someone uses an action to shake
26 (+8) 11 (+0) 24 (+7) 11 (0) 12 (+1) 9 (-1) or slap the sleeper awake.
Heat Beam (Recharge 5-6). The gravios exhales fire in a
Saving Throws Con +12, Wis +6 90-foot line that is 10 feet wide. Each creature in that
Damage Immunities fire; piercing and slashing from line must make a DC 20 Dexterity saving throw, taking
nonmagical attacks 35 (10d6) fire damage on a failed save, or half as much
Damage Resistances lightning; piercing and slashing from damage on a successful one.
magical attacks; bludgeoning from nonmagical attacks
Senses passive Perception 11 Legendary Actions
Languages — The gravios can take 3 legendary actions, choosing from
Challenge 15 (13,000 XP) the options below. Only one legendary action option can
be used at a time and only at the end of another
Trampling Charge. If the gravios moves at least 20 feet creature's turn. The gravios regains spent legendary
straight toward a creature and then hits it with a ram actions at the start of its turn.
attack on the same turn , that target must succeed on a
DC 21 Strength saving throw or be knocked prone. If the Move. The gravios moves up to half its speed.
target is prone, the gravios can make one body slam Tail. The gravios makes a tail attack.
attack against it as a bonus action.
Quake (Costs 2 Actions). The gravios flies 15 feet into the
Actions air and crashes into the ground violently shaking the
earth. Each creature within 30 feet of the gravios must
Body Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., succeed on a DC 21 Strength saving throw or be
one target. Hit: 30 (4d10 + 8) bludgeoning damage. knocked prone.
223
Gravios WEAPON MATERIAL EFFECTS
Challenge Rating 14 Carves/Capture 4 Gravios Carapace
Partbreaker+1. You deal an extra 1d6 damage when you
Carve Chance Capture Chance Material Slots critically hit with this weapon.
1-6 1-4 Gravios Carapace (A,W)
Gravios Shell
7-8 5-8 Gravios Shell (A,W) (Barbarian only) After you make a weapon attack while
attacking recklessly with this weapon, you may make
9 9-12 Inferno Sac (A,W) another attack with the same weapon against a different
10 13-14 G.Sleep Sac (A,W,O) creature that is within 5 feet of the original target that is
within range of this weapon. You can use this property
11 15-18 Gravios Scalp (A,W) once per turn.
12-17 19 Gravios Wing (A,W) Inferno Sac
18 — Gravios Medulla (A) Your weapon deals an extra 1d8 fire damage.
G.Sleep Sac
19 — Gravios Gem (A,W)
When you cast the sleep spell while holding this weapon,
20 20 Firecell Stone (A,W) you double the amount of dice rolled.
Gravios Scalp (Paladin only)
Whenever you restore a creature's hit points with your Lay
ARMOR MATERIAL EFFECTS
on Hands feature, it gains temporary hit points equal to
Gravios Carapace
the amount healed until the start of your next turn.
Fortitude. You have advantage on survival skill checks to
track, forage, or travel while you are attuned to this armor. Gravios Wing
When you hit a Huge or smaller creature with this weapon,
Gravios Shell it must succeed on a DC 15 Strength check or be pushed
While you are attuned to this armor, you can use an action back 5 feet.
to speak its command word and summon a campfire with
blue flames. The fire burns for 24 hours, until it is Gravios Gem (Bowgun only)
extinguished, or until you summon another fire in this way. Load Up+. While attuned to this weapon, you increase the
maximum capacity for all of your ammo by 2.
Inferno Sac (Cleric, Druid, Ranger, Sorcerer, & Wizard)
While attuned to this weapon you can use an action to cast Firecell Stone
the protection from energy (fire only) spell from it three While you are attuned to this weapon, you can use an
times per day, without expending a spell slot. action to gain the same benefits as a potion of fire giants
strength for 10 minutes. Once you use this property, you
G.Sleep Sac cannot use it again for 1 week.
While you wear this armor, you can use an action to
release sleeping gas in a 10-foot radius around you. Each OTHER MATERIAL EFFECTS
creature in that area must make a DC 13 Constitution G.Sleep Sac
saving throw or they fall unconscious for 1 minute, until A Material that replaces the sleep herb when crafting tranq
the sleeper takes damage, or until someone uses an action bombs or tranq ammo.
to shake or slap the sleeper awake. Once you use this
property, you cannot use it again until you finish a long
rest. Khezu
Gravios Scalp (Cleric & Paladin only) Khezu are large, pale Wyverns with a flabby, rubbery hide
When you regain hit points from a spell while attuned to which they constantly keep damp, similar to that of an
this armor, increase the regained amount by half your amphibian. Many of their blood vessels and veins can be seen
cleric or paladin level. through their pale skin. Their tail features a specialized
Gravios Wing orifice which bonds to the ground during electrical attacks
While you're wearing this armor, any critical hit against you and helps them cling onto cave ceilings. Their mouth features
becomes a normal hit. rows of sharp teeth. Khezu feet lack claws, and instead have
Gravios Medulla suction pad-like toes to assist them in climbing and hanging
You have resistance to fire damage while you wear this from cave walls and ceilings. Spending most of their lives in
armor. the dark, their eyes have regressed greatly, though they make
up for this with a superb sense of smell. A layer of fat helps to
Gravios Gem
You have a +1 bonus to your AC while you wear this armor.
keep them warm and prolong the time they can spend
hunting for food. Khezu have an extendable neck which
Firecell Stone allows them to grasp and ambush prey from afar, such as
Shield+. While you are attuned to this armor and you use a from a cave ceiling. Khezu are hermaphrodites, which means
reaction that would increase your AC, you gain an an individual is both male and female. To reproduce they
additional +2 bonus to your AC until the start of your next paralyze a creature and inject their young, known as Whelps.
turn. The Whelps grow inside their victim until it dies, or when
they are strong enough to leave.
224
Although Khezu are cave dwellers, they go out when they
please, or when food inside grows too scarce. While Khezu
outside a cave are vulnerable to larger Wyverns like Tigrex, Khezu
inside caves Khezu have the advantage. In addition to being
unhampered by the dark, they can cling to the ceiling and Large wyvern (flying), unaligned
attack from above.
A Khezu's habitat is often located near active sources of Armor Class 17 (natural armor)
water; some sources claim this is because the water is Hit Points 189 (18d10 + 90)
excellent for conducting electricity into their prey, while Speed 30 ft., fly 20 ft., climb 30 ft.
others speculate that Khezu may need the dampness for their
moist skin. Such areas include swamps and oceanside caves. STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 21 (+5) 5 (-3) 11 (+0) 1 (-5)
Skills Perception + 4
Damage Immunities lightning
Condition Immunities blind, paralyzed, charmed
Senses blindsight 60 ft., passive Perception 14
Languages —
Challenge 10 (5,900 XP)
225
Khezu DC 15 Constitution saving throw, or be stunned until the
end of their next turn. On a successful save, the creature is
Challenge Rating 10 Carves/Capture 3 deafened until the end of their next turn. Once you use
Carve Chance Capture Chance Material Slots this property, you cannot use it again until you finish a
long rest.
1-9 1-6 Flabby Hide (A,W)
10-16 7-14 Pale Extract (A,W,O) OTHER MATERIAL EFFECTS
Pale Extract
17-19 15-18 Electro Sac (A,W) A material used for crafting Mega Demondrug & Mega
20 19-20 Pale Bone (A,W) Armorskin.
226
Legiana
Challenge Rating 13 Carves/Capture 3
Legiana Carve Chance Capture Chance Material Slots
Huge wyvern (flying), unaligned
1-4 1-5 Legiana Hide (A,W)
Armor Class 17 (natural armor) 5-8 6-9 Legiana Scale (A,W)
Hit Points 187 (15d12 + 90)
Speed 40 ft., fly 80 ft. 9-12 10-12 Legiana Claw (W)
13-15 13-14 Legiana Wing (A,W)
STR DEX CON INT WIS CHA 16-18 15-17 Frost Sac (A,W)
22 (+6) 12 (+1) 22 (+6) 8 (-1) 12 (+1) 12 (+1) 19 18-19 Legiana Plate (A,W)
20 20 Legiana Gem (A)
Saving Throws Dex +6, Con+11, Wis +6, Cha +6
Skills Acrobatics +11, Perception +11
Damage Immunities cold ARMOR MATERIAL EFFECTS
Senses darkvision 60 ft., passive Perception 21 Legiana Hide
Languages — Airborne. While wearing this armor, you can cast the jump
Challenge 13 (10,000 XP) spell from it as a bonus action at will, but can target only
yourself when you do so.
Flyby. The legiana doesn't provoke an opportunity
attack when it flies out of an enemy's reach. Legiana Scale (Druid, Sorcerer, Warlock, & Wizard only)
While attuned to this armor you can cast the wall of ice
Frost. A creature that starts its turn or moves into an spell three times per day, without expending a spell slot.
area covered in frost must make a DC 18 Constitution
saving throw or become diseased with iceblight for 1 Legiana Wing
minute. Wind Resist. You and your equipment suffer no ill effects
from Strong Winds (DMG p.110) while you wear this
Legendary Resistance (3/Day). If the legiana fails a saving armor.
throw, it can choose to succeed instead.
Frost Sac
Actions You have resistance to cold damage while you wear this
armor.
Multiattack. The legiana makes three attacks: one with
its bite, one with its talons, and one with its tail. Legiana Plate
Evade Window. This armor has 3 runes, and it regains 1d3
Bite. Melee Weapon Attack. +11 to hit, reach 10 ft., expended runes daily at dawn. When you fail a Dexterity
one target. Hit: 16 (3d6 + 6) piercing damage. saving throw while wearing it, you can use your reaction to
expend 1 of its runes to succeed on that saving throw
Tail. Melee Weapon Attack. +11 to hit, reach 15 ft., one instead.
target. Hit: 19 (3d8 + 6) bludgeoning damage plus 7
(2d6) cold damage and leaves a layer of frost in an area Legiana Gem
that is 10 feet long and 15 feet wide centered on the Good Luck. While you are attuned to this armor, you have
target or 30 feet long and 5 feet wide in front of the one luck point that you regain daily at dawn. You may use
legiana until the start of its next turn. this point as if you had the Lucky feat.
Talons. Melee Weapon Attack. +11 to hit, reach 10 ft.,
one target. Hit: 16 (3d6 + 6) piercing damage and the WEAPON MATERIAL EFFECTS
target is grappled (Escape DC 19). Legiana Hide
This weapon has a reservoir of ice magic that can freeze
Corkscrew (Recharge 5-6). The legiana moves up to half the ground for up to 1 minute. While holding this weapon,
of its fly speed in a straight line, covering the ground you can use an action to plant this weapon in the ground
below it in frost for 1 minute while it does. While and release the ice magic within. While planted and
doing so, it can enter Large or smaller creatures' undepleted, the ground in a 10-foot radius of this weapon
spaces. The first time the legiana enters a creature's becomes difficult terrain. This weapon recharges 3d6
space, the creature must make a DC 19 Dexterity seconds of energy to the weapon's reservoir daily at dawn.
saving throw.
On a failed save, the creature takes 28 (8d6) Legiana Scale
bludgeoning damage plus 10 (3d6) cold damage and is While holding this weapon, you can use an action to cause
knocked prone. thick, opaque poison to coat the blade of a melee weapon
On a successful save, the creature takes half damage that deals slashing or piercing damage. The poison remains
and can choose to be pushed 5 feet to the side of the for 1 minute or until an attack using this weapon hits a
legiana. A creature that chooses not to be pushed creature. That creature must succeed on a DC 15
suffers the consequences of a failed saving throw. Constitution saving throw or take 2d10 cold damage and
become poisoned with iceblight for 1 minute. This effect
can't be used this way again until the next dawn.
Legiana Claw
Your weapon deals an extra 1d6 cold damage.
227
Legiana Wing
Critical Draw+. During the first round of combat your
melee weapon attacks score a critical hit on a roll of 15 or
higher.
Frost Sac
You gain a + 1 bonus to your spell attack rolls and spell
save DC while attuned to this weapon. This bonus
increases to +2 when the spell you are casting deals cold
damage, such as the ice knife or snilloc's snowball swarm
spell.
Legiana Plate
Your weapon deals an extra 1d8 cold damage.
Shrieking Legiana
Shrieking legiana are structurally the same as their regular Bite. Melee Weapon Attack. +12 to hit, reach 10 ft.,
counterparts, but have black coloration instead of blue and one target. Hit: 16 (3d6 + 6) piercing damage.
their chest, tail, and wing patterns are encrusted with spiky Tail. Melee Weapon Attack. +12 to hit, reach 15 ft., one
ice. target. Hit: 19 (3d8 + 6) bludgeoning damage plus 7
Shrieking legiana's manipulation of ice improved further as (2d6) cold damage and leaves a layer of frost in an area
a result of adapting to the Hoarfrost Reach. For defensive that is 10 feet long and 15 feet wide centered on the
purposes, it has the ability to coat itself in a layer of ice while target or 30 feet long and 5 feet wide in front of the
remaining as agile as its coral highlands cousin. Offensively, legiana until the start of its next turn.
It specializes in freezing prey with the powerful chill it emits, Talons. Melee Weapon Attack. +12 to hit, reach 10 ft.,
swooping down to strike them from overhead and many of one target. Hit: 16 (3d6 + 6) piercing damage plus 7
their attacks cover large areas with ice spikes or frost. (2d6) cold damage and the target is grappled (Escape
As with their cousins, the shrieking legiana are intensely DC 20).
territorial and will attack whatever ventures into their
territory. Corkscrew (Recharge 5-6). The legiana moves up to half
of its fly speed in a straight line, covering the ground
below it in frost for 1 minute. While doing so, it can
enter Large or smaller creature's spaces. The first time
Shrieking Legiana the legiana enters a creature's space, the creature must
make a DC 20 Dexterity saving throw.
Huge wyvern (flying), unaligned On a failed save, the creature takes 28 (8d6)
bludgeoning damage plus 10 (3d6) cold damage and is
knocked prone.
Armor Class 17 (natural armor)
On a successful save, the creature takes half damage
Hit Points 212 (17d12 + 102)
and can choose to be pushed 5 feet to the side of the
Speed 40 ft., fly 80 ft.
legiana. A creature that chooses not to be pushed
suffers the consequences of a failed saving throw.
STR DEX CON INT WIS CHA
Legendary Actions
22 (+6) 12 (+1) 22 (+6) 8 (-1) 12 (+1) 12 (+1) The legiana can take 3 legendary actions, choosing
from the options below. Only one legendary action
Saving Throws Dex +7, Con+12, Wis +7, Cha +7 option can be used at a time and only at the end of
Skills Acrobatics +12, Perception +13 another creature's turn. The legiana regains spent
Damage Immunities cold legendary actions at the start of its turn.
Senses darkvision 60 ft., passive Perception 23
Languages — Wing Buffet. The legiana flaps its wings creating a
Challenge 17 (18,000 XP) strong wind, and frost on the ground, in a 60 foot line
that is 10 feet wide in front of it. Each creature in this
Flyby. The legiana doesn't provoke an opportunity line must make a DC 20 Strength saving throw or be
attack when it flies out of an enemy's reach. pushed back 15 feet.
Attack (Costs 2 Actions). The legiana makes one talon
Frost. A creature that starts its turn or moves into an
attack.
area covered in frost must make a DC 18 Constitution
saving throw or become diseased with iceblight for 1 Frost Armor (Costs 3 Actions). The legiana coats itself in
minute. a layer of frost and ice for 1 minute, until it takes 30
fire damage from a spell or until takes 40 damage from
Legendary Resistance (3/Day). If the legiana fails a saving
any other single attack.
throw, it can choose to succeed instead.
While coated in this way, the legiana has +2 bonus
Actions to its AC and its attacks that would leave a layer of frost
instead deal 7 (2d6) cold damage to a creature in the
Multiattack. The legiana makes three attacks: one with area the frost would be.
its bite, one with its talons, and one with its tail.
228
Shrieking Legiana Obsidian Icetalon
Critical Draw+. During the first round of combat your
Challenge Rating 17 Carves/Capture 3 melee weapon attacks score a critical hit on a roll of 15 or
Carve Chance Capture Chance Material Slots higher.
229
Monoblos
Monoblos Challenge Rating 12 Carves/Capture 4
Huge wyvern (flying), unaligned Carve Chance Capture Chance Material Slots
1-8 1-7 Monoblos Carapace (A,W)
Armor Class 19 (natural armor)
Hit Points 195 (17d12 + 85) 9-11 8-11 Monoblos Thoracic (A,W)
Speed 40 ft., burrow 30 ft.
12-16 12-17 Scarlet Finehorn (A,W)
17-18 18-19 Blos Medulla (A,W)
STR DEX CON INT WIS CHA
19 — Blos Gem (A,W)
24 (+7) 13 (+1) 21 (+5) 4 (-3) 10 (+0) 5 (-3)
20 20 Monoblos Heart (A,W)
Saving Throws Wis +4
Senses darkvision 60 ft., tremorsense 60 ft., passive ARMOR MATERIAL EFFECTS
Perception 10 Monoblos Carapace
Languages — Botanist+. When you successfully gather a plant resource,
Challenge 12 (8,400 XP) you gather an extra 1d4 more.
Underground Charge. If the monoblos moves at least 20 Monoblos Thoracic
feet straight toward a creature while underground, it You have resistance to cold damage while you wear this
can then make a horn attack as a bonus action. armor.
Relentless (Recharges after a Short or Long Rest). If the Scarlet Finehorn
monoblos takes 30 damage or less that would reduce While you're wearing this armor, any critical hit against you
it to 0 hit points, it is reduced to 1 hit point instead. becomes a normal hit.
Brute. A melee weapon deals one extra die of its Blos Medulla
damage when the monoblos hits with it (included in Alert. You can’t be surprised while you are conscious.
the attack). Blos Gem
You have a +1 bonus to your AC while you wear this armor.
Actions
Monoblos Heart
Multiattack. The monoblos makes two attacks: one with Adrenaline. The first time you drop below half of your hit
its horn and one with its tail. point maximum in combat, you gain a rush of adrenaline.
Horn. Melee Weapon Attack: +11 to hit, reach 5 ft., On your next turn your movement speed doubles and you
one target. Hit: 29 (4d10 + 7) piercing damage. can take one extra action.
Tail. Melee Weapon Attack. +11 to hit, reach 10 ft., one WEAPON MATERIAL EFFECTS
target. Hit: 25 (4d8 + 7) bludgeoning damage. Monoblos Carapace
Violent Roar (Recharge 5-6). The monoblos lets out a While you are attuned to this weapon, you can perform the
thunderous roar, sending out shockwaves in a 10-foot somatic components of spells even when you have
radius around it. Each creature in that area must make a weapons or a shield in one or both hands.
DC 17 Constitution saving throw, or take 35 (10d6)
Monoblos Thoracic
thunder damage and be deafened for 1 minute on a
Whenever you have advantage on a melee attack roll with
failed saving throw or half as much damage and is not
this weapon and hit, you can knock the target prone if the
deafened on a successful one.
lower of the two d20 rolls would also hit the target.
Scarlet Finehorn
Your weapon deals an extra 1d6 piercing damage.
Blos Medulla
Charger. When you use your action to Dash, you can use a
bonus action to shove a creature.
Blos Gem (Bowgun only)
Load Up+. While attuned to this weapon, you increase the
maximum capacity for all of your ammo by 2.
Monoblos Heart
Critical Eye. Your weapon attacks critical hit range is
increased by 1.
230
Nargacuga
Nargacuga It has black scales, black fur and nightmarish red eyes, giving
it the look and style of a predatory black panther. Its dark,
Huge wyvern (flying), unaligned
feral appearance suggests that it may mainly be a nocturnal
predator. When it's enraged, its eyes glow bright red and leave
Armor Class 16 (natural armor) a trail of reddish lines when Nargacuga moves. Nargacuga
Hit Points 231 (22d12 + 88) has the ability to attack with almost every part of its body,
Speed 50 ft., fly 30 ft. mainly its bladed wings and its spiked tail. Its tail erects large
spikes which can be flung and linked up with its attacks for
STR DEX CON INT WIS CHA devastating hits. Their vertebrae and tail muscles are
extremely flexible, making the tail of Nargacuga also
22 (+6) 17 (+3) 18 (+4) 7 (-2) 14 (+2) 6 (-2) prehensile. Its tail is also its most powerful weapon. The
scales at the end of the tail can also be shaken to produce
Skills Perception, +6, Stealth +7 rattling sounds similar to that of a rattlesnake.
Senses darkvision 120 ft., passive Perception 16 Nargacuga is a careful and cautious monster. It is very easy
Languages — for it to sneak up to a hunter. Nargacuga lives in dark places
Challenge 11 (7,200 XP) that it has adapted to. It rests on high trees that are hard to
reach, or maybe can't be reached, so hunters can't catch it by
Shadow Stealth. While in dim light or Darkness, the surprise for capturing it. Nargacuga will wake up when
nargacuga can take the Hide action as a Bonus Action. hunters are right in front of the tree due to its natural
Its stealth bonus is also improved to +11. senses.
Actions Nargacuga are normally and mainly
found in the great forests. Although
Multiattack. The nargacuga makes three attacks: one occasionally, Nargacuga can be
with its bite, one with its bladed wings, and one with found in swamps, jungles and,
its tail swipe; or it makes two tail spike attacks. very rarely in the mountain
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
ranges or the plains.
target. Hit: 19 (3d8 + 6) piercing damage.
Bladed Wings. Melee Weapon Attack: +10 to hit, reach
5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.
Tail Swipe. Melee Weapon Attack: +10 to hit, reach 10
ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage.
Tail Spikes. Range Weapon Attack: +10 to hit, reach
30/120 ft., one target. Hit: 22 (3d10 + 6) piercing
damage.
Feral Pounce (Recharge 5-6). The nargacuga leaps
towards a creature, jumping 10 feet as part of its
movement, and attacks the creature with its claws. The
target must make a DC 18 Dexterity saving throw,
taking 44 (8d10) piercing damage and be knocked
prone on a failed save, or half as much damage and is
not knocked prone on a successful one. Additionally, if
the target is prone or knocked prone, the nargacuga
can make one bite attack against it as a bonus action.
231
Nargacuga Nargacuga Tailspike
Challenge Rating 11 Evade Window. This armor has 3 runes, and it regains 1d3
Carves/Capture 3 expended runes daily at dawn. When you fail a Dexterity
saving throw while wearing it, you can use your reaction to
Carve Chance Capture Chance Material Slots expend 1 of its runes to succeed on that saving throw
1-7 1-4 Nargacuga Scale (A,W) instead.
8-11 5-11 Nargacuga Pelt (A)
WEAPON MATERIAL EFFECTS
12-13 12-15 Nargacuga Fang (W) Nargacuga Scale
Your weapon deals an extra 1d6 slashing damage.
14-15 — Nargacuga Razor (A,W)
16 16-17 Narga Medulla (A,W) Nargacuga Fang
While you are attuned to this weapon, your ammo pouch
17-19 18-20 Nargacuga Tail (A,W) can hold double the amount of pierce ammo and cluster
20 — Nargacuga Tailspike (A,W) ammo it can normally hold.
Nargacuga Razor
Abnormal Status Atk up (M). Whenever you inflict a
ARMOR MATERIAL EFFECTS condition on a creature or object that has a duration of 1
Nargacuga Scale minute or longer, the maximum duration of the condition
While in dim light or darkness, you can take the hide is increased by 12 seconds.
action as a bonus action.
Narga Medulla
Nargacuga Pelt Quick Load. You can reload as a free action while you are
While you wear this armor, your eye's glow red at night, attuned to this weapon.
much like the nargacuga's. You gain darkvision out to 60 Nargacuga Tail
feet. if you already have darkvision, it is increased by an Status Pursuit+. You have advantage on opportunity
additional 60 feet. attacks and creatures within your reach provoke
Nargacuga Razor opportunity attacks even if they took the Disengage
While you wear this armor, being in a lightly obscured area action, if the creature is afflicted with a Condition.
doesn’t impose disadvantage on your Wisdom Nargacuga Tailspike
(Perception) checks if you can both see and hear. Critical Eye. Your weapon attacks critical hit range is
Narga Medulla increased by 1.
You have advantage on Dexterity (Stealth) checks while
you wear this armor.
Nargacuga Tail
While you wear this armor, your walking speed becomes
30 feet, unless your walking speed is higher, and your
speed isn't reduced if you are encumbered or wearing
heavy armor. In addition, you can jump three times the
normal distance, though you can't jump farther than your
remaining movement would allow.
232
Baby Nargacuga Young Nargacuga
Medium wyvern (flying), unaligned Large wyvern (flying), unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 10 (+0) 3 (-4) 8 (-1) 7 (-2) 17 (+3) 16 (+3) 14 (+2) 6 (-2) 13 (+1) 6 (-2)
Pounce. If the nargacuga moves at least 20 feet straight Pounce. If the nargacuga moves at least 20 feet straight
toward a creature and then hits it with a claw attack on toward a creature and then hits it with a bladed wings
the same turn, that target must succeed on a DC 12 attack on the same turn, that target must succeed on a
Strength saving throw or be knocked prone. If the DC 15 Strength saving throw or be knocked prone. If
target is prone, the nargacuga can make one bite attack the target is prone, the nargacuga can make one bite
against it as a bonus action. attack against it as a bonus action.
233
Y.Narga Razor
While you wear this armor, you can jump three times the
normal distance, though you can't jump farther than your
remaining movement would allow. Silverwind Nargacuga
Huge wyvern (flying), unaligned
Y.Narga Tail
While you wear this armor, being in a lightly obscured area
doesn’t impose disadvantage on your Wisdom Armor Class 17 (natural armor)
(Perception) checks if you can both see and hear. Hit Points 264 (23d12+115)
Speed 50 ft., fly 30 ft.
WEAPON MATERIAL EFFECTS
Y.Narga Scale STR DEX CON INT WIS CHA
Your weapon deals an extra 1d4 slashing damage.
17 (+3) 22 (+6) 20 (+5) 12 (+1) 16 (+3) 8 (-1)
Y.Narga Fang
While you are attuned to this weapon, your ammo pouch Saving Throws Dex +12, Con +11, Wis +9, Cha +5
can hold 20 more pierce ammo and cluster ammo than it Skills Acrobatics +12, Perception +9, Stealth +12
can normally hold. Condition Immunities charmed, frightened
Y.Narga Razor Senses darkvision 120 ft., passive Perception 19
Abnormal Status Atk up (S). Whenever you inflict a Languages -
condition on a creature or object that has a duration of 1 Challenge 19 (22,000 xp)
minute or longer, the maximum duration of the condition
is increased by 6 seconds. Shadow Stealth. While in dim light or Darkness, the
Y.Narga Tail nargacuga can take the Hide action as a Bonus Action.
Status Pursuit. You have a +2 bonus to hit on opportunity Its stealth bonus is also improved to +18.
attacks. Additionally, creatures within your reach provoke Razor Wind. When the nargacuga makes an attack with
opportunity attacks even if they took the Disengage its tail swipe, or tail slam it releases a 60 foot long by 5
action, if the creature is afflicted with a Condition. foot wide line of razor sharp wind. This wind originates
from the target creatures position. Any creature in that
Silverwind Nargacuga line, must make DC 15 Constitution saving throw or
lose 5 (1d10) hit points at the start of each of its turns
The Nargacuga is an incredibly powerful and highly adapted due to an bloody wound. The damage dealt by the
monster. There is almost no doubt that Nargacuga is the top wound increases by 5 (1d10) each time a creature is
predator in its most famed environment the Great Forest and hit by the razor wind and fails the Constitution saving
a dangerous force to be reckoned within its other throw. Any creature can take an action to stanch the
environments like Swamps and Jungles because of its night- wound with a successful DC 13 Wisdom (Medicine)
time camouflage, coupled with its phenomenal speed. check. The wound also closes if the target receives
Silverwind nargacuga have many of the same adaptations magical healing.
as nargacuga, however, there are a few differences between Actions
them. The silverwind nargacuga has white hairs and scales
though only on portions of its body. Its white hairs and scales Multiattack. The nargacuga makes three attacks: one
are light in weight, allowing it to move freely more easily. Its with its bite, one with its bladed wings, and one with
tail spikes are covered in both and have a unique trait that its tail swipe. Or it makes two tail spike attacks.
puts it apart from normal individuals. Silverwind Nargacuga Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
is able to generate blades of air by swinging its cutwings or target. Hit 19 (3d8 + 6) piercing damage.
slamming its tail, attacking prey from a distance. The waves
of wind are powerful enough to cut up prey, making a Bladed Wings. Melee Weapon Attack: +12 to hit, reach
5 ft., one target. Hit 16 (3d6 + 6) slashing damage.
creature bleed, and weakening the foe. This new found trait
truly makes silverwind nargacuga a quick killer. Due to the Tail Swipe. Melee Weapon Attack: +12 to hit, reach 10
lighter weight of the hairs and scales, it is able to evade and ft., one target. Hit 25 (3d12 + 6) bludgeoning damage.
jump much more than a typical nargacuga. Tail Spikes. Range Weapon Attack: +12 to hit, reach
60/150 ft., one target. Hit 25 (3d12 + 6) piercing
damage.
Feral Pounce (recharge 5-6). The nargacuga leaps
towards its target, jumping 10 feet, as part of its
movement, and attacks with both its claws. The target
must make on a DC 20 Dexterity saving throw. On a
failed save the target takes 66 (12d10) piercing
damage and they are knocked prone. On a successful
save, the target takes half damage and is not knocked
prone. Additionally, if the target is prone or knocked
prone, the nargacuga can make one bite attack against
it as a bonus action.
234
Silverwind Razor
Tail Slam. The nargacuga extends its tail to its Evasion. You have advantage on Dexterity saving throws
maximum length (40 feet long by 5 feet wide) and while you wear this armor.
slams it onto the ground. Each creature in that line is
considered the originator for a razor wind, and they Silverwind Medulla
must make a DC 20 Dexterity saving throw, taking 14 While you are attuned to this armor, Wisdom (Perception)
(4d6) piercing damage and 14 (4d6) bludgeoning checks made to see you have disadvantage and you have
damage on a failed save, or half as much on a advantage on Dexterity (Stealth) checks made to hide.
successful save. Silverwind Tail
While wearing this armor you are shrouded in shadows
Legendary Actions causing any creature to have disadvantage on attack rolls
against you. If you take damage, the property ceases to
The nargacuga can take 3 legendary actions, choosing function until the start of your next turn. This property is
from the options below. Only one legendary action suppressed while you are incapacitated, restrained, or
option can be used at a time and only at the end of otherwise unable to move.
another creature's turn. The nargacuga regains spent
legendary actions at the start of its turn. Silverwind Tailspike
Silverwind X. While wearing this armor, you have
Detect. The nargacuga makes a Wisdom (Perception) advantage on Dexterity saving throws and Dexterity
Check. (Stealth) checks made to hide.
Attack. The nargacuga makes one bite attack.
WEAPON MATERIAL EFFECTS
Tail Slam (Costs 3 Actions). The nargacuga uses its tail Silverwind Scale
slam. Your weapon deals an extra 1d6 slashing damage.
Reactions Silverwind Fang (spellcaster only)
While you are attuned to this weapon, you can use an
Prowler Stance. When hit by a spell or weapon attack, action to cast the melf's minute meteors spell at 4th level,
the nargacuga can leap up to 25 feet in any direction but the meteors take the form or nargacuga spikes and
without provoking an attack of opportunity. deal piercing damage instead of fire. Once you use this
property, you can't use it again until you finish a long rest.
Silverwind Razor
Silverwind Nargacuga Your weapon deals an extra 1d8 slashing damage.
Challenge Rating 19 Carves/Captures 3
Silverwind Medulla
Carve Chance Capture Chance Material Slots While you hold your weapon, you gain +2 bonus to spell
attack rolls and you ignore half cover when making a spell
1-7 1-4 Silverwind Scale (A,W) attack.
8-11 5-11 Silverwind Blackfur (A) Silverwind Tail
12-13 12-15 Silverwind Fang (W) Critical Eye+. Your weapon attacks critical hit range is
increased by 2.
14-15 — Silverwind Razor (A,W)
Silverwind Tailspike
16 16-17 Silverwind Medulla (A,W) Critical Boost. You roll one additional weapon damage die
when determining the extra damage for a critical hit with a
17-19 18-20 Silverwind Tail (A,W)
weapon attack.
20 — Silverwind Tailspike (A,W)
235
Paolumu
Paolumu is a bat-like wyvern that slightly resembles the Dive Bomb. If the paolumu is flying, enlarged, and dives
at least 10 feet straight toward a target it can then use
Honduran white bat. Like said bat species, Paolumu is this action to slam its body in a space that contains
covered in white fur and has a pink face. Though it is covered one or more other creatures. Each of those creatures
in fur, Paolumu also has some brown scales covering its must succeed on a DC 15 Strength or Dexterity saving
back, underbelly, and tail. The Paolumu has rodent-like buck throw (target's choice) or be knocked prone and take
teeth because its diet consists of the eggs that come off the 31 (7d8) bludgeoning damage. On a successful save,
coral which it sucks in using its incredible breathing power. the creature takes only half the damage, isn't knocked
Inside of Paolumu's neck is a special air sac that inflates prone, and is pushed 5 feet out of the paolumu's space
once it has sucked in enough air. Once its air sac has inflated, into an unoccupied space of the creature's choice. If
Paolumu is able to float in the air like a balloon and able to no unoccupied space is within range, the creature
attack foes from above. While floating, Paolumu will use its instead falls prone in the paolumu's space.
hardtail to batter foes at close range. Paolumu is also able to Enlarge (Recharges after a Short or Long Rest). For 1
breathe wind at foes, it can also use its inhaling powers to minute, the paolumu magically increases in size, along
draw in hunters closer or to make them stagger. with anything it is wearing or carrying. While enlarged,
Paolumu are fairly calm unless provoked by a threat. Once the paolumu is Huge, it can hover, roll one additional
provoked, they will become aggressive. weapon damage die on Strength-based weapon attacks
(included in the attacks), and makes Strength checks
and Strength saving throws with advantage. If the
paolumu lacks the room to become Huge, it attains the
Paolumu maximum size possible in the space available.
Large wyvern (flying), unaligned Wind Burst (Recharge 5-6). The paolumu exhales a blast
of strong wind in a 60 foot line that is 5 feet wide.
Each creature in that line must succeed on a DC 15
Armor Class 16 (natural armor) Strength saving throw, taking 38 (11d6) thunder
Hit Points 142 (15d10 + 60) damage and knocked prone on a failed save or half as
Speed 30 ft., fly 60 ft. much on a successful one and not knocked prone. The
wind tunnel disperses gas or vapor, and it extinguishes
STR DEX CON INT WIS CHA candles, torches, and similar unprotected flames in the
area. It causes protected flames, such as those of
18 (+4) 12 (+1) 18 (+4) 3 (-4) 10 (+0) 3 (-4) lanterns, to dance wildly and has a 50 percent chance
to extinguish them.
Skills Acrobatics +4
Senses passive Perception 10
Languages —
Challenge 7 (2,900 XP) Paolumu
Challenge Rating 7 Carves/Capture 3
Blind Panic. If the paolumu is flying and becomes
blinded. It panics, ending its enlarge and falls prone. Carve Chance Capture Chance Material Slots
1-5 1-5 Paolumu Scale (A,W)
Actions 6-8 6-8 Paolumu Shell (A,W)
Multiattack. The paolumu makes two attacks: one with
its bite and one with its tail. 9-11 9-12 Nourishing Extract (O)
12-15 13-16 Paolumu Pelt (A,W)
Tail. Melee Weapon Attack. +7 to hit, reach 10 ft., one
target. Hit: 15 (2d10 + 4) bludgeoning damage, or 20 16-19 17-19 Paolumu Webbing (A,W)
(3d10 + 4) bludgeoning damage while enlarged.
20 20 Lumu Gem (A,W)
Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) piercing damage, or 17 (3d8
+ 4) piercing damage while enlarged. ARMOR MATERIAL EFFECTS
Paolumu Scale
While you are wearing this armor, you can use your
reaction or bonus action to gain resistance to cold damage
until the end of your next turn. You can use this property
twice, regaining all uses when you finish a long rest.
Paolumu Shell
You have a +2 bonus to Acrobatic checks while you wear
this armor.
Paolumu Pelt
Stamina Surge+1. While wearing this armor, you can use an
action to cast the haste spell from it once per day, but can
target only yourself when you do so and you gain 2 levels
of exhaustion when the spell ends.
236
Paolumu Webbing
Windproof. Spells you cast such as fog cloud, can no
longer be dispersed by wind, magical or otherwise while Actions
you wear this armor. Multiattack. The paolumu makes two attacks: one with
its bite and one with its tail.
Lumu Gem
While you are attuned to this armor, you can cast the Tail. Melee Weapon Attack. +4 to hit, reach 5 ft., one
enlarge spell from it. Once you use this property, you can't target. Hit: 4 (1d4 + 2) bludgeoning damage, or 7 (2d4
use it again until you finish a long rest. + 2) bludgeoning damage while enlarged.
Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one
WEAPON MATERIAL EFFECTS
target. Hit: 7 (2d4 + 2) piercing damage, or 9 (3d4 +
Paolumu Scale
2) piercing damage while enlarged.
You gain a +1 bonus to Dexterity saving throws while
attuned to this weapon. Enlarge (Recharges after a Short or Long Rest). For 1
minute, the paolumu magically increases in size, along
Paolumu Shell with anything it is wearing or carrying. While enlarged,
While you are attuned to this weapon, you can use an the paolumu is Medium, it can hover, roll one
action to speak its command word and exhale a blast of additional weapon damage die on Strength-based
strong wind in a 45-foot line that is 5 feet wide. Each weapon attacks (included in the attacks), and makes
creature in that line must succeed on a DC 14 Dexterity Strength checks and Strength saving throws with
saving throw, taking 3d6 thunder damage and be knocked advantage. If the paolumu lacks the room to become
prone on a failed save or half as much on a successful one Medium, it attains the maximum size possible in the
and is not knocked prone. space available.
Once used, this property cannot be used again until you Wind Burst (Recharge 5-6). The paolumu exhales a blast
finish a long rest. of strong wind in a 30 foot line that is 5 feet wide.
Paolumu Pelt Each creature in that line must succeed on a DC 12
While flying, you can take the dodge action as a bonus Strength saving throw, taking 14 (4d6) thunder
action while you hold this weapon. damage and knocked prone on a failed save or half as
much on a successful one and not knocked prone. The
Paolumu Webbing wind tunnel disperses gas or vapor, and it extinguishes
Master Mounter. You have advantage on Strength candles, torches, and similar unprotected flames in the
(Athletic) checks when attempting to Climb Onto a Bigger area. It causes protected flames, such as those of
Creature (DMG p.271) while you are attuned to this lanterns, to dance wildly and has a 50 percent chance
weapon. to extinguish them.
Lumu Gem (Gunlance only)
Artillery+. While attuned to this weapon, your wyvernfire
can now be used twice per long rest and you can add your
Strength modifier to the damage of your shell attacks. Paolumu Pup
Challenge Rating 2 Carves/Capture 2
OTHER MATERIAL EFFECTS
Nourishing Extract Carve Chance Material Slots
A material that replaces the catalyst for crafting 1-7 Paolumu Pup Scale (A,W)
demondrug or armorskin potions. It can also be used in
place of mega nutrients when crafting max potions or 8-13 Paolumu Pup Shell (A,W)
ancient potions. 14-20 Paolumu Pup Pelt (A,W)
237
creature in that line must succeed on a DC 12 Dexterity
Nightshade Paolumu
saving throw, taking 2d6 thunder damage and be knocked
prone on a failed save or half as much on a successful one
and is not knocked prone. Large wyvern (flying), unaligned
Once used, this property cannot be used again until you
finish a long rest. Armor Class 16 (natural armor)
Hit Points 180 (19d10 + 76)
Paolumu Shell Speed 30 ft., fly 80 ft.
When you cast a spell that deals thunder damage, add 1/2
of your proficiency bonus to that damage.
Paolumu Pelt STR DEX CON INT WIS CHA
Artillery. While attuned to this weapon, your wyvernfire can 18 (+4) 12 (+1) 18 (+4) 3 (-4) 10 (+0) 3 (-4)
now be used twice per long rest.
Saving Throws Dex +5, Wis +4, Cha +0
Nightshade Paolumu Skills Acrobatics +5, Perception +4
Condition Immunities incapacitated, unconscious
The Nightshade Paolumu body is covered in soft fur that is Senses passive Perception 14
primarily black or dark purple, contrasting with its standard Languages —
counterpart's white-and-pink coloration. Its tail is also darkly Challenge 12 (8,400 XP)
colored, matching the color of its fur. Its face is pale white,
while on its neck are two brightly colored patches resembling Blind Panic. If the paolumu is blinded while flying, it
the patterns on the tail feathers of a peacock. When it is immediately falls to the ground and is knocked prone.
deflated, these patches are more difficult to see. Its wings
contain faint hints of green on the webbing. Actions
Nightshade Paolumu is far more aggressive and proficient Multiattack. The paolumu makes two attacks: one with
in aerial combat than Paolumu. Whereas Paolumu requires its bite and one with its tail.
several attempts to suck enough air into its throat sac to get
airborne, Nightshade Paolumu is able to inflate itself with a Bite. Melee Weapon Attack. +8 to hit, reach 5 ft., one
single inhalation. Once airborne, it is capable of flying at high target. Hit: 13 (2d8 + 4) piercing damage, or 17 (3d8
speeds and in unpredictable patterns by releasing its stored + 4) piercing damage while enlarged.
air, often dealing damage to hunters that are hit. Tail. Melee Weapon Attack. +8 to hit, reach 10 ft., one
Its most distinctive ability is a pale blue-green gas it expels target. Hit: 15 (2d10 + 4) bludgeoning damage, or 20
from its mouth while inflated, which acts as a powerful (3d10 + 4) bludgeoning damage while enlarged.
narcotic that puts to sleep hunters that are exposed. It's able
to produce small clouds or exhale a single, massive cloud, Deep Breath. The paolumu takes a deep breath, pulling
all creatures and objects within a 60-foot radius of it
which remains on the battlefield for a short duration. It can 20 feet towards it. An unwilling creature that can see
inhale without inflating itself in order to draw in patches of its the paolumu can make a DC 16 Strength saving throw.
gas, and it can spread them out using the wind currents it On a successful save, the creature is not pulled
stirs up with its tail. towards the paolumu. A creature or object behind
cover, automatically succeeds on the saving throw.
Additionally, all sleep clouds within range are inhaled
by the paolumu. These clouds travel across the ground
until directly below the paolumu before vanishing. If a
sleep cloud passes through a creature's space, they
must make a DC 16 Constitution saving throw, at
disadvantage if more than one cloud passes through
their space. On a failed save, the creature is
incapacitated until the start of their next turn. If they
fail the save by 5 or more, the creature falls
unconscious until the creature takes damage, or until
someone uses an action to shake or slap the creature
awake.
Dive Bomb. If the paolumu is flying, and dives at least
10 feet straight toward a target it can then use this
action to slam its body in a space that contains one or
more creatures. Each of those creatures must succeed
on a DC 16 Strength or Dexterity saving throw (target's
choice), or take 31 (7d8) bludgeoning damage and be
knocked prone. On a successful save, the creature
takes only half the damage, isn't knocked prone, and is
pushed 5 feet out of the paolumu's space into an
unoccupied space of the creature's choice. If no
unoccupied space is within range, the creature instead
falls prone in the paolumu's space.
238
ARMOR MATERIAL EFFECTS
Nightshade Paolumu Thickfur
Sleep Cloud. The paolumu exhales a narcotic gas at a While in dim light or darkness, you can take the hide
location within 60 feet of it. This pale blue-green gas action as a bonus action.
fills a 5-foot radius sphere centered on that location for
10 minutes or until a wind of moderate or greater Nightshade Paolumu Shard
speed (at least 10 miles per hour) disperses it. You have a +3 bonus to Acrobatic checks while you wear
A creature that starts its turn in this gas or enters it this armor.
for the first time on its turn must make a DC 16 Torpor Sac
Constitution saving throw. On a failed save, the Whenever you make a saving throw against the
creature is incapacitated until the start of their next unconscious condition or other sleep-like effects, you do
turn. If they fail the save by 5 or more, the creature falls so with advantage.
unconscious until the creature takes damage, or until
someone uses an action to shake or slap the creature Paolumu Cortex
awake. You have resistance to thunder damage while you wear
this armor.
Sleep Gas (1/day). The paolumu fills its lungs with as
much air as possible and releases a torrent of sleep gas Nightshade Paolumu Fellwing
in a 30-foot radius around it. Each creature in that area Wide-Range. When you use herbs, Antidotes, Cool Drinks,
must succeed on a DC 16 Constitution saving throw or Hot Drinks, Adamant Seeds, or Might Seeds; all other
be incapacitated for 1 minute. A creature may repeat creatures within a 10-foot radius of you gain its effect.
its saving throw at the end of its turn, ending the effect Nightshade Gem
on a success. If the creature fails the throw by 5 or While you are attuned to this armor, you can cast the
more, they fall unconscious until someone until the enlarge spell from it. You can use this property twice,
creature takes damage, or until someone uses an regaining all expended uses when you finish a long rest.
action to shake or slap the creature awake.
Legendary Actions WEAPON MATERIAL EFFECTS
Nightshade Paolumu Thickfur
The paolumu can take 3 legendary actions, choosing You can read books you are touching while sleeping.
from the options below. Only one legendary action
option can be used at a time and only at the end of Nightshade Paolumu Shard
another creature's turn. The paolumu regains spent Your weapon deals an extra 1d6 bludgeoning damage.
legendary actions at the start of its turn. Torpor Sac (Spellcaster only)
Attack. The paolumu makes one attack with its tail. You know the sleep spell while you wear this armor. If you
prepare spells, you always have it prepared, and it doesn't
Breathe. The paolumu moves up to two sleep clouds count against the number of spells you can prepare each
10 feet away from it or 10 feet towards it. day. If this spell is not on your class list, the spell is
Enlarge. For 1 minute or until the paolumu uses its nonetheless a class spell for you.
sleep cloud or sleep gas, the paolumu magically Paolumu Cortex
increases in size, along with anything it is wearing or This weapon warns you of danger. While the weapon is on
carrying. While enlarged, the paolumu is Huge, it can your person, it magically awakens you and your
hover, roll one additional weapon damage die on companions within a 30-foot range if any of you are
Strength-based weapon attacks (included in the sleeping naturally when combat begins.
attacks), and makes Strength checks and Strength
saving throws with advantage. If the paolumu lacks the Nightshade Paolumu Fellwing
room to become Large, it attains the maximum size Weakness Exploit. Your weapon deals max damage to a
possible in the space available. creature that is vulnerable to this weapons damage type.
Sleep (Costs 2 Actions). The paolumu uses its sleep Nightshade Gem
cloud. Maximum Might. While your hit points are full and you are
not suffering from any levels of exhaustion, you deal
maximum weapon damage with your attacks.
Nightshade Paolumu
Challenge Rating 12 Carves/Capture 3 Rathalos
Carve Capture
Rathalos are large, bipedal wyverns with a spiny, armored
Chance Chance Material Slots
hide covering their body. Theirouter shell features much
brighter and more vibrant colors than that of their female
1-5 1-4 Nightshade Paolumu Thickfur (A,W) counterpart, the Rathian. It is primarily bright red, with black
6-11 5-8 Nightshade Paolumu Shard (A,W) markings throughout. Like the Rathian, Rathalos possess a
flame sac which is used to produce deadly flaming projectiles
— 9-12 Torpor Sac (A,W) from the mouth. The talons upon their feet are highly
12-15 13-16 Paolumu Cortex (A,W) poisonous and are known to to inflict toxic mortal wounds on
larger prey. In addition, their long, thick tail features a heavy
16-19 17-19 Nightshade Paolumu Fellwing (A,W) spiked club at the end. Rathalos' wing membranes feature
20 20 Nightshade Gem (A,W) ornate patterns which are likely used to attract potential
mates.
239
Rathalos are expert flyers, and as such are prone to Rathalos
hunting from the skies. As a master of flight, they will travel Challenge Rating 10 Carves/Capture 3
far and wide, searching for prey from the skies By launching
a surprise aerial attack, they can inflict poisonous wounds Carve Chance Capture Chance Material Slots
with their talons or burn prey with flaming projectiles. 1-4 1-4 Rathalos Scale (A)
On the ground, Rathalos remain formidable opponents.
Using their powerful legs, they can chase down prey from a 5-6 — R.Inferno Sac (A,W)
distance. At a close enough range, they are known to use 7-10 5-10 Rathalos Carapace (A)
their sharp teeth to bite at foes as well. Some Rathalos are
capable of staying in the air and launching a fireball before — 11-13 Rathalos Webbing (A)
landing back to the ground. 11 14-15 Rathalos Marrow (A,W)
Rathalos are highly territorial monsters, and as such, are
aggressive towards intruders. They will chase away or 12-16 16-17 Rathalos Tail (W,O)
attempt to kill any monster which may pose a threat to their 17-18 — Rathalos Wing (A)
land. While hunting, Rathalos will stalk prey from the air
before swooping in for the kill. Once they have successfully 19 18-19 Rathalos Plate (A,W)
brought down their prey, they will carry it away to eat in 20 20 Rathalos Ruby (A,W)
private, safe from scavengers or other large monsters which
might attempt to steal the kill.
. ARMOR MATERIAL EFFECTS
Rathalos Scale
Detect+. You gain a +2 bonus to your passive Perception
Rathalos while you wear this armor.
Huge wyvern (flying), unaligned R.Inferno Sac
While you are attuned to this armor, you can use a bonus
Armor Class 19 (natural armor) action to speak its command word and exhale fire at a
Hit Points 149 (13d12 + 65) target within 30 feet of you. The target must make a DC
Speed 40 ft., fly 80 ft. 16 Dexterity saving throw, taking 4d6 fire damage on a
failed save, or half as much damage on a successful one.
STR DEX CON INT WIS CHA Once used, this property cannot be used again until you
finish a long rest.
21 (+5) 10 (+0) 21 (+5) 8 (-1) 13 (+1) 10 (+0)
Rathalos Carapace
You have a +1 bonus to your AC while you wear this armor.
Skills Athletics +9, Perception +5
Damage Immunities fire Rathalos Webbing
Damage Resistances poison When you must succeed on a saving throw or be knocked
Condition Immunities charmed, frightened prone, you do so with advantage.
Senses darkvision 60 Ft. passive Perception 15 Rathalos Marrow
Languages — You suffer no harm from temperatures as warm as 120
Challenge 10 (5,900 XP) degrees Fahrenheit while you wear this armor.
Rathalos Wing
Actions While you are attuned to this armor you can cast the fly
Multiattack. The rathalos makes two attacks: one with spell. Once you use this property, you can't use it again
its bite and one with its talons. While flying, it uses its until the next dawn.
wings in place of its bite attack. Rathalos Plate
You have resistance to fire damage while you wear this
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one armor.
target. Hit: 18 (3d8 + 5) piercing damage.
Rathalos Ruby
Wings. Melee Weapon Attack: +9 to hit, reach 5 ft., one You have immunity to fire damage while you wear this
target. Hit: 15 (3d6 + 5) bludgeoning damage. armor.
Talons. Melee Weapon Attack: +9 to hit, 10 ft., one
target. Hit: 15 (3d6+5) slashing damage and the target WEAPON MATERIAL EFFECTS
must make a DC 17 Constitution saving throw, taking R. Inferno Sac
24 (7d6) poison damage on a failed save, or half as Your weapon deals an extra 1d6 fire damage.
much damage on a successful one.
Rathalos Marrow
Fireball (Recharge 5-6). The rathalos exhales a fireball to You can use a bonus action to speak this weapon's
a point within 100 feet of it. Each creature in a 10-foot command word, causing flames to erupt from the weapon.
radius sphere centered on that point must make a DC These flames shed bright light in a 40-foot radius and dim
17 Dexterity saving throw, taking 45 (13d6) fire light for an additional 40 feet.
damage on a failed save, or half as much damage on a
successful one.
240
Rathalos Tail
When you hit a creature with this weapon, they must make
a DC 12 Wisdom saving throw or become frightened of
you for 1 minute. They may repeat the save at the end of
each of their turns, ending the effect on a success. On a
successful save, the target is immune to this effect for 24
hours.
Rathalos Plate
Critical Eye. Your weapon attacks critical hit range is
increased by 1
Rathalos Ruby
Your weapon deals an extra 1d8 fire damage.
241
Rathian
Rathian is a true flying wyvern similar in looks to Rathian
her male counterpart, rathalos. Her hide is a dull, Huge wyvern (flying), unaligned
muted green in contrast to the Rathalos's
deep red, and her lower mandible features Armor Class 17 (natural armor)
a long, protruding chin spike. Her upper back Hit Points 133 (14d12 + 42)
and wingtips are covered in a moss-like fur not Speed 40 ft., fly 80 ft.
seen on the rathalos, and while her clubbed tail
lacks bony spikes, it makes up for
this with its ability to poison foes upon STR DEX CON INT WIS CHA
contact. 19 (+4) 12 (+1) 16 (+3) 5 (-3) 13 (+1) 6 (-2)
Rathian, like her mate, can generate flaming
projectiles from her mouth. She can use the poisonous Skills Acrobatics +4, Perception +4
barbs on her tail club to inflict blunt-force, toxic wounds Damage Immunities poison
on foes, even if her tail was cut off, suggesting that the Damage Resistances fire
poison-producing organ is near the base of the tail or near Condition Immunities charmed, frightened, poisoned
the flame organ. Her powerful legs allow her to run at high Senses darkvision 60 Ft., passive Perception 14
speeds, making her easily capable of chasing down most Languages —
prey. Like the rathalos, her vision is very keen, so Flash Challenge 8 (3,900 XP)
Bombs are useful in combat.
Rathian are high-ranking predators in the food chain. She Actions
is the female land-dwelling counterpart to the male
rathalos who patrols the skies. Both will work Multiattack. The rathian makes two attacks: one with its
bite and one with its stinger. While flying, it uses its
together to capture prey and ensure the safety talons in place of its bite attack.
of their nest from predators. rathian often
target smaller monsters such as kelbi, Bite. Melee Weapon Attack. +7 to hit, reach 10 ft., one
velociprey and velocidrome that target. Hit: 17 (3d8 + 4) piercing damage.
she can easily carry back to her Talons. Melee Weapon Attack. +7 to hit, reach 5 ft., one
nest, while the stronger target. Hit: 14 (3d6 + 4) slashing damage.
rathalos captures more larger
herbivores and lesser Stinger. Melee Weapon Attack. +7 to hit, reach 10 ft.,
wyverns instead. Rathian one target. Hit: 14 (3d6+4) piercing damage. The
sits in a position directly target must make a DC 15 Constitution saving throw,
taking 17 (5d6) poison damage on a failed save, or half
below her male as much damage on a successful one.
counterpart and is
more likely to be Fireball (Recharge 5-6). The rathian exhales a fireball to a
challenged by monsters point within 100 feet of it. Each creature in a 10-foot
such as anjanath, radius sphere centered on that point must make a DC
jyuratodus and plesioth. 15 Dexterity saving throw, taking 42 (12d6) fire
damage on a failed save, or half as much damage on a
Yet the female fire wyvern successful one.
is also ready to engage in
precarious fights, especially
when it concerns the safety of her nest.
Her wrath can only be truly overwhelmed by apex predators such as tigrex,
nargacuga, zinogre and the aggresive
diablos. In particular, glavenus are serious
competitors of rathian, and gruelling scars
found on rathian can often be attributed to
an attack from glavenus. Invasive monsters
and elder dragons can also prove serious
threats to rathian and her nest.
Rathians can survive in almost any territory, but
prefers areas with average temperature for nesting.
As a result, she is known to be encountered in a large
variety of areas such as jungles, sandy plains, and forests.
Rathian is very territorial, choosing to patrol from ground
while her Rathalos mate patrols from the sky. She will
become very aggressive to potential threats, especially when
in close proximity to her nest and young.
242
Rath Wingtalon
Rathian Stamina Surge+1. While wearing this armor, you can use an
Challenge Rating 8 Carves/Capture 3 action to cast the haste spell from it once per day, but can
target only yourself when you do so and you gain 2 levels
Carve Chance Capture Chance Material Slots of exhaustion when the spell ends.
1-4 1-4 Rathian Scale (A,W) Rathian Plate
5 5-7 Flame Sac (A,W) You are immune to the poisoned condition while you wear
this armor.
6-8 8-13 Rathian Carapace (A)
Rathian Ruby
9 14-15 Rathian Webbing (A) You have resistance to poison damage while you wear this
10 — Rathian Spike (A,W) armor.
243
Seregios
Seregios are powerful, territorial and highly aggressive
predators. With their razor sharp weapons a Seregios can Seregios
Large wyvern (flying), unaligned
make short work of their unfortunate victims. Larger
Seregios have been seen flying with smaller Flying Wyverns
clutched in their talons, including other Seregios. Reports Armor Class 14 (natural armor)
like this confirm that the wyverns will cannibalize each other. Hit Points 147 (16d10 + 48)
Due to their capability of living in a number of different Speed 40 ft., fly 80 ft.
environments, Seregios compete with a large number of
other large predators. Seregios have also been witnessed STR DEX CON INT WIS CHA
aggressively attacking Rathalos and Rathian (including their
subspecies) and are said to be serious rivals toward them. 19 (+4) 11 (+0) 16 (+3) 14 (+2) 12 (+1) 15 (+2)
The Seregios is covered in extremely sharp Blade Scales.
These scales are capable of cutting through the armor of Saving Throws Dex +3, Wis +4, Cha +5
certain prey and flinging them at a distance with good aim. Skills Acrobatics +3, Perception +4
On impact the scales will embed themselves in the victim like Senses darkvision 60 Ft., passive Perception 14
shrapnel and can leave complicated gouges in prey and even Languages —
rocks. The wounds the scales leave behind are extremely Challenge 7 (2,900 XP)
painful for the victim and said pain can last for long periods
of time, possibly causing infections as well. The most defining Bladed Scales Regrowth. The seregios has forty-eight
trait of this species is that they have Zygodactyly feet like bladed scales. Used scales regrow when the seregios
roadrunners and other birds. Seregios are the only species in finishes a long rest.
the Flying Wyvern class that possess them. The feet of these Open Wound. When a creature is hit by the seregios
creatures can be used as devastating weapons against prey attacks, it must succeed on a DC 14 Constitution
and enemies alike. A hunting Seregios use their feet to grasp saving throw or lose 2 (1d4) hit points at the start of
their prey in a vice-like grip giving their victims little hope for each of its turns due to an open wound. Each time the
escape. When in flight the claws on their wings are utilized seregios hits the wounded target with an attack, the
for control and to allow them to shift their weight more easily. damage dealt by the wound increases by 2 (1d4). Any
A Seregios is one of a few wyverns whose flight mobility and creature can take an action to stanch the wound with a
control is comparable to a Rathalos. Seregios will also utilize successful DC 12 Wisdom (Medicine) check. The
the thick, sturdy blade-like horns on their heads along with wound also closes if the target receives magical
their blade-scaled covered tails in combat. healing.
Seregios are hostile usurpers of the land. They are violent Actions
fighters and will battle other monsters in order to kick them
out of their territory and claim it as their own, this includes Multiattack. The seregios makes three attacks: one with
their own kind in their land. In most cases, the monster they its tail and two with its talons, or three with its bladed
scales.
are fighting will end up dead after the battle and while some
live on. The bigger the Seregios, the larger amount of Talon. Melee Weapon Attack. +7 to hit, reach 5 ft., one
territory it needs. Once a territory is gained by a Seregios, it target. Hit: 11 (2d6 + 4) piercing damage. If the target
will mark its territory with its own Blade Scales. is a Medium or smaller creature, it is grappled (escape
DC 15). Until this grapple ends, the target is restrained.
The seregios can grapple one large creature, or two
medium creatures at a time.
Tail. Melee Weapon Attack. +7 to hit, 10 ft., one target.
Hit: 13 (2d8 + 4) piercing damage.
Bladed Scales. Range Weapon Attack. +7 to hit, range
100/200 ft., one target. Hit: 13 (2d8 + 4) piercing
damage.
244
Seregios Seregios Scraper
Challenge Rating 7 Carves/Capture 3 Your weapon deals an extra 1d4 slashing damage.
Carve Chance Capture Chance Material Slots Seregios Dissenter
Critical Draw. During the first round of combat your melee
1-6 1-2 Seregios Slavescale (A,W)
weapon attacks score a critical hit on a roll of 17 or higher.
7-10 3-8 Seregios Airblade (A,W)
11-12 9-12 Seregios Carver (A,W)
13-17
18-19
13-14
15-19
Seregios Impaler
Seregios Scraper
(A,W)
(A,W)
Young Seregios
Medium wyvern (flying), unaligned
20 20 Seregios Dissenter (W)
Armor Class 14 (natural armor)
Hit Points 76 (14d8 + 16)
ARMOR MATERIAL EFFECTS Speed 30 ft., fly 60 ft.
Seregios Slavescale
While you are attuned to this armor, you can conjure a
magical comb as an action. Running this comb through STR DEX CON INT WIS CHA
your hair allows you to change the length, color, curliness,
and style of your hair. After running the comb through your 16 (+3) 10 (+0) 12 (+1) 8 (-1) 10 (+0) 8 (-1)
hair, your hair is also cleaned and has a pleasant fragrance.
Skills Acrobatics +2, Perception +2
Seregios Airblade Senses darkvision 60 Ft., passive Perception 12
While you are attuned to this armor, you can cast the blade Languages —
ward spell from it as a bonus action. Once you use this Challenge 2 (450 XP)
property, you can't use it again until you finish a long rest.
Seregios Carver (Requires a shield) Blunt Scale Regrowth. The seregios has forty-eight
While attuned to this armor, the front of your shield is blunted scales. Used scales regrow when the seregios
shaped in the likeness of a face. While bearing the shield, finishes a long rest.
you can use a bonus action to alter the face's expression.
Seregios Impaler Actions
While you wear this armor, any creature that hits you with Multiattack. The seregios makes three attacks: one with
a melee weapon, an unarmed strike, or a natural melee its tail and two with its talons.
weapon takes 1d4 piercing damage.
Talon. Melee Weapon Attack. +5 to hit, reach 5 ft., one
Seregios Scraper target. Hit: 6 (1d6 + 3) piercing damage.
Constitution. The duration from slowing effects, such as
the slow spell or a copper dragon's breath attack, are Tail. Melee Weapon Attack. +5 to hit, 5 ft., one target.
reduced by half while you wear this armor. Hit: 7 (1d8 + 3) piercing damage.
Blunt Scales. Range Weapon Attack. +5 to hit, range
WEAPON MATERIAL EFFECTS 30/120 ft., one target. Hit: 7 (1d8 + 3) bludgeoning
Seregios Slavescale damage.
As an action, you can try to cast a cantrip that you don't
know from the warlock spell list. When you do, you must
succeed on a DC 10 Intelligence (Arcana) check. On a
successful check, you cast the cantrip. Once you use this Young Seregios
property, you can't use this property again until you finish Challenge Rating 2 Carves/Capture 1
a long rest.
Carve Chance Material Slots
Seregios Airblade
While attuned to this weapon, you can conjure a finely 1-8 Seregios Blunt Scale (A,W)
crafted halfling dagger, this dagger can whittle one small
object once per day without the use of it’s master. 9-15 Seregios Talon (A,W)
Tigrex
Huge wyvern (flying), unaligned
Legendary Actions
ARMOR MATERIAL EFFECTS
The tigrex can take 3 legendary actions, choosing from Tigrex Scale
the options below. Only one legendary action option You have advantage on survival checks when tracking a
can be used at a time and only at the end of another creature while you wear this armor.
creature's turn. The tigrex regains spent legendary
actions at the start of its turn. Tigrex Claw
Speed Eating. While you are attuned to this armor, you can
Detect. The tigrex makes a Wisdom (Perception) use any consumable, such as a potion or food, as a bonus
Check. action; so long as you are the one consuming it.
Tail Attack. The tigrex makes a tail attack. Tigrex Carapace
Trample (Costs 2 Actions). The tigrex moves up to its Marathon Runner+. While wearing this armor, your walking
speed. During this move it can move through the speed increases by 10 feet and you ignore difficult terrain
spaces of other creatures without provoking if it was not created by a magical effect.
opportunity attacks. Any creature the tigrex moves Tigrex Tail
through must succeed on a DC 16 Dexterity saving You have resistance to cold damage while you wear this
throw or takes 16 (3d6 + 6) bludgeoning damage and armor.
be knocked prone.
Tigrex Fang
Tranquilizing Guru. While you wear this armor, you are able
to detect when a monster is weakened enough to be
captured.
Tigrex Scalp
Curse. All of the tigrex material's are cursed. You have immunity to fire damage while you wear this
Becoming attuned to the armor or weapon the armor.
material is inserted into extends the curse to you.
As long as you remain cursed, you are under the WEAPON MATERIAL EFFECTS
following effects: Tigrex Scale
Your weapon deals an extra 1d8 slashing damage.
You are unwilling to part with the weapon or
armor, keeping it within reach at all times. Tigrex Claw
You have disadvantage on attack rolls with You have advantage on death saving throws while you are
weapons other than this one, unless no foe is attuned to this weapon.
within 60 feet of you that you can see or hear.
Whenever a hostile creature damages, you must Tigrex Carapace
succeed on a DC 15 Wisdom saving throw or Earplugs. While you are attuned to this weapon, you can
go berserk. The DC increases by 1 for each use a bonus action to conjure two earplugs in the shape of
additional tigrex material inserted into your your choice. While using these earplugs, you are
armor or weapon. While berserk, you must use considered deafened and you have advantage on saving
your action each round to attack the creature throws against thunder damage. You can dispel the ear
nearest to you with your weapon. If you can plugs as a bonus action ending the deafened effect.
make extra attacks as part of the Attack action, Tigrex Tail
you use those extra attacks, moving to attack Strong Attack. When you hit a creature with this weapon
the next nearest creature after you fell your you can use your bonus action to push the creature back
current target. If you have multiple possible 10 feet.
targets, you attack one at random. You are
berserk until you start your turn with no Tigrex Fang
creatures within 60 feet of you that you can see Mind's Eye. Your attacks with this weapon bypass the
or hear. damage resistances of any creature.
Tigrex Scalp
Your weapon deals an extra 1d10 slashing damage.
247
Brute Tigrex Actions
Brute tigrex features a darker, more muted color palette of Multiattack. The tigrex makes one attack with its bite
various shades of grey, brown, and beige. It apparently and one attack with its claw; it then uses its brutal roar.
possesses a more robust set of lungs than the common Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
species, as evidenced by its increased roaring capacity. It has target. Hit: 19 (3d8 + 6) piercing damage.
a more powerful set of forelimbs, and has adapted to live in
harsher environments than any other variety of tigrex. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Just as tigrex has coloration suited to both sandy deserts target. Hit: 13 (2d6 + 6) slashing damage.
and freezing snowy landscapes, the brute tigrex has just the Tail. Melee Weapon Attack: +12 to hit, reach 5 ft., one
right coloration to blend in with the volcano's cliffs and target. Hit: 22 (3d10 + 6) bludgeoning damage.
crevices. It is confirmed that this altered coloration is the Brutal Roar. The tigrex lets out a deafening roar. Each
result of extreme heat causing volcanic ash, and other such creature within 15 feet of the tigrex is deafened until
impurities, fusing to this tigrex's shell. These impurities have the end of their next turn and must make a DC 17
made brute tigrex's hide stronger, while also giving it better Constitution saving throw, taking 16 (3d10) thunder
resistance to fire. Due to living in the harsher volcano, brute damage on a failed saving throw or half as much on a
tigrex's roar has become stronger compared to a normal successful one. A creature wearing earplugs, makes
tigrex. This is due to the Brute tigrex's roar not easily being their saving throw with advantage.
heard in the harsher volcanic environments. Wind Tunnel (Recharge 6). The tigrex exhales a torrent
Brute tigrex appear much more aggressive and more of strong wind in a 120-foot line that is 10 feet wide.
maniacal in attacking in comparison to tigrex. Brute tigrex Each creature in the line must succeed on a DC 19
has been found to have a high metabolism, which could Strength saving throw, taking 49 (11d8) thunder
explain its aggressive nature. damage and be knocked prone on a failed save, or half
as much damage and is not knocked prone on a
successful one.
248
ARMOR MATERIAL EFFECTS Brute Tigrex Lash
Brute Tigrex Shard While attuned to this weapon, your movement speed is
You have advantage on survival and athletics checks when doubled whenever you use your movement to close the
tracking a creature while you wear this armor. distance between you and the last creature you hit.
Brute Tigrex Hardclaw Brute Tigrex Hardfang
Free meal & Speed Eating. While you are attuned to this Critical Status (prone). When you critically hit with this
armor, you no longer need to eat or drink. Additionally, you weapon, the target must succeed on a DC 15 Strength
can use any consumable, such as a potion or food, as a saving throw or be knocked prone. A Huge or larger
bonus action; so long as you are the one consuming it. creature makes their save with advantage.
Brute Tigrex Cortex Tigrex Mantle
Recovery Up. Whenever you regain hit points from any Your weapon deals an extra 2d6 slashing damage.
potion or plant, the first die is maximized.
Brute Tigrex Lash
You have resistance to cold damage while you wear this Curse. All of the tigrex material's are cursed.
armor. Becoming attuned to the armor or weapon the
material is inserted into extends the curse to you.
Brute Tigrex Hardfang As long as you remain cursed, you are under the
Health Boost+. While wearing this armor, your hit point following effect:
maximum increases by 2 for each character level you have.
Tigrex Mantle You are unwilling to part with the weapon or
You have immunity to fire damage while you wear this armor, keeping it within reach at all times.
armor. You have disadvantage on attack rolls with
weapons other than this one, unless no foe is
within 60 feet of you that you can see or hear.
WEAPON MATERIAL EFFECTS Whenever a hostile creature damages, you must
Brute Tigrex Shard succeed on a DC 15 Wisdom saving throw or
Weakness Exploit. Your weapon deals max damage to a go berserk. The DC increases by 1 for each
creature that is vulnerable to this weapons damage type. additional tigrex material inserted into your
Brute Tigrex Hardclaw armor or weapon. While berserk, you must use
Strong Attack. When you hit a creature with this weapon your action each round to attack the creature
you can use your bonus action to push the creature back nearest to you with your weapon. If you can
10 feet. make extra attacks as part of the Attack action,
you use those extra attacks, moving to attack
Brute Tigrex Cortex the next nearest creature after you fell your
HG Earplugs. While you are attuned to this weapon, you current target. If you have multiple possible
can use a bonus action to conjure two earplugs in the targets, you attack one at random. You are
shape of your choice. While using these earplugs, you can berserk until you start your turn with no
only hear creatures you choose to be able to hear and you creatures within 60 feet of you that you can see
have advantage on saving throws against thunder damage. or hear.
249
Ukanlos target is a creature, it is grappled (escape DC 21) . Until
The Ukanlos can produce an ice beam from its mouth to this grapple ends, the target is restrained, and the
attack anything foolish enough to attempt to harm it, and is ukanlos can't bite another target.
known to use its heavy body weight to crush opponents and Claw. Melee Weapon Attack: +13 to hit, reach 15 ft.,
its jaws are capable of crushing ice and rock alike. Despite its one target. Hit: 13 (2d6 + 7) slashing damage.
great size and weight, Ukanlos is known to be able to leap
significant distances. In order to survive the weather this Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one
creature may have a large layer of fat underneath its hard target. Hit: 25 (4d8 + 7) bludgeoning damage.
shell. This layer of flesh is visible underneath its forearms, Crush. If the ukanlos uses all of its movement to rise up
showing a light-blue underflesh. This beast also hibernates on its hind legs. It can then use its action to slam its
for vast periods of time to survive after feeding. body in an area within 20 feet of its location
It's body shape is highly similar to those of Akantor. It's thatcontains one or more other creatures. Each of
large shovel-like jaw allows it to dig through the ice with ease. those creatures must succeed on a DC 22 Strength or
Ukanlos has grown an extremely tough and streamlined Dexterity saving throw (target's choice) or be knocked
carapace to "swim" though the ice. Ukanlos will also eat the prone and take 21 (4d6 + 7) bludgeoning damage plus
ice and absorb minerals, however this beast is rather large so 21 (4d6 + 7) cold damage. On a successful save, the
the amount of ice it would have to eat would be huge. Also, creature takes only half the damage, isn't knocked
prone, and is pushed 5 feet out of the ukanlos's space
this creature may be capable of swimming as seen when it into an unoccupied space of the creature's choice. If
moves though the ice. It is also capable of expelling ice to no unoccupied space is within range, the creature
attack anything foolish enough to attempt to harm it. In order instead falls prone in the ukanlos's space.
to survive the weather this creature may have a large layer of
fat underneath its hard shell. This layer of flesh is visible Launch. The Ukanlos digs its shovel-like jaw into the
underneath its forearms, showing a light-blue underflesh. ground under a creature or object. If it is a creature,
they must make a DC 22 Dexterity saving throw or be
tossed 30 feet up in the air and 15 feet away from the
Ukanlos taking 10 (3d6) upon landing. If there is a
250
Ukanlos Underscale
Ukanlos Your cold spells ignore a creature's resistance to cold
Challenge Rating 20 damage while you are attuned to this weapon.
Carves 6 Ukanlos Digger (Bow only)
Carve Chance Material Slots Whenever you apply a coating to your arrows, you can coat
up to 5 more.
1-7 Ukanlos Carapace (A,W)
Ukanlos Fin
8-12 Ukanlos Underscale (A,W) While you are holding this weapon, you can use an action
to let out a cacophonous roar. Each creature in a 15-foot
13-14 Ukanlos Digger (A,W) radius that considers you an enemy, must make a DC 16
15-16 Ukanlos Fin (A,W) Wisdom saving throw. On a failed save, the creature
becomes frightened of you for 1 minute. A creature can
17-18 Ukanlos Tail (A,W) repeat the saving throw at the end of each of its turns,
19 Ukanlos Shoveljaw (A,W) ending the effect on itself on a success. If a creature's
saving throw is successful or the effect ends for it, the
20 Ukanlos Gem (A,W) creature is immune to this effect for 24 hours.
Ukanlos Tail
ARMOR MATERIAL EFFECTS You gain a + 2 bonus to your spell attack rolls and spell
Ukanlos Carapace save DC while attuned to this weapon. This bonus
You can conjure a Decanter of Endless Water (DMG 161) increases to +4 when the spell you are casting deals cold
at will while you are attuned to this armor, but if it leaves damage, such as ice knife or snilloc's snowball swarm
your hands, it vanishes into thin air. spells.
Ukanlos Shoveljaw (Sorcerer & Wizard only)
Ukanlos Underscale This weapon has 10 runes. While holding it, you can use an
Tremor-Proof. You cannot be knocked prone while you action to expend 1 or more of its runes to cast one of the
wear this armor. following spells from it, using your spell save DC: ice knife
Ukanlos Digger (1 rune), ice storm (4 runes), or wall of ice (4 runes). The
While you are attuned to this armor, you can cast the move weapon regains 1d6 + 4 expended runes daily at dawn. If
earth spell. Once you use this property, you cannot use it you expend the last rune it cannot regain any runes for one
again until you finish a long rest. week.
Ukanlos Fin Ukanlos Gem
You have darkvision out to a range of 120 feet and you While you are attuned to this weapon, your cold spells deal
have advantage on Wisdom (Perception) checks that rely full damage to a creature that has resistance to cold
on sight while you wear this armor. damage and half damage to a creature that has immunity
to cold damage.
Ukanlos Tail
You can stand on and move across any liquid surface as if
it were solid ground while you wear this armor.
Ukanlos Shoveljaw
You have an emblem of water pouring out of a bowl on
your armor. You can use an action to speak the armor's
command word and summon a water elemental, as if you
had cast the conjure elemental spell. Once you use this
property, you cannot use it again until you finish a long
rest.
Ukanlos Gem
You have immunity to cold damage while you wear this
armor.
251
Leviathans
The Leviathan monster species are identified by their similar appearance to crocodiles. They are also known to survive in
underwater conditions, while others throughout magma in volcanoes. Fighting one almost always involves underwater combat; a
leviathan is always guaranteed at some point to retreat to the depths of the oceans or lakes. They are almost always more adept at
fighting underwater, while most adventurers are hindered by the liquids. Fighting one requires at least a modest proficiency in
underwater fighting, and, barring any skill in that, a measure of luck to coax the Leviathan on land.
Almudron
Almudron is a massive Leviathan found in bogged areas. Almudron is said to normally live deep in mountains.
Both the dorsal side of its body and its legs are covered by a However, maybe due to the influence of the Rampage, it has
gray-colored shell with some darker highlights. The shell been approaching human settlements and attacking hunters
forms two ridges on its neck reminiscent of Lagiacrus's hood. as of late.
Four more of these ridges adorn the body, running right to It is capable of using mud to attack, creating a massive
the tip of its tail. Almudron has scaly skin ranging in color mud wave from swiping its tail. It is also capable of digging
from gray to creamy yellow to pinkish red. Its underbelly is into the muddy soil and bursting out, reaching great heights
covered in wide, pinkish scales. Almudron's head features as it does so. Almudron can also create massive mud walls
some mammalian-like traits, sporting a short snout, a pair of and mud piles, which it can use to trap or block off prey and
red eyes, and several whisker-like tendrils. Similar to foes alike. Such a feat is achievable due to the golden fluid it
Mizutsune, it has massive, curved claws on its front legs, secretes from the tail, which dissolve soil into a muddy mire.
which have five digits, while the claws on the hind legs are Any hunters who get stuck in the golden mud will have their
smaller. The most prominent trait of Almudron is its massive health drained.
tail that spans about half of the Leviathan's entire length. At
the end of the tail are several feather-like appendages that it
can utilize for attacking foes with mud.
252
Almudron Tail. Melee Weapon Attack. +10 to hit, reach 15 ft., one
target. Hit: 18 (3d8 + 5) bludgeoning damage or 32
Gargantuan leviathan, unaligned
(6d8 + 5) bludgeoning damage while holding the giant
mudball.
Armor Class 17 (natural armor)
Hit Points 186 (12d20 + 60) Tail Slap. Melee Weapon Attack. +10 to hit, reach 15 ft.,
Speed 30 ft., burrow 60 ft., swim 60 ft. two targets within 10 feet of each other. Hit: 14 (2d8 +
5) bludgeoning damage or 23 (4d8 + 5) bludgeoning
damage while holding the giant mudball.
STR DEX CON INT WIS CHA Mud Artillery. The almudron launches three mud globules
20 (+5) 12 (+1) 20 (+5) 8 (-1) 16 (+3) 13 (+1) into the air. Choose up to three creatures that are at least
10 feet away from it, but no further than 120 feet from
it. Each creature must make a DC 18 Dexterity saving
Saving Throws Dex +6, Wis +8 throw, taking 7 (2d6) bludgeoning damage and be
Damage Resistances cold restrained by the mud on a failed save or half as much
Damage Immunities acid, necrotic damage, and is pushed 5 feet into an unoccupied space
Senses blindsight 60 ft., darkvision 60 ft., passive of the creature's choice on a successful one. If no
Perception 13 unoccupied space is within range, the creature
Languages — automatically fails its saving throw. If three creatures are
Challenge 15 (13,000 XP) not chosen, the remaining globules land in unoccupied
spaces.
Standing Leap. The almudron's long jump is up to 40 feet
and its high jump is up to 20 feet, without a running Mold Giant Mudball (Recharges after a Short or Long Rest).
start. In addition, the almudron does not incur attacks of The almudron molds a gigantic mudball that it holds in
opportunity while moving with a jump. its tail 15 feet above the ground. The mudball can be
attacked and destroyed AC 10; hp 40; vulnerability to
Muddy. The almudron can create mud with many of its fire damage; immunity to acid, poison, and psychic
attacks. The area affected by its mud is muddy enough damage). While holding the mudball, the almudron
that creatures can sink into it. Each foot that a creature, doubles its damage dice on Strength-based tail attacks
except the almudron, moves through the mud costs 4 (included in the attacks), and creatures hit by its tail slam
feet of movement. A creature that starts its turn, or attack must succeed on a DC 18 Constitution saving
moves into the area for the first time on a turn must throw or be stunned until the end of their next turn. If
make a DC 18 Strength saving throw or sink into the the almduron lacks the mud to form the ball, it is able to
mud and be restrained. A restrained creature can use an melt the ground with its acid to create the mud needed.
action to end the restrained condition on itself by pulling
itself free of the mud. The mud remains in the spaces it Reactions
fills for 1 hour, or until a creature leaves the space filled Mud Pillars (Recharges after a Long Rest). When the
with mud. almudron is reduced below half of its maximum hit
Acidic Mud. A creature that starts its turn in mud created points, it can use its reaction to immediately move up to
by the almudron takes 7 (2d6) acid damage. its burrow speed away from its location without
provoking opportunity attacks. It then causes twelve
Create Mud (1/round). When the almudron makes a mud pillars to rise up from the ground in a 40-foot
weapon attack with its tail, it causes one of the following radius around it. Each pillar lasts for 1 minute and fills a
effects based on the attack used: 10-foot-square that is 20-feet tall and must be placed at
Tail. Mud travels across the ground in a 30-foot cone least 5 feet away from another pillar and the almudron.
behind the target. Each creature on the ground must Creatures in the pillar's space when they rise up remain a
succeed on a DC 18 Strength saving throw or be top of them, but when a creature ends its turn on a mud
pulled to the end of the cone, sink into the mud and pillar, it sinks 1d4 feet into it.
be restrained.
Tail Slam. Mud fills each space in a 5-foot radius
Legendary Actions
around the target. The radius is increased to 10-feet The almudron can take 3 legendary actions, choosing
when it makes the attack while holding the giant from the options below. Only one legendary action
mudball. option can be used at a time and only at the end of
Tail Slap. Mud fills each space across the ground in a another creature's turn. The almudron regains spent
60-foot line that is 5-feet wide behind one of the legendary actions at the start of its turn.
targets. Each creature on the ground must succeed on
a DC 18 Strength saving throw or sink into the mud Jump. The almudron jumps up to 40 feet away.
and be restrained. Tail Slam (Costs 2 Actions). Melee Weapon Attack. +10 to
hit, reach 15 ft., one target. Hit: 23 (4d8 + 5)
Actions bludgeoning damage or 41 (8d8 + 5) bludgeoning
damage while holding the giant mudball.
Multiattack. The almudron uses its mud artillery; then it
makes one attack with its tail or two attacks with its Wallow (Costs 3 Actions). The almudron spins in a circle
claws. causing mud to fill the area in a 15-foot radius around it.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 15 (2d6 + 5) slashing damage.
253
Almudron Plate
Almudron You gain a burrowing speed of 20 feet while you wear this
Challenge Rating 15 Carves/Capture 3 armor.
Carve Capture Golden Almudron Orb
Chance Chance Material Slots You have immunity to lightning damage while you wear
this armor.
1-5 1-3 Almudron Scale (A,W)
6-9 4-7 Almudron Shell (A,W) WEAPON MATERIAL EFFECTS
Almudron Scale
10-13 — Almudron Fin (A,W) This weapon is so finely constructed it never needs
14-15 — Almudron Whisker (A,W) maintenance, cannot rust or tarnish.
— 8-9 Almudron Tail (A,W) Almudron Shell
While attuned this weapon, you can cast the mold earth
16-18 10-11 Golden Muck (A,W) cantrip at will.
— 12-18 Almudron Claw (A,W) Almudron Fin
19 19 Almudron Plate (A,W) This weapon has 5 runes that it regains daily at dawn.
When you hit a creature or object with this weapon, you
20 20 Golden Almudron Orb (A,W) can expend a rune to cause the ground in a 20-foot radius
around the target to become muddy for 1 minute. The
muddy area is difficult terrain.
ARMOR MATERIAL EFFECTS
Almudron Scale Almudron Whisker (Charge blade & switchaxe only)
While wearing this armor, you are always dirty. You leave Rapid Morph. While attuned to this weapon, you can
muddy footprints, your hands are always dirty, and shaking switch its modes as a free action.
out your hair causes a small pile of dirt to form on the Almudron Tail
ground. When you make a weapon attack with this weapon and roll
a 20 for the attack roll, the ground below the creature
Almudron Shell
turns to mud and the creature must succeed on a DC 15
While wearing this armor you ignore difficult terrain
Strength saving throw or sink into it. The muddy area is
created by muddy terrain, swamps, or other water sources
difficult terrain. While in the mud, the creatures burrow,
that are waist deep.
climbing, flying, and swimming speed is reduced to 0.
Almudron Fin
Golden Muck (Druid, wizard, artificer only)
You have resistance to cold damage while you wear this
You know the transmute rock spell. If you have to prepare
armor.
spells, you always have it prepared, and it doesn't count
Almudron Whisker against the number of spells you can prepare each day.
Evade Window. This armor has 3 runes, and it regains 1d3
Almudron Claw
expended runes daily at dawn. When you fail a Dexterity
Your weapon deals an extra 1d8 acid damage.
saving throw while wearing it, you can use your reaction to
expend 1 of its runes to succeed on that saving throw Almudron Plate
instead. When you hit a creature with a range weapon attack, you
can use a bonus action to pull the creature 10 feet towards
Almudron Tail
you.
Tool Specialist. While wearing this armor your proficiency
bonus is double for any ability check made with a tool you Golden Almudron Orb
are proficient with. While you are attuned to this weapon you can speak its
command word as an action, to cause a pillar of mud to
Golden Muck
erupt from the ground at a point of your choosing within
Your armor is caked in a mud like substance increasing
40 feet of you. The pillar remains for 1 minute and fits in a
your AC by 3. Each time you are hit, some of the mud
10-foot square and is 20 feet tall. Creatures in the pillar's
breaks off reducing the bonus by 1. The mud reforms on
space when it rises up remain on top of them. A creature,
your armor when you finish a long rest.
besides you, takes 1d8 acid damage when it touches the
Almudron Claw pillar for the first time on a turn, or ends its turn on the
Pack Rat. While you are attuned to this armor, your party mud pillar.
can gather double the normal number of resources
available on a hunt.
254
Gobul
Gobul is a uniquely evolved Leviathan reminiscent of angler Gobul isn't particularly aggressive, preferring to hide in the
and puffer fish. Its body is covered in purple scales, and a sediment at the bottom of the river. However, when drawn
bright, bioluminescent lure dangles from its forehead. It from its hiding place by hunger or agitated, it shows a
possesses a gargantuan mouth filled with equally formidable surprising ability to fend off foes, outmaneuvering them in the
teeth. Its back features an array of retractable spines, and its water and sucking them into its mouth. It will even attempt to
tail is tipped with quills containing powerful neurotoxins, fight predators on land, where it is at a disadvantage, before
which can paralyze both predator and prey. The Gobul retreating back to the water. It seems to be enemies with
doesn't produce these toxins, but receives them through its Royal Ludroth, for hunters have seen the two attack each
food. The neurotoxin exists in the ecosystem in small other for territory and/or food.
quantities and gets concentrated to the top of the food chain. Despite the Guild knowing about young Gobuls, they know
Gobul uses this toxin mainly for self-defense, but they will very little about the adults. Gobul found at sea have been
sometimes use it to paralyze its prey during mimicry. found to have developed eggs within their body, and it is
Gobul's massive mouth and throat mean that it can believed that they swim out to sea to breed. However, it is only
swallow prey almost as large as itself completely whole. Its a theory as no fully developed adults have been discovered. It
lure can violently emit blinding flashes of light to disorient is believed that the adults are either hidden mimicking the
prey to make for an easy meal. Bioluminescent sea bottom or have a completely different appearance.
microorganisms are cultured in Gobul's lantern sphere, and
are stimulated by shaking. It could be said that the microbial Gobling
organisms that are emitting the intense light have a symbiotic A young gobul is known as a gobling. They are roughly the
relationship with the Gobul. Another theory suggests that by size of a young arzuros with hard shells to protect them. As
shaking its lantern, Gobul secretes a substance that causes a they grow the hardshell softens allowing the gobul to expand
chemical reaction with the microbes to cause the flash. like its adult counterpart.
It is capable of puffing out its body like a balloon to appear
more imposing.
Gobul has a display of whiskers on its chin, mimicking air
weeds. It leaves these whiskers to flow in the water to
both hide itself and draw prey in. This natural
camouflage ability is enhanced further by
Gobul's ability to change the color of its
skin, like a chameleon allowing it to
blend into the river floor and remain
undetected by prey.
255
Gobul it takes 10 (3d6) acid damage at the start of each of
the gobul's turns. The gobul can swallow 3 creatures
Large leviathan, unaligned
while enlarged, or 2 when not enlarged.
If the gobul takes 19 damage or more on a single
Armor Class 14 (natural armor) turn from a creature inside it, the gobul must succeed
Hit Points 133 (14d10 + 56) on a DC 17 Constitution saving throw at the end of
Speed 30 ft., swim 40 ft. that turn or regurgitate all swallowed creatures, which
fall prone in a space within 10 feet of the gobul. If the
gobul dies, a swallowed creature is no longer restrained
STR DEX CON INT WIS CHA by it and can escape from the corpse by using 10 feet
19 (+4) 15 (+2) 18 (+4) 7 (-2) 12 (+1) 14 (+2) of movement, exiting prone.
Vortex (Recharge 5-6). While underwater, the gobul
Skills Perception +4, Stealth +5 opens its mouth swallowing everything in a 30-foot
Condition Immunities poisoned, paralyzed cone. Each creature in that area must make a DC 15
Senses darkvision 60 ft., passive Perception 14 Strength saving throw. On a fail, the gobul swallows
Languages — that creature without making a bite attack, even if the
Challenge 7 (2,900 XP) creature is not paralyzed or charmed. If the gobul
cannot swallow all the creatures, it swallows the
Lure. While hidden, the gobul can use the lure on its closest ones first and may use a bonus action to bite
head to create a mesmerizing flash of lights. Any one additional creature that failed the saving throw.
creature that can see the lure, must make a DC 13 Blinding Flash The gobuls bioluminescent lure emits
Wisdom saving throw or be charmed for 1 minute by blinding flashes of light in a 30-foot radius. Each
the gobul or until the gobul something harmful to the creature in the area, must make a DC 15 Constitution
creature. While charmed in this way, the creature may saving throw or become blind until the end of their
only use its turn to move towards the lure. next turn.
Natural Camouflage. While the gobul remains
motionless on river bed, lake bottom, or sea floor, it is Legendary Actions
indistinguishable from common water plants. The gobul can take 1 legendary action, choosing from
Amphibious. The gobul can breathe air and water. the options below. The legendary action option can be
used at the end of another creature's turn. The gobul
Actions regains the spent legendary action at the start of its
turn.
Multiattack. The gobul makes two attacks: one with its
bite and one with its tail. It can't make both attacks Blind. The gobul uses Blinding Flash.
against the same target.
Devour. The gobul uses its bite attack; or Swallow on a
Tail. Melee Weapon Attack. +7 to hit, reach 10 ft., one paralyzed or charmed creature.
target. Hit: 15 (2d10 + 4) piercing damage, or 20 Roll (Must be Enlarged). The gobul extends its
(3d10 + 4) piercing damage while enlarged. On hit, the retractable spines on its back. It then can move up to
target must make a DC 15 Constitution saving throw half its movement speed, without provoking an attack
or become poisoned for 1 minute. While poisoned in of opportunity, by rolling over and impaling anything in
this way, the target is paralyzed. The target can repeat its path. Each creature in that area must make a DC 13
the saving throw at the end of each of its turns , ending Dexterity saving throw, taking 11 (2d6 + 4) piercing
the effect on itself on a success. damage and are paralyzed for 1 minute on a failed save.
Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one On a successful save the creature takes half damage
target. Hit: 13 (2d8 + 4) piercing damage, or 17 (3d8 and is not paralyzed. A creature can make a DC 15
+ 4) piercing damage while enlarged. Constitution saving throw at the end of each of its
turns, ending the effect on itself on a success.
Enlarge (Recharges after a Short or Long Rest). For 1
minute, the gobul magically increases in size, along
with anything it is wearing or carrying. While enlarged,
the gobul is Huge, rolls one additional weapon damage Gobul
die on Strength-based weapon attacks (included in the
Challenge Rating 7 Carves/Capture 3
attacks), and makes Strength checks and Strength
saving throws with advantage. If the gobul lacks the Carve Chance Capture Chance Material Slots
room to become Large, it attains the maximum size
possible in the space available. 1-7 1-7 Gobul Hide (A)
Swallow. The gobul makes one bite attack against a 8-12 8-12 Gobul Spike (A,W)
Medium or smaller creature that is paralyzed or 13-15 13-16 Gobul Paralysis Sac (W)
charmed. If the attack hits, the target takes the bite's
damage and the target is swallowed. While swallowed, 16-17 — Gobul Fin (A)
the creature is blinded and restrained, it has total cover
against attacks and other effects outside the gobul, and 18-19 17-19 Gobul Whisker (A,W)
20 20 Gobul Lantern (A,W)
256
ARMOR MATERIAL EFFECTS
Gobul Hide
While you are wearing this armor, you can use your DM Note: Gobul Spike
reaction or bonus action to gain resistance to cold damage While using these loot tables in a Monster Hunting
until the end of your next turn. You can use this property setting (which you most likely are), the gobul spike
twice, regaining all uses when you finish a long rest. material will also work on Leviathans, Amphibians,
Carapaceons and Piscine Wyverns in the Monster
Gobul Spike Hunter Monster Manual that has an innate swim
Whenever you make a saving throw against the paralyzed speed.
condition, you do so with a +2 bonus.
Gobul Fin
You have a swimming speed of 40 feet while you wear this
armor.
Gobul Whisker
Speed Eating. While you are attuned to this armor, you can
Gobling
Medium leviathan, unaligned
use any consumable, such as a potion or food, as a bonus
action; so long as you are the one consuming it.
Armor Class 16 (natural armor)
Gobul Lantern Hit Points 77 (14d8 + 14)
While attuned to this armor, you can use an action to Speed 20 ft., swim 30 ft.
conjure a globe of thick glass in your hand. You can speak
its command word to cause it to emanate the light or
daylight spell. Once used, the daylight effect can't be used STR DEX CON INT WIS CHA
again until the next dawn.
16 (+3) 12 (+1) 12 (+1) 4 (-3) 10 (+0) 10 (+0)
You can speak another command word as an action to
make the illuminated globe rise into the air and float no
more than 5 feet off the ground. The globe hovers in this Skills Perception +2, Stealth +3
way until you or another creature grasps it. If you move Condition Immunities poisoned, paralyzed
more than 60 feet from the hovering globe, it follows you Senses darkvision 60 ft., passive Perception 12
until it is within 60 feet of you. It takes the shortest route Languages —
to do so. If prevented from moving, the globe light winks Challenge 3 (700 XP)
out, it sinks gently to the ground and vanishes.
Blinding Flash (recharge 6). As a bonus action, the
When you place the globe into your hand, you can use an gobling's lure emits blinding flashes of light in a 15-
action to cause it to vanish in a puff of smoke. foot cone in front of it. Each creature in the area is
blinded until the start of the gobling's next turn, unless
WEAPON MATERIAL EFFECTS it uses its reaction to avert its eyes.
Gobul Spike
This weapon has 3 runes. While you carry it, you can use an Lure. While hidden, the gobling can use the lure on its
action and expend 1 rune to cast the dominate beast (save head to create a mesmerizing flash of lights. Each
DC 15) spell from it, on a beast that has an innate creature that can see the lure, must make a DC 10
swimming speed. This weapon regains 1d3 expended Wisdom saving throw or be charmed for 1 minute by
runes daily at dawn. the gobling or until the gobling does something
harmful to the creature. While charmed in this way, the
Gobul Paralysis Sac creature can only use its turn to move towards the lure.
This weapon has 3 runes which are regained every day at
dawn. When you hit a creature with this weapon, you may Natural Camouflage. While the gobling remains
expend a rune to have the target make a DC 13 motionless on river bed, lake bottom, or sea floor, it is
Constitution saving throw. On a fail the creature is indistinguishable from common water plants.
incapacitated and has its movement speed is reduced to 0 Amphibious. The gobling can breathe air and water.
for 1 minute. The creature may repeat its saving throw at
the end of its turn, ending the effect on a success. Actions
Gobul Whisker Multiattack. The gobling makes two attacks: one with
Critical Eye. Your weapon attacks critical hit range is its bite and one with its tail. It can't make both attacks
increased by 1. against the same target.
Gobul Lantern (Bard, Cleric, Druid, Sorcerer, Warlock, & Tail. Melee Weapon Attack. +5 to hit, reach 5 ft., one
Wizard only) target. Hit: 8 (1d10 + 3) piercing damage.
While attuned to this weapon, you can use an action to
cast the hold person spell at 2nd level from it, without Bite. Melee Weapon Attack. +5 to hit, reach 5 ft., one
expending a spell slot. Once used, this property can't be target. Hit: 10 (2d6 + 3) piercing damage, and the
used again until the next dawn. target is grappled (escape DC 12). Until this grapple
ends, the target is restrained, and the gobling can't bite
another target.
Swallow. The gobling makes one bite attack against a
Small or smaller target it is grappling. If the attack hits,
257
Lagiacrus
the target is swallowed, and the grapple ends. The
swallowed target is blinded and restrained, it has total
The Lagiacrus is one of the most famous and feared
cover against attacks and other effects outside the
Leviathan. A large water monster It sits comfortably at the
gobling, and it takes 5 (2d4) acid damage at the start top of the oceanic food chain. It is the top predator of its
of each of the gobling's turns. The gobling can have habitat, and even predators such as Rathalos and Rathian
only one target swallowed at a time. If the gobling dies, prefer to keep out of its way. Of course being the Lagiacrus'
a swallowed creature is no longer restrained by it and only real competition besides each other, the Fire Wyverns
can escape from the corpse using 5 ft. of movement, would be considered a threat to a Lagiacrus, as would a
exiting prone. Lagiacrus to a Fire Wyvern. Lagiacrus's control of Thunder
Element makes it a dangerous adversary in the aquatic
habitat it resides, even for the well defended Gobul. Even
Gobling Plesioth that migrate to tropical islands and flooded forests
Challenge Rating 3 Carves/Capture 3
would be wary of the large and powerful leviathan as its
powerful electrical attacks can easily cripple or even kill the
Carve Chance Capture Chance Material Slots Piscine Wyvern. This would cause Plesioth to avoid
Lagiacrus at all costs. Lagiacrus are known to feed on fish,
1-9 1-7 Gobling Hide (A,W) lobsters, Kelbi, Aptonoth, and Epioth.
9-14 8-12 Gobling Fin (A,W) Lagiacrus are highly aggressive Leviathans that are the
15-19 13-19 Gobling Whisker (A,W)
"Lord of the Sea". To hunt down and capture prey, Lagiacrus
will swim in a circle to form a whirlpool. These whirlpools are
19-20 19-20 Gobling Lantern (O) used to suck up fish and other prey so Lagiacrus can shock
them to death before feeding on their quarry. These
whirlpools are occasionally used to sink boats and ships.
ARMOR MATERIAL EFFECTS Lagiacrus is a large, blue aquatic leviathan , adapted to life
Gobling Hide
You reduce cold damage you take by 3 while you wear this
in tropical waters. When a Lagiacrus is fully sunbathed, it
armor.
turns a dry grayish-blue color and its dermal spikes turn a
pale red. When it returns to the water, Lagiacrus regains a
Gobling Fin striking deep blue color and its spikes return to their original
Whenever you make a saving throw against the paralyzed color of a very light beige.
condition, you do so with a +1 bonus. Its hood-like structure allows it to swim through the water
Gobling Whisker much quicker along with the help of its tail and limbs.
While wearing this armor, you can use a bonus action to Lagiacrus are able to stay submerged underwater for up to
speak its command word to ignite the magic within it, half a day without coming out for air. The large dorsal spikes
causing it to flare brilliantly. Any creature within a 10-foot on its back are used to release its electric attacks alongside a
radius of you must use their reaction to shield their eyes or possible electro sac below each spike. It's able to release this
be blinded until the end of their next turn. Once used, you electricity by contracting its cells at high speeds inside its
can't use this property again until you finish a long rest. muscles. When it does this some of the electricity actually
combines with some of the mucus in its mouth, allowing it to
WEAPON MATERIAL EFFECTS spit out lightning projectiles from its mouth. In other regions,
Gobling Hide the Lagiacrus is able to bend the lightning it creates around
While holding your weapon, you can speak a command it, how it does this is still unknown. It is known to come
word and transform it into a fishing pole with a hook, a ashore to regain its strength after discharging or to rest when
line, and a reel. Speaking the command word again
changes the fishing pole back into the weapon.
it's tired.
Gobling Fin
This weapon has 3 runes. While you carry it, you can use an
action and expend 1 rune to cast the dominate beast (save
DC 11) spell from it, on a beast that has an innate
swimming speed. This weapon regains 1d3 expended
runes daily at dawn.
Gobling Whisker (Ranged weapon only)
While underwater, your weapon's normal attack range is
doubled.
258
Lagiacrus
Huge leviathan, unaligned
259
be intimidated by you for 1 minute. A creature that is
intimidated by you, will do what it takes to appease you or
get rid of you.
Young Lagiacrus
Lagiacrus Tail Large leviathan, unaligned
When a creature hits you with a melee weapon attack
while you wear this armor, you can use your reaction to
use the shove action and push the attacker away from you. Armor Class 16 (natural armor)
Hit Points 180 (24d10 + 48)
Lagiacrus Horn Speed 30 ft., swim 40 ft.
You have resistance to lighting damage while you wear this
armor.
STR DEX CON INT WIS CHA
Lagiacrus Plate
You have resistance to lightning and thunder damage while 16 (+3) 18 (+4) 14 (+2) 8 (-1) 11 (+0) 7 (-1)
you wear this armor.
Saving Throws Wis +3, Cha +2
WEAPON MATERIAL EFFECTS Skills Perception +3
Lagiacrus Scale Damage Immunities lightning
While holding this weapon, you can use an action to cast Senses darkvision 60 ft., passive Perception 13
the spider climb spell from it. Once used, this property Languages —
can't be used again until the next dawn. Challenge 8 (3,900 XP)
Lagiacrus Claw
Your weapon deals an extra 1d6 lightning damage. Hold Breath. The lagiacrus can hold its breath for 12
hours.
Lagiacrus Tail.
Abnormal Status Atk up (M). Whenever you inflict a Legendary Resistance (1/Day). If the lagiacrus fails a
condition on a creature or object that has a duration of 1 saving throw, it can choose to succeed instead.
minute or longer, the maximum duration of the condition Lightning aura. Lightning sparks off of the lagiacrus into
is increased by 12 seconds. the surrounding area. Any creature that ends its turn
Wyvern Claw within 5 feet of the lagiacrus takes 3 (1d6) lightning
Your weapon deals an extra 1d8 lightning damage. damage.
Lagiacrus Horn Actions
This weapon has 4 runes. When you hit a creature with this
weapon, you can expend 1 of its runes to have the target Multiattack. The lagiacrus makes two attacks: one with
make a DC 16 Constitution saving throw or be its bite and one with its claws.
incapacitated and has its movement speed is reduced to 0 Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
for 1 minute. The creature can repeat its saving throw at target. Hit: 10 (2d6 + 3) slashing damage.
the end of its turns, ending the effect on a success. The
weapon regains 1d4 expended runes daily at dawn. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) piercing damage + 2 (1d4)
Shell Shocker lightning damage.
Awaken. When this material is placed in a weapon that
does not deal cold, fire, lightning, necrotic, or thunder Lightning ball (Recharge 5-6). The lagiacrus exhales a
damage, it rolls one extra damage die when it hits. For ball of lightning to a location with 60 feet of it. Each
example a shortsword now rolls 2d6 and a greatsword creature within a 10-foot radius of the location must
deals 3d6. make a DC 13 Dexterity saving throw, taking 27
(5d10) lightning damage on a failed save or half as
Lagiacrus Plate (Light Bowgun only) much on a successful one.
Rapid Fire. Whenever you use the attack action on your
turn using this weapon, you can make a single attack with
it as a bonus action.
Young Lagiacrus
OTHER MATERIAL EFFECTS
Challenge Rating 8
Lg Monster bone
Carves/Capture 3
Very rare armor upgrade material.
Carve Chance Capture Chance Material Slots
1-6 1-7 Y.Lagiacrus Hide (A)
7-11 8-15 Y.Lagiacrus Scale (A,W)
12-15 16 Y.Lagiacrus Claw (W)
— 17-19 Med Monsterbone (O)
16-19 — Lagiacrus Tail (A,W)
20 20 Lagiacrus Horn (A,W)
260
ARMOR MATERIAL EFFECTS
Ludroth
Y.Lagiacrus Hide
Guard. You cannot be pushed or knocked backwards while
you wear this armor. Medium leviathan, unaligned
Y.Lagiacrus Scale
While outside, as an action, you can strike a pose to call Armor Class 12 (natural armor)
down a bolt of lighting from the sky that strikes in the Hit Points 66 (12d8 + 12)
distance behind to help create an intimidating scene. Each Speed 30 ft., swim 30 ft.
creature must make a DC 13 Charisma saving throw or
become intimidated by you for 1 minute. A creature that is
intimidated by you, will do what it takes to appease you or STR DEX CON INT WIS CHA
get rid of you. 16 (+3) 12 (+1) 13(+1) 8 (-1) 10 (+0) 7 (-2)
Y.Lagiacrus Tail
Champion Swimmer. You have a swimming speed of 30 Senses darkvision 60 ft., passive Perception 10
feet while wearing this armor and your swim speed Languages —
increases by an additional 10 feet for every young lagiacrus Challenge 1 (200 XP)
or lagiacrus material you have in your weapon, armor, or
trinket. Amphibious. The ludroth can breathe air and water.
Y.Lagiacrus Horn
You have resistance to lighting damage while you wear this Charge. If the ludroth moves at least 20 ft. straight
armor. toward a target and then hits it with a Headbutt Attack
on the same turn, the target takes an extra 5 (2d4)
bludgeoning damage. If the target is a creature, it must
WEAPON MATERIAL EFFECTS succeed on a DC 13 Strength saving throw or be
Y.Lagiacrus Scale (Spellcaster only) knocked prone.
While attuned to this weapon, you know the lightning lure
cantrip. If you already know it, you gain a +1 bonus to its Actions
spell save DC.
Headbutt. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Y.Lagiacrus Claw one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Your weapon deals an extra 1d6 lightning damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Y.Lagiacrus Tail. target. Hit: 6 (1d6 + 3) slashing damage. The target
Abnormal Status Atk up (S). Whenever you inflict a must make a DC 11 Constitution saving throw or
condition on a creature or object that has a duration of 1 become poisoned with waterblight for 1 minute on a
minute or longer, the maximum duration of the condition failed save, or half as much damage and is not
is increased by 6 seconds. poisoned on a successful save. The target can repeat
Y.Lagiacrus Horn the saving throw at the end of each of its turns, end the
Critical Status (Incapacitate). When you make a weapon poison on a successful save.
attack with this weapon, and roll a 20 for the attack roll,
the target is incapacitated until the end of its next turn.
261
Baby Ludroth
Small leviathan, unaligned
Skills Stealth +2
Senses darkvision 30 ft., passive Perception 10
Languages —
Challenge 1/8 (25 XP)
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) piercing damage.
Baby Ludroth
Royal Ludroth
Large leviathan, unaligned
Challenge Rating 1/8 Carves 1
Carve Chance Material Slots Armor Class 15 (natural armor)
Hit Points 135 (18d10 + 36)
1-10 Immature Sponge (W) Speed 30 ft., swim 40 ft.
11-20 Ludroth Hide (A)
STR DEX CON INT WIS CHA
ARMOR MATERIAL EFFECTS 18 (+4) 14 (+2) 15 (+2) 8 (-1) 13 (+1) 7 (-2)
Ludroth Hide
You have a swimming speed of 20 feet while you wear this
armor. Senses darkvision 60 ft., passive Perception 11
Languages —
Challenge 5 (1,800 XP)
WEAPON MATERIAL EFFECTS
Immature Sponge Amphibious. The royal ludroth can breathe air and
You have advantage on checks to find a fishing spot and to water.
catch any fish while you wear this armor.
Actions
Royal Ludroth Multiattack. The royal ludroth makes two claw attacks.
It has a crown-like crest composed of several finger-like Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
appendages tipped with black spikes as well as a large, target. Hit: 11 (2d6 + 4) slashing damage. The target
spongy yellow mane. The Royal Ludroth has a long, must make a DC 14 Constitution saving throw, or
serpentine body with four squat limbs. Its hind pair of legs become poisoned with waterblight for 1 minute. The
are shaped like paddles for swimming, and its foremost pair target can repeat the saving throw at the end of each of
are more muscular, tipped with developed digits ending in its turns, end the poison on a successful save.
long black claws. Mucus Spit (Recharge 5-6). The royal ludroth spits a
As the alpha male, Royal Ludroth will usually roam around glob of mucus at point within 60 feet of it. Each
with a harem of females in tow. It is an aggressive creature, creature in a 5-foot radius of that point must make a
and will lash out at anything that threatens it or its clan. DC 15 Dexterity saving throw, taking 17 (5d6) cold
damage and be afflicted with waterblight for 1 minute
on a failed save, or half as much damage and isn't
afflicted with waterblight on a successful save. The
target can repeat the saving throw at the end of each of
its turns, ending the poison on a successful save.
262
Royal Ludroth
Challenge Rating 5 Carves/Captures 3 WEAPON MATERIAL EFFECTS
R.Ludroth Claw
Carve Chance Capture Chance Material Slots This weapon deals maximum weapon damage to a creature
that has an innate swimming speed.
1-4 1-2 Spongy Hide (A)
5-9 3-4 R.Ludroth Scale (A) Royal Aqua Sac
You can cast the water breathing spell once per long rest,
10-12 5-7 R.Ludroth Claw (W) while attuned to this weapon.
13-14 8-12 Dash Extract (O) R.Ludroth Tail
When you hit a creature with this weapon, they must make
15-16 13-16 Royal Aqua Sac (A,W) a DC 10 Constitution saving throw or become poisoned
17-19 17-19 R.Ludroth Tail (A,W) with waterblight until the end of their next turn.
20 20 R.Ludroth Crest (A,W) R.Ludroth Crest
Your weapon deals an extra 1d4 cold damage.
263
Mizutsune
Like most other Leviathans, Mizutsune has a long, slender Mizutsune are rather calm in nature until provoked. They
body. However, it is one of the few Leviathans to actually have prefer to be left alone resting near large bodies of water,
fur on its body. This fur covers its chest, underbelly, legs and while covered in their special secretions. They prefer to avoid
tail. Its scales are light colored and resemble those of a fish. confrontations, however, will defend themselves if need be.
Its head has a long snout and is beautifully adorned by many Once a threat has left, Mizutsune won't chase after the threat
fin-like appendages. These fins are pink with yellow but will instead let it go. Though Mizutsune are usually calm,
markings, and they can also be seen on its back and tail. Its they are known to turn aggressive during Breeding Season.
feet are said to be quite different from other Leviathans and Mizutsune become aggressive or even berserk during their
allow Mizutsune to move swiftly on land. Breeding Season. In this season, it is not a good idea to go
Mizutsune's most unique adaptation is its ability to produce fishing since they are known to injure people due to their
bubbles. It is able to produce the bubbles by using special blind rage. Male Mizutsune have large fins and are able to
fluid secretions, produced from its own body along with flash their fins red to show emotion to the female Mizutsune,
water, and rubbing its hairs in the secretions. These stiff yet in order to attract them.
soft purple hairs are found on its chest, tail, legs, and sides.
The hairs are used for sliding on the fluids it produces,
spreading the fluids, and even using the fluids to produce Condition: Slick
more bubbles. Mizutsune can also breath these bubbly fluids
from its mouth. It is known to use the bubbles it produces A creature who is slick is covered in a slippery or
both offensively and defensively in battle. It uses the bubbles slimy liquid. This liquid coats the body making it
difficult to move or avoid attacks without slipping.
to help it move faster and to make it more flexible in battle,
while simultaneously impeding the movement of any foes. In A creature who is slick has disadvantage on
order to stop itself quickly while moving, Mizutsune has Dexterity saving throws.
special hook-like claws that allow it to stop sliding quickly to A creature may only move up to half its speed
face threats and not leave itself open. Despite Mizutsune's while under this effect.
strange appearance, the fins it has actually act as receptors A creature has disadvantage when attempting
for detecting the presence of predators and prey coming to grapple a creature, but advantage when
through vibrations in the secretions. Like a snake, attempting to escape a grapple when using
Mizutsune's teeth are recurved to prevent prey from escaping acrobatics.
easily. Its jaws are even designed like a snake to an extent, A creature can use its action on itself or another
even being able to open its mouth wide and swallow some adjacent creature to wipe off the liquid, removing
large prey. It can also fire pressurized jets of water from its the effect.
mouth, much like Plesioth.
264
Mizutsune
Mizutsune Challenge Rating 11 Carves/Capture 3
Huge leviathan, unaligned Carve Capture
Chance Chance Material Slots
Armor Class 17 (natural armor) 1-6 1 Mizutsune Scale (A)
Hit Points 184 (16d12 + 80)
Speed 50 ft., swim 40 ft. 7-9 2-4 Mizutsune Claw (W)
10-11 5-6 Bubble Fluid (A,W)
STR DEX CON INT WIS CHA 12-13 7-11 Mizutsune Pelt (A)
17 (+3) 23 (+6) 21 (+5) 12 (+1) 15 (+2) 10 (+0) 14-16 12-15 Mizutsune Tail (W)
17-18 16-17 Mizutsune Fin (W)
Saving Throws Dex +10, Wis +6
Skills Acrobatics +10, Perception +6 — 18 Mizutsune Purplefur (A)
Condition Immunities slick
Senses darkvision 60 ft. passive Perception 16 19 19 Mizutsune Plate (A,W)
Languages — 20 20 Mizutsune Water Gem (A,W)
Challenge 11 (7,200 XP)
Oiled Body. The mizutsune has advantage on Dexterity ARMOR MATERIAL EFFECTS
(acrobatic) checks. Mizutsune Scale
Gourmand. While attuned to this armor, you double the
Actions amount of days you can go without food or water before
suffering a level of exhaustion.
Multiattack. The mizutsune makes three attacks: one
with its bite and two with its tail. It can make both Bubble Fluid
attacks against the same target. While you are attuned to this armor, you can cast the
Otiluke's Resilient Sphere spell once per day.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 25 (3d12 + 6) bludgeoning damage. On hit, Mizutsune Pelt
the creature is Slick. While wearing this armor, you ignore difficult terrain from
spells like grease or other environmental effects that cause
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one the ground to become slippery. Additionally, you have
target. Hit: 19 (3d8 + 6) piercing damage. If the target advantage on saving throws against the slick condition.
is a Large or smaller creature, it is grappled (escape DC
14). Until this grapple ends, the mizutsune can't use its Mizutsune Purplefur
bite on another target. You have resistance to cold damage while you wear this
armor.
Bubble Prison. Range Weapon Attack: +10 to hit, range
80/320 ft., one Large or smaller creature. Hit: The Mizutsune Plate
creature is Slick and enclosed in a bubble of While attuned to this armor, your steps make no sound,
shimmering force for 1 minute or until the bubble is regardless of the surface you are moving across. You also
destroyed. Nothing, not physical Objects, energy, or have advantage on Dexterity (Stealth) checks that rely on
other spell effects, can pass through the bubble, in or moving silently.
out, though a creature in the Sphere can breathe there. Mizutsune Water Gem
A creature inside of the bubble has disadvantage on Bubbly+. While attuned to this armor, you have advantage
attacks due to its slippery nature. The bubble has AC on Dexterity saving throws. Also the durations from
15, 30 hit points, resistance to bludgeoning damage, slowing effects, such as the slow spell or a copper
immunity to poison and psychic damage, but dragon's breath attack, are reduced by half.
vulnerable to piercing damage. At the end of the
mizutsune's turn all bubbles rise 10 feet higher into
WEAPON MATERIAL EFFECTS
the air.
Mizutsune Claw
Hydropump (Recharge 5-6). The mizutsune releases a While holding this weapon, you gain a +1 bonus to spell
high pressure stream of water in a 60-foot line that is 5 attack rolls and you ignore half cover when making a spell
feet wide. Each creature in that line must make a DC attack.
18 Dexterity saving throw, taking 55 (10d10) cold
damage on a failed save, or half as much damage on a Bubble Fluid
successful one. When you hit a creature with this weapon, the creature
must succeed a DC 13 Dexterity saving throw or become
Reactions slick. A creature can use its action on itself or another
adjacent creature to wipe off the liquid, removing the
Tail Sweep. When a creature is slick and starts its turn effect.
within 10 feet of the mizutsune. The mizutsune can
use its reaction to sweep its tail, hitting the creature's Mizutsune Tail
legs. The creature must then succeed on a DC 18 This weapon has 5 runes. While holding it, you can use an
Dexterity saving throw or be knocked prone. action and expend 1 rune to speak its command word. For
the next minute, you know the direction of the nearest
265
creature hostile to you within 60 feet, but not its distance
from you. The weapon can sense the presence of hostile attacks due to its slippery nature. The bubble has AC
creatures that are ethereal, Invisible, disguised, or hidden, 10, 15 hit points, resistance to bludgeoning damage,
as well as those in plain sight. The effect ends if you stop immunity to poison and psychic damage, but
holding the weapon. This weapon regains 1d4 + 1 vulnerable to piercing damage. At the end of the
expended runes daily at dawn. mizutsune's turn all bubbles rise 10 feet higher into
the air.
Mizutsune Fin (Hunting Horn only)
Your maximum cord length is increased by 1 when holding Bubbles (Recharge 6). The mizutsune uses its bubble
this weapon. prison up to three times.
Mizutsune Plate Reactions
Crisis. While suffering from an abnormal status effect, such
as poisoned, burning, slowed, blinded, etc, all attacks and Tail Sweep. When a creature is slick and starts its turn
spells deal an extra 1d10 spell or weapon damage. within 5 feet of the mizutsune. The mizutsune can use
its reaction to sweep its tail, hitting the creature's legs.
Mizutsune Water Gem (spellcaster only) The creature must then succeed on a DC 18 Dexterity
While attuned to this weapon, you know the watery sphere saving throw or be knocked prone.
spell. If you prepare spells, you always have it prepared, and
it doesn't count against the number of spells you can
prepare each day. If this spell is not on your class list, the
spell is nonetheless a class spell for you. Young Mizutsune
Challenge Rating 5 Carves/Capture 3
Carve Chance Capture Chance Material Slots
266
Y.Mizutsune Tail
Minor Crisis. While suffering from an abnormal status
effect, such as poisoned, burning, slowed, blinded, etc, all
attacks and spells deal an extra 1d6 spell or weapon Nibelsnarf
damage. Huge leviathan, unaligned
Y.Mizutsune Fin (spellcaster only)
While attuned to this weapon you can cast the watery Armor Class 17 (natural armor)
sphere spell once per day, but you must expend a number Hit Points 152 (16d12 + 48)
a spell slots that total 4 or more spell slot levels, such as Speed 30 ft., burrow 30 ft.
two 2nd-level spell slots.
STR DEX CON INT WIS CHA
Nibelsnarf 18 (+4) 15 (+2) 17 (+3) 13 (+1) 12 (+1) 14 (+2)
Leviathans that have adapted to live in sandy areas. They
burrow through sand and locate prey aurally, then suck both Saving Throws Dex +5, Con +6, Wis +4
the target and any surrounding sand into their maws. It has Senses tremorsense 60 ft., passive Perception 11
the remarkable ability to swim in sand, shared only with a few Languages —
monsters, and its streamlined body helps it move through it Challenge 8 (3,900 XP)
at great speeds. They are capable of burrowing into the sand
and of disguising themselves as sand dunes to ambush prey. Desert Camouflage. The nibelsnarf has advantage on
It has a huge mouth for eating its prey such as Rhenoplos Dexterity (Stealth) checks made to hide in desert
in one bite, like the Gobul. It locates its prey with hearing. It terrain while burrowed.
shares this trait with the Agnaktor, which is also a land
dwelling Leviathan. It is possible that the two developed this Actions
ability because they spend most of their time underground. It Multiattack. The nibelsnarf makes three bite attacks.
spits sand at predators that try to attack it. Its eyes are on top
of its head, so it can see its prey easier when lurking in the Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
sand; however, their placement also makes it difficult for it to target. Hit: 17 (3d8 + 4) piercing damage.
see anything directly in front of it. They also have Wind Tunnel (Recharge 5-6). The nibelsnarf exhales
salamander-like "gills" which it uses to filter out sand and sand and debris swallowed in a 30-foot cone. Each
absorb minerals in the sand. It uses this clearing of the sand creature in the area must make a DC 15 Dexterity
as an attack, as the sand shoots from the gills at a high saving throw, taking 31 (9d6) bludgeoning damage on
enough speed to hurt individuals caught in the blast. a failed save, or half as much damage on a successful
Nibelsnarf seem to have very strong stomachs, capable of save.
withstanding a bomb exploding in it. Inside the massive Reactions
mouth of this predator is an enlarged uvula that stores
nutrients. This organ is essential to the leviathan's survival Sand Cloud. When a creature makes an attack against
within the arid Sandy Plains. the nibelsnarf, it can use its reaction to expel a large
sand cloud from the gills on the back of its head. Any
creature within 5 feet of the nibelsnarf and flanking it
must make a DC 15 Strength saving throw or be
knocked prone. If a creature fails the save by more than
5 they are also pushed 10 feet away from the
nibelsnarf.
Nibelsnarf
Challenge Rating 8 Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-8 1-10 Nibelsnarf Hide (A)
9-13 — Nibel Carapace (A)
14-16 11-14 Nibelsnarf Claw (W)
17-19 15-19 Brilliant Fluid (A,W)
20 20 Nibelsnarf Scalp (A,W)
267
Nibel Carapace
Speed Eating. While you are attuned to this armor, you can
use any consumable, such as a potion or food, as a bonus Reactions
action; so long as you are the one consuming it. Sand Cloud. When a creature makes an attack against
the nibelsnarf, it can use its reaction to expel a large
Brilliant Fluid
sand cloud from the gills on the back of its head,
While you wear this armor, you can use a bonus action to
heavily obscuring the area in a 5-foot radius sphere
exhale sand and debris in a 15-foot cone. Each creature in
around it until the start of its next turn.
that area must make a DC 13 Dexterity saving throw,
taking 3d6 bludgeoning damage on a failed save, or half as
much damage on a successful one.
Once used, this property cannot be used again until you Young Nibelsnarf
finish a long rest.
Challenge Rating 4 Carves/Capture 3
Nibelsnarf Scalp
While you wear this armor, you have advantage on Carve Chance Capture Chance Material Slots
Dexterity (Stealth) checks made to hide in desert terrain. 1-8 1-10 Y.Nibelsnarf Hide (A)
268
Somnacanth incapacitated until the end of its next turn. If a creature
fails the save by 5 or more, it instead falls unconscious
Huge leviathan, unaligned
for 1 minute, until the sleeper takes damage, or until
someone uses an action to shake or slap the sleeper
Armor Class 16 (natural armor) awake.
Hit Points 114 (12d12 + 36)
Speed 15 ft., swim 60 ft. Legendary Actions
The somnacanth can take 3 legendary actions, choosing
from the options below. Only one legendary action
STR DEX CON INT WIS CHA
option can be used at a time and only at the end of
20 (+5) 16 (+3) 17 (+3) 7 (-2) 10 (+0) 20 (+5) another creature's turn. The somnacanth regains spent
legendary actions at the start of its turn.
Saving Throws Dex +7, Con +7 Move. The somnacanth moves up to its speed without
Damage Immunities cold, necrotic provoking opportunity attacks. If its sleep breath is
Condition Immunities unconscious (can still be captured) recharged, it can place a cloud of knockout gas in each
Senses darkvision 60 ft., passive Perception 10 space it moves through and its sleep breath cannot be
Languages — used until it recharges once more.
Challenge 10 (5,900 XP) The knockout gas remains in the spaces for 1 round
before dispersing. A creature that starts its turn or enters
Hold Breath. The somnacanth can hold its breath for 12 the space filled with knockout gas must succeed on a DC
hours. 15 Constitution saving throw or fall unconscious for 1
minute, until the sleeper takes damage, or until someone
Rude Awakening. When a creature is unconscious, the uses an action to shake or slap the sleeper awake.
somnacanth can use its deadly leap centered on that
creature as a bonus action. Break Shell. The somnacanth breaks a shell it is carrying
on its belly. Consult the table below to determine what
Shallow Swimmer. The somnacanth can swim in water happens.
that is 3 feet deep or deeper.
Find Shell (Costs 2 Actions). The somnacanth finds a
Standing Leap. The somnacanth's long jump is up to 40 random shell. Roll a d3 and consult the table below.
feet and its high jump is up to 20 feet, without a running
start. In addition, the somnacanth does not incur attacks d3 Shell Effect Caused by Shell Breaking
of opportunity while moving with a jump.
Each creature in a 15-foot radius around the
Actions 1
Blast
somnacanth must succeed on a DC 16
Dexterity saving throw, taking 16 (3d10) fire
Multiattack. The somnacanth makes two attacks with its Shell
damage on a failed save, or half as much
claws or five attacks with its frill quill. damage on a successful one.
Headbutt. Melee Weapon Attack: +9 to hit, reach 10 ft., Each creature in a 60-foot cone in front of
two targets. Hit: 18 (3d8 + 5) bludgeoning damage. the somnacanth must succeed on a DC 16
Flash Constitution saving throw or be blinded for
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one 2
Shell 1 minute. A creature can repeat its saving
target. Hit: 12 (2d6 + 5) slashing damage. throw at the end of its turn, ending the
Frill Quill. Range Weapon Attack: +7 to hit, reach 30/120 blindness on a success.
ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Healing The somnacanth and each creature within 5
3
Deadly Leap. If the somnacanth jumps at least 10 feet as Shell feet of it regains 21 (6d6) hit points.
part of its movement, it can then use this action to land
on its feet in a space that contains one or more other
creatures. Each of those creatures must succeed on a DC Siren Song (Costs 3 Actions). When its sleep breath is
17 Strength or Dexterity saving throw (target's choice) recharged, the somnacanth can use this legendary action
or be knocked prone and take 22 (5d6 + 5) bludgeoning to extend its body high into the air. It then begins
damage. On a successful save, the creature takes only singing a soothing song. On initiative 20 or after three
half the damage, isn't knocked prone, and is pushed 5 turns (Whichever takes longer), the somnacanth releases
feet out of the somnacanth's space into an unoccupied knockout gas that spreads out in a 60-foot radius around
space of the creature's choice. If no unoccupied space is it. Each creature in that area must succeed on a DC 15
within range, the creature instead falls prone in the Constitution saving throw or fall unconscious for 1
somnacanth's space. minute, until the sleeper takes damage, or until someone
Sleep Breath (Recharge 5-6). The somnacanth exhales a uses an action to shake or slap the sleeper awake. When
knockout gas in a 90-foot cone. Each creature in that this legendary action is used, the somnacanth can't use
area must make a DC 15 Constitution saving throw, be its sleep breath until it recharges again.
269
Somnacanth
The somnacanth is a leviathan with a very unique physiology.
Covering its body are large yellowish scales, transitioning to
white on the underside. Its front feet have three digits, each
one ending in a long, curved black claw. Its back feet have
four digits that end in shorter claws. It has a short face with a
disturbingly humanoid appearance. Above its eyes are a pair
of large purple horns, with a pair of smaller knob-like
protrusions in front of them. Adorning the side of its head are
three pairs of small purple fins, with a massive crest-like fin
on the top. These purple fins also appear along the top of its
tail and form a crescent shape at the tip. It has a hard pad on
its belly with a taiko drum-like pattern that it uses to crack
open shells.
The somnacanth is capable of producing a sleep-inducing
powder in its throat and spraying it through the mouth.
Similar to other monsters that can put creatures to sleep, it
will use this opportunity to strike at its prey or adversary. It
can breathe this powder out as a long ranged, sweeping cone
or as a large cloud that covers the whole area. It is capable of
jumping high into the air and slamming down on its target.
Somnacanth Gem
Somnacanth While you are attuned to this armor you can speak its
Challenge Rating 10 Carves/Capture 3 command word as an action to cause water to pour onto
the ground from it filling the space in a 15-foot radius
Carve Chance Capture Chance Material Slots around you for 1 minute. The area moves with you and is
1-7 1-3 Somnacanth Scale (A) difficult terrain for any creature, other than you, that
doesn't have an innate swim speed. Speaking the
8-12 4-9 Somnacanth Shell (A,W) command word again causes the water to stop flowing
— 10-11 Lg Monster Bone (O) from you. You can use this property a number of times
equal to half of your proficiency bonus (rounded down),
13-14 — Somnacanth Fin (A,W) regaining expended uses when you finish a long rest.
15-17 12-15 Somnacanth Dust (A,W)
WEAPON MATERIAL EFFECTS
18-19 16-19 Somnacanth Talon (A,W) Somnacanth Shell (Bow only)
20 20 Somnacanth Gem (A,W) You can use the sleep coating with a rare bow, but your
coating save DC for it is reduced by 2.
Somnacanth Fin
ARMOR MATERIAL EFFECTS Capture Expert. While attuned to this weapon tranq bombs
Somnacanth Scale and tranq ammo roll an extra 3d8 when they hit a creature.
When you are outdoors, harmless creatures such as
squirrels and birds flock to you when you sing songs for a Somnacanth Dust (Sorcerer & Wizard only)
minute or longer. If you sing for over 2 minutes, the Mini-Bombardier. This weapon has 5 runes. While holding
creatures fall asleep and remain asleep until you stop it, you can use an action to expend 1 or more of its runes
singing. to cast one of the following Spells from it, using your spell
save DC: burning hands (1 rune) scorching ray (2 runes),
Somnacanth Shell aganazzar's scorcher (2 runes), or flaming sphere (2
While wearing this armor you ignore difficult terrain runes). This weapon regains 1d4 + 1 expended runes daily
created by muddy terrain, swamps, or other water sources at dawn. If you expend the last rune it cannot regain any
that are waist deep. runes for one week.
Somnacanth Fin Somnacanth Talon
Item Prolonger+. Whenever you use a consumable item Your cold spell deals an extra 1d6 cold damage.
that has a duration, its duration is increased by an
additional 12 seconds. Somnacanth Gem
Status Crit (Incapacitate). Whenever you critically hit with
Somnacanth Dust this weapon, the target creature must make a DC 14
Divine Blessing+. When you take damage you are not Constitution saving throw. On a failed save the target is
immune or resistant to, roll a d6 and reduce the damage incapacitated until the end of its next turn.
you take by the number rolled. You can use this feature a
number of times equal to your Wisdom modifier. You OTHER MATERIAL EFFECTS
regain all expended uses when you finish a long rest. Lg Monster Bone
Somnacanth Talon Very rare armor upgrade material.
You have resistance to cold damage while you wear this
armor. 270
Uroktor Uroktor
Challenge Rating 1/2 Carves 1
Leviathans that inhabit volcanoes. Noted for swarming
around larger monsters' kills in order to feed. Uroktor rarely Carve Chance Material Slots
hunt for themselves, but are known for being highly 1-2 Dragonfell Berry (O)
aggressive. Just like their adult form, the Agnaktor, they have
the remarkable ability to tunnel through solid volcanic rock. 3-14 Uroktor Scale (A,W)
Uroktor are distinguished by their reddish-purple skin, which 15-20 Jumbo Bone (O)
protects them from both the sweltering heat and volcanic
predators. Uroktor will defend themselves from other
monsters and adventurers alike, but will flee if they feel ARMOR MATERIAL EFFECTS
overwhelmed. Uroktor Scale
Wisps of harmless, odorless smoke rise from this armor
while it is worn.
Agnaktor
Also known as Fire-Pike Wyverns, Agnaktor has developed
the remarkable ability to swim through lava, meaning it can
both sneak up on prey and escape from a more powerful
enemy. It has a very strong beak, which it uses to burrow
straight through hard volcanic rock at incredible speeds.
Uroktor While swimming it swallows some of the lava and stores it in
its body so that it can produce its powerful lava beam.
Medium leviathan, unaligned Produced between Agnaktor's scales is a non-flammable
substance that never burns. This substance allows Agnaktor
Armor Class 13 (natural armor) to coat its hide with lava and swim in lava. The molten rock
Hit Points 33 (6d8 + 6) on its body will eventually harden into a thick armor of rock,
Speed 30 ft., burrow 30 ft. but when the Agnaktor touches lava, its coating becomes soft
again.
STR DEX CON INT WIS CHA Agnaktor sits at the top of the food chain in the Volcanic
regions they reside in. Herbivores and weaker monsters such
14 (+2) 10 (+0) 12(+1) 3 (-4) 8 (-1) 7 (-2) as ioprey, iodrome and volvidon make up most of their diet.
They will also feed on carcasses if given the opportunity.
Senses tremorsense 60 ft., passive Perception 9 However, they still have to compete with other predators such
Languages — as rathalos, tetsucabra, glavenus and the nomadic deviljho.
Challenge 1/2 (100 XP) Despite Agnaktor being powerful predators, they are
known to leave their habitat when a powerful monster
Actions appears or during a volcanic eruption. During the Breeding
Season, both males and females will swim to the summit of
Multiattack. The uroktor makes two attacks, either with
its bite, or fire spit.
an active volcano to mate, this is also where most Agnaktor
learn to dig through the ceiling technique. The female will
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one then make a nest somewhere near the top and then give live
target. Hit: 5 (1d6 + 2) piercing damage. birth to 2-30 individuals at a time.
Fire Spit. Melee Weapon Attack: +4 to hit, range
60/120 ft., one target. Hit: 5 (2d4) fire damage.
271
ARMOR MATERIAL EFFECTS
Agnaktor
Agnaktor Shell
While you are wearing this armor, you can use your
Huge leviathan, unaligned reaction or bonus action to gain resistance to fire damage
until the end of your next turn. Once you use this property,
you cannot use it again until you finish a long rest.
Armor Class 16 (natural armor)
Hit Points 152 (16d12 + 48) Agnaktor Hide
Speed 30 ft., burrow 40 ft., swim 40 ft. You suffer no harm from temperatures as warm as 120
degrees Fahrenheit while you wear this armor.
STR DEX CON INT WIS CHA Agnaktor Scale
You have a +2 bonus to Athletics checks while you wear
17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0) 7 (-2) this armor.
Agnaktor Beak
Damage immunities fire This armor has 3 runes, it regains all expended runes daily
Senses passive Perception 10 at dawn. While wearing this armor, you can use an action
Languages — to expend 1 or more of its runes to reduce your
Challenge 6 (2,300 XP) movement speed by 10 feet, but increase your AC bonus
by 1 for each rune expended. This effect lasts for 1 minute,
Volcanic Swimmer. The agnaktor can swim in lava as if it expending an additional rune does not extend its duration.
was water.
Lava Armor. The agnaktor’s body is covered in a lava- WEAPON MATERIAL EFFECTS
like armor which hardens when cooled and softens Agnaktor Shell
when heated. At the start of its turn, if agnaktor is While holding this weapon, you can use an action to cast
above ground, it gains +1 AC and its movement speed the light cantrip from it. Once used, this property can't be
is reduced by 5 feet. to a maximum of +4 AC and -20 used again until the next dawn.
feet of movement. If the agnaktor takes fire damage, Agnaktor Claw
the bonus AC from this skill is reduced by 1 and When you cast a spell that deals fire damage, you gain a +1
movement is increased by 5 feet. The agnaktor can bonus to its spell attack roll.
reset this effect by staying submerged in lava or
underground for one round. Firestone
When you roll a 20 on your attack roll with this weapon,
Actions the target creature catches fire. Until someone takes an
Multiattack. The agnaktor makes two bite attacks. action to douse the flames, the creature takes 1d4 fire
damage at the start of each of its turns.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one Agnaktor Tail
target. Hit: 13 (3d6 + 3) piercing damage. Your fire spells deal extra 1d4 fire damage.
Magma Beam (Recharge 5-6). The agnaktor exhales Agnaktor Fin (Greatsword & Lance only)
magma in a 60-foot line that is 5 feet wide. Each You gain an extra +1 bonus to your AC until the end of
creature in that line must make a DC 14 Dexterity your next turn, whenever you use a reaction that would
saving throw, taking 31 (9d6) fire damage on a failed increase your AC.
save, or half as much damage on a successful one.
Agnaktor Beak
Precision. While attuned to this weapon, you gain +1
bonus to ranged attack rolls with this weapon if the target
Agnaktor did not move on their last turn.
Challenge Rating 6 Carves/Capture 3
OTHER MATERIAL EFFECTS
Carve Chance Capture Chance Material Slots Monsterbone+
Rare armor upgrade material.
1-5 — Agnaktor Shell (A,W)
6-8 1-6 Agnaktor Hide (A)
9 7-9 Agnaktor Claw (W)
10-11 10-13 Agnaktor Scale (A)
12 14-15 Firestone (W)
13-14 — Agnaktor Tail (W)
15-17 16-19 Agnaktor Fin (W)
18 — Monsterbone+ (O)
19-20 20 Agnaktor Beak (A,W)
272
Neopterons
Neopterons are insectoid monsters known for their rigid carapaces. These monsters can range in size from tiny to enormous, and
some species can fly, while others cannot. Neopterons are situated in large groups rather than individually. Most carry poisonous
stingers that can paralyze prey, and their bodies are made up of acidic substances. Their weak outer-shell structures means that
they are easily damaged, making it difficult to obtain adequate materials from their remains. Their materials are often used to
make very sharp weapons.
Ahtal-Ka
"In some places, there have been legends about this
Walking Treasure that wanders from place to
place. This treasure is said to raid fortresses,
leaving behind mass destruction, and defeat
whole armies in a matter of minutes. It is even capable of
taking over a whole fortress if it wants to. Though
dangerous, inside this giant monster is a treasure that very
few are lucky enough to see." Ahtal-Ka is a legendary Mantis-
like Neopteron that has been running wild for a few decades
now.
Ahtal-Ka is a legendary Mantis-like Neopteron
that has been running wild for a few decades now.
Ahtal-Ka are predators, though it is unknown what
their common prey is. However, female Ahtal-Ka are well-
known for feeding on males, showing that this species is
cannibalistic in nature.
It somewhat resembles a devil's flower mantis in
appearance and the color scheme is similar to that
of a classical Egyptian Pharaoh. The majority of
the body is golden. Its has a large headpiece that has
alternating gold and blue lines like those on a
Pharaoh's crown. It has a pair of purple eyes, each
with a minuscule black pupil (much like a mantis).
It has six limbs, each of which are yellow with a
set of purple triangles beneath them. There are
four "legs" and two "claws"; at the end of the "legs"
are small claws/talons while the "claws" have elaborate
wing like extensions at the base and have a pair of large
hooks at the ends. Though these claws are weapons,
they are mostly used as tools in manipulating the
goldensilk that Ahtal-Ka produces. This
beautiful silk is sticky and
strong, allowing for Ahtal-Ka Its "walking fortress'", the Ahtal-Neset, is a towering war
to pull and hold objects machine crudely assembled from scrap metal, debris
together with little ease. from ruins, and the Ahtal-Ka's own silk.
This silk is also strong enough It is quadrupedal in
to hold a whole fortress structure, with a "head"
together. Ahtal-Ka mostly vaguely reminiscent of
uses the golden silk to a wyvern's and a tail
weave together debris it tipped with metal
has stolen from spikes. The Ahtal-Ka's
fortresses. It uses silk is visible through
this debris to construct gaps in the joints and
something truly armor plating, and
monstrous, a "giant allows the Ahtal-Ka
walking puppet" to control the
for itself called movement of its crea-
Ahtal-Neset. -tion like a marionette.
When controlling the
Ahtal-Neset, the
Ahtal-Ka itself is
covered in a silken
cocoon hidden in
the "chest" of the
machine.
273
Ahtal-Ka Throw (Recharge 5-6). The ahtal-ka uses its claws to pull
its webbing attached to the rusted beam sending it
Huge beast (neopterons), chaotic evil crashing down in a 10-foot cube within 60 feet of it.
Each creature within the 10-foot cube must make a DC
26 Dexterity saving throw. On a failed save the
Armor Class 22 (natural armor)
creature is knocked prone and takes 40 (9d8)
Hit Points 310/310 (20d12 + 180)
bludgeoning damage. On a successful save, the target
Speed 40 ft.
takes half as much damage and is not knocked prone.
Spiderweb burst. Melee Weapon Attack: +16 to hit,
STR DEX CON INT WIS CHA reach 80/320 ft., one target. Hit: The target is
29 (+9) 14 (+2) 28 (+9) 16 (+3) 17 (+3) 21 (+5) Restrained by golden webbing. As an action, the
Restrained target can make a DC 19 Strength check,
bursting the webbing on a success. The webbing can
Saving Throws Dex +9, Con +16, Wis +10, Cha +12 also be attacked and destroyed (AC 20; hp 40;
Skills Perception + 17, Acrobatics +9 vulnerability to fire damage; immunity to bludgeoning,
Damage Resistances fire, necrotic; bludgeoning, poison, and psychic damage).
piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, stunned Scatter Webs (Recharge 6). The ahtal-ka releases ten
Senses darkvision 120 ft., passive Perception 27 120-foot long 5-foot wide strands of golden webbing
Languages — from its abdomen. Each strand goes in a different
Challenge 23 (50,000 XP) direction and if it impacts a hard surface, such as a
wall, it immediately stops creating a line of webbing.
Legendary Resistance (3/Day). If the ahtal-ka fails a Any creature that starts its turn within the line or
saving throw, it can choose to succeed instead. moves into it for the first time, must make a DC 26
Dexterity saving throw or they are restrained by the
Golden Silk. When a creature makes a melee weapon webbing. As an action, the Restrained target can make
attack against the ahtal-ka's webbing and misses, the a DC 19 Strength check, bursting the webbing on a
weapon becomes stuck to it, requiring an action and a success. The webbing can also be attacked and
successful DC 19 Strength check to pull free. destroyed (AC 20; hp 40; vulnerability to fire damage;
immunity to bludgeoning, poison, and psychic
Magic Resistance. The ahtal-ka has advantage on saving
damage).
throws against spells and other magical effects.
Paragon Creature. The ahtal-ka counts as a number of Paragon Trait
creatures equal to it's paragon multiplier (3 counting Paragon Fortitude. The ahtal-ka has multiple pools of hit
the ahtal-nest) for the purposes of determining combat points, each which is tracked separately. Damage and
encounters. The XP value for a ahtal-ka is multiplied by healing only applies to the current hit point pool. When
it's paragon multiplier. a pool is depleted of all hit points, it becomes inactive.
Reel in. The ahtal-ka has a 10-foot beam on its back. When this happens, the ahtal-ka immediately saves
When it throws the rusted beam can pull it back to against all ongoing conditions and effects. If all hit
itself as a bonus action. Any creature in the path of the point pools are inactive, the ahtal-ka dies. When it
beam as it is pulled in must make a DC 26 Dexterity takes a long rest, the ahtal-ka heals all hit points in the
saving throw, taking 40 (9d8) bludgeoning damage on current pool and fully heals one depleted hit point
a failed save, or half as much on a successful one. pool.
274
Dragonator Barrier. Four dragonators constantly spin
5 feet above the ahtal-ka with the point of the lance ARMOR MATERIAL EFFECTS
cutting into the ground. When a creature starts its Iridescent Carapace
turn within 10 feet of the ahtal-ka or enters a space Secret Arts. Whenever you make a skill check with a skill
within 10 feet of the ahtal-ka for the first time on a you are proficient in, you gain a +3 bonus to the roll.
turn they take 14 (2d6) slashing damage.
Freedom of Movement. The ahtal-ka ignores difficult Ahtal-Ka Gold Cocoon
terrain, and magical effects can't reduce its speed or Talisman boost. While wearing this armor, you double the
cause it to be restrained. It can spend 5 feet of effect of the material in your trinket.
movement to escape from nonmagical restraints or Ahtal-Ka Purple Cocoon
being grappled. You have advantage on Wisdom (Insight) checks while you
Its gains the following action: wear this armor.
Ahtal-Ka Pheromone
Dragonator Swarm. The ahtal-ka pulls out six You have resistance to necrotic damage while you wear
dragonators from the ground attached to it by this armor.
golden threads. When it uses this action, and as a
bonus action on subsequent turns, the ahtal-ka can Ahtal-Ka Fine Silk
hurl up to two dragonators to a location within 120 If you aren't wearing light, medium, or heavy armor; your
feet of it. Each creature within 5 feet of the location base Armor Class is 14 + your Dexterity modifier.
must make a DC 26 Dexterity saving throw. The Ahtal-Ka Alluring Gem
dragonator deals 22 (4d10) piercing damage on a You have immunity to fire damage while you wear this
failed save, or half as much damage on a successful armor.
save.
The following action change: WEAPON MATERIAL EFFECTS
Iridescent Carapace
Rusted Beam attack is renamed to Rusted Wheel. Partbreaker+3. You deal an extra 1d10 damage when you
Multiattack. The ahtal-ka makes 5 attacks; two critically hit with this weapon.
spiderweb burst attacks, one claw swipe attack, and
two rusted wheel attacks. Ahtal-Ka Gold Cocoon
Throw (Recharge 5-6). The ahtal-ka throws the 20- Whenever you hit a creature with a range weapon attack,
foot tall, 5-foot wide rusted wheel on its back. The you can use a bonus action to pull the creature 10 feet
rusted wheel travels along the ground for 120 feet in towards you.
any direction. The ahtal-ka travels with the wheel Ahtal-Ka Purple Cocoon
without provoking attacks of opportunity, pulling it While holding this weapon, you gain a +3 bonus to spell
onto its back when the wheel stops. If the rusted attack rolls. In addition, you ignore half cover when making
wheel enters a creature's space during its travel, that a spell attack.
creature must make a DC 26 Dexterity saving throw.
On a failed save the creature is knocked prone and Ahtal-Ka Foreblade
takes 81 (18d8) bludgeoning damage. On a Your weapon deals an extra 1d8 slashing damage.
successful save the creature takes half as much Ahtal-Ka Fine Silk
damage and is not knocked prone. This weapon has 3 runes that are regained daily at dawn.
Once per turn when you hit a creature with this weapon
you can expend a rune to have the target make a DC 19
Ahtal-Ka Wisdom saving throw or become frightened of you for 1
minute. A creature may repeat its saving throw at the end
Challenge Rating 23 Carves 4
of its turn, ending the effect on a successful save.
Carve Chance Material Slots Ahtal-Ka Alluring Gem
1-2 Iridescent Carapace (A,W) Latent Power +2. When you are reduced to a half of your
maximum hit points for the first time in combat or at the
3-6 Ahtal-Ka Gold Cocoon (A,W) start of your turn on the 10th round of combat, whichever
comes first, you gain the effects of the haste spell for 1
7-8 Queen Substance (O)
minute. Once used, you must finish a short or long rest
9-11 Ahtal-Ka Purple Cocoon (A,W) before you can use this property again.
12-13 Ahtal-Ka Pheromone (A)
OTHER MATERIAL EFFECTS
14-15 Royal Pyroxene (O) Queen Substance
A potent pheromone sometimes released by the Ahtal-Ka.
16-17 Ahtal-Ka Foreblade (W) It is highly valued by nobles (sell value 2000gp).
18-19 Ahtal-Ka Fine Silk (A,W)
Royal Pyroxene
20 Ahtal-Ka Alluring Gem (A,W) An upgrade material that can be used to upgrade your
weapons or armor to legendary.
275
Ahtal-Neset Golden Regeneration. The ahtal-neset regenerates 90 hit
points a round as it reconnects its scrap metal and debris
Gargantuan Construct, unaligned
with its golden threads. For each Golden Orb that is
destroyed, the ahtal-neset's regeneration is reduced by
Armor Class 23 (natural armor) 30.
Hit Points 259 (14d20 + 112)
Speed 40 ft. Axiomatic Mind. The ahtal-neset can't be compelled to
act in a manner contrary to its nature or its instructions
from the ahtal-ka.
STR DEX CON INT WIS CHA Siege Monster. The ahtal-neset deals double damage to
26 (+8) 12 (+1) 26 (+8) 16 (+3) 17 (+3) 21 (+5) objects and structures.
Walking Fortress. The ahtal-neset is a walking fortress,
Skills Skills Perception + 17 with four 20-foot tall climbable legs (Climb DC 20). Its
Damage Resistances thunder; bludgeoning, piercing, and back has two 20-foot long by 5-foot wide walkways
slashing from nonmagical attacks adjacent to its legs.
Damage Immunities poison At the start of the ahtal-neset's turn. Each creature on it
Condition Immunities charmed, frightened, paralyzed, that cannot fly, or has not attached itself to the ahtal-
poisoned, unconscious neset in some way, must succeed on a DC 20 athletics
Senses darkvision 120 ft., passive Perception 27 or acrobatics check or fall off the ahtal-neset.
Languages —
Challenge 23 (50,000 XP) Actions
Stomp. Melee Weapon Attack: +15 to hit, reach 10 ft.,
Cocoon. At the heart of the ahtal-neset, a ahtal-ka resides one target. Hit: 34 (4d12 + 8) bludgeoning damage.
within a golden cocoon. This cocoon acts as a if it was a
resilient sphere meant for a huge sized creature. While in Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one
the cocoon, the ahtal-ka controls the ahtal-neset's target on its body. Hit: The ahtal-neset grabs a Large or
actions and movement. Once the ahtal-neset reaches 0 smaller creature and throws it 60 feet in the direction of
hit points, it falls apart and the ahtal-ka is released from its choosing. If a thrown target strikes a solid surface, the
its cocoon. target takes 3 (1d6) bludgeoning damage for every 10
feet it was Thrown. If the target is thrown at another
Immutable Form. The ahtal-neset is immune to any spell creature that is not on the ahtal-ka, that creature must
or effect that would alter its form. succeed on a DC 18 Dexterity saving throw or take the
same damage and be knocked prone.
Golden Orb. The ahtal-neset has 3 golden orbs made up
of webbing, that fit in a 5 foot cube each, on its body; Legendary Actions
two are on either side of the back between its front and
hind leg, the other is located 15 feet above its back on The ahtal-neset can take 2 legendary actions, choosing
its neck. Each orb has an AC of 20 and 50 hit points. from the options below. Only one legendary action
option can be used at a time and only at the end of
Golden Silk. When a creature makes a melee weapon another creature's turn. The ahtal-neset regains spent
attack against the ahtal-neset's webbing and misses, the legendary actions at the start of its turn.
weapon becomes stuck to it, requiring an action and a
successful DC 19 Strength check to pull free. Tail. The ahtal-neset makes one tail attack.
DM Notes
The Ahtal-ka has only 4 carves as other elder Ahtal-Nesto
dragons also do. If you do use the creature with its The Ahtal-Nesto does not have it's own loot table.
paragon feature, add one additional carve for each If you choose to use the Ahtal-Nesto as its own
hit point pool it has. monster, use the ahtal-ka's loot table
276
Altaroth Altaroth
Insects that widely inhabit many areas. Noted for absorbing Challenge Rating 0 Carves 1
fruit, mushrooms and honey, then carrying them back to their
nest. Materials can thus be collected from their swollen Carve Chance Material Slots
abdomens, whose color is related to what is being carried. 1-4 Altaroth Stomach (A)
Altaroth have large mandibles used for absorbing their
favorite foods. To help them feed, special enzymes are used to 5-10 Quality Sac (O)
digest these foods. The foods are changed before they're held 11-13 Altaroth Jaw (W)
in Altaroth's abdomen and brought back to the colony.
Altaroth are quite fragile in nature. 14-20 Monster Fluid (O)
Altaroth
Altaroth Stomach
Transporter. While you are attuned to this armor, you
Small monstrosity (neopteron), unaligned count as one size larger when determining your carrying
capacity and the weight you can push, drag, or lift.
Armor Class 12 (natural armor)
Hit Points 4 (1d6 + 1) WEAPON MATERIAL EFFECTS
Speed 20 ft. Altaroth Jaw
Entomologist. When you capture an insect with a bug net,
you instead catch two.
STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 12 (+1) 1 (-5) 7 (-2) 3 (-4) OTHER MATERIAL EFFECTS
Monster Fluid
Senses passive Perception 8 Uncommon or rare upgrade material that can be used for
Languages — weapons or armor.
Challenge 0 (10 XP) Quality Sac
When placed into a trinket, that trinket becomes a bag of
Actions holding and does not count against your number of
trinkets you can bring on a hunt.
Corrosive Spit. Range Weapon Attack. +2 to hit, range
20/40 ft., one target. Hit: 2 (1d4) acid damage. If the
creature is in either metal armor or has a metal shield
being worn or carried, it takes a temporary -1 penalty
to the AC it offers for 24 hours.
Bnahabra
Bnahabra are similar to the Vespoid. Bnahabra fly in a similar
fashion, but there are various subspecies of the Bnahabra
which vary between the regions, each with distinctly colored
wings. Bnahabra are often seen attached to the sides of the
walls seemingly lifeless, until an adventurer is close enough -
then they fly away or attack. Unlike the Vespoid, Bnahabra
can shoot a corrosive liquid which will reduce an adventurer's
elemental resistance.
277
Great Thunderbug
Bnahabra Great Thunderbug are Thunderbug that have been living in a
special environment, in most cases an Elder Dragon. From
Small monstrosity (neopteron), unaligned
being in a special environment for so long, this Thunderbug
has become giant, making it larger and brighter than other
Armor Class 11 (natural armor) Thunderbugs. A Great Thunderbug's extracts still conduct
Hit Points 5 (1d6 + 2) electricity, even after dying.
Speed 0 ft., fly 30 ft. Great Thunderbug can be seen most commonly and
widespread in any location that is very warm and humid, and
STR DEX CON INT WIS CHA are known to feed on the electrical organs of other species,
once the creature is dead.
5 (-3) 14 (+2) 14 (+2) 2 (-4) 12 (+1) 6 (-2) Great Thunderbug are calm until threatened by a predator.
In reality, there is only one Great Thunderbug in a swarm.
Senses passive Perception 11 Around this individual are smaller, normal Thunderbugs that
Languages — are attracted to its glow. Due to the Great Thunderbug's glow,
Challenge 1/4 (50 XP) it becomes the leader of the Thunderbug swarm. By being
together in a swarm, the Thunderbugs, along with their
Flyby. The bnahabra doesn't provoke opportunity leader, the Great Thunderbug, are able to release powerful
attacks when it flies out of an enemy's reach. shocks that can actually paralysis threats quite easily. By
swarming around a Great Thunderbug, the smaller
Actions Thunderbugs are able to generate a more powerful shock
Corrosive Spray. Range Weapon Attack. +4 to hit, range that is stronger than a regular Thunderbug's shock. The
20/40 ft., one target. Hit: 2 (1d4) acid damage. Roll Great Thunderbug is always in the center of the swarm and if
1d6, the number 1=fire; 2=poison; 3=lightning; killed the other Thunderbugs will go their separate ways.
4=cold; 5=acid; 6=necrotic. Target creature is
vulnerable to the damage type rolled for 1 hour.
Sting. Melee Weapon Attack. +4 to hit, reach 5 ft., one
target. Hit: 1 piercing damage plus 7 (3d4) poison Great Thunderbug
damage. Small monstrosity (neopteron), unaligned
278
Great Thunderbug
Challenge Rating 1/4 Carves 1
Carve Chance Material Slots
1-10 Thunderbug
11-16 Shocking Extract (W)
17-20 Monster Fluid (O)
Hornetaur
Hornetaur Head
Your weapon deals an extra 1 necrotic damage.
Tiny monstrosity (neopteron), unaligned
OTHER MATERIAL EFFECTS
Armor Class 12 (natural armor) Monster Fluid
Hit Points 4 (2d4 - 1) Uncommon or rare upgrade material that can be used for
Speed 20 ft. weapons or armor.
279
in an attempt to tackle them. Oddly enough, some hunters Konchu
have witnessed Konchu crawling on to the bodies of larger Challenge Rating 1/4 Carves 1
monsters and remaining there. This strange phenomenon
seems to act as a natural form of armor for the large Carve Chance Material Slots
monsters on which the Konchu place themselves, making it
difficult for hunters to damage the monster while it is covered 1-12 Konchu Shell (A)
in Konchu and their strong shells. It is uncertain whether this 13-17 Sharp Fang (W)
behavior is a sign of some sort of symbiotic relationship 18-19 Armor Sphere (O)
between Konchu and other monsters or not.
20 Monster Fluid (O)
Seltas
Seltas is a large, mantis-like insectoid with a brightly-colored,
highly resistant exoskeleton, which is covered in spines and
knobs. He has six legs, the foremost pair are armored and
Konchu weaponized for combat, and a pair of collapsible wings. His
head is hidden beneath a large, armored canopy that extends
Small monstrosity (neopteron), unaligned
far beyond the rest of his upper body. He has a pair of
compound eyes and powerful slicing mandibles. Seltas is the
Armor Class 11 (natural armor)
Hit Points 9 (2d6 + 2)
male counterpart to the Seltas Queen.
Speed 40 ft. Seltas is predatory in nature, both large and powerful
enough to prey on both hunters and small monsters alike. He
is known to attack from the skies and use his weaponized
STR DEX CON INT WIS CHA forelimbs to attack. In addition, he is commonly known to
attach himself to his massive female partner and transport
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3) her with his powerful wings.
When he is forced to merge with Seltas Queen, he will
Skills Stealth +4 struggle at first to escape. But when the merge has been
Senses passive Perception 9
Languages —
completed, he will fight alongside Seltas Queen without
Challenge 1/4 (50 XP)
question as if hypnotized. He won't even fight back when
being eaten by his mate, indicating that Seltas Queen has full
Charge. If the konchu moves at least 20 feet straight
control of Seltas.
toward a target and then hits it with a roll attack on the Seltas possess an organ within their body that produces a
same turn, the target takes an extra 3 (1d6) disgusting liquid. This liquid can be used as a weapon, and as
bludgeoning damage. If the target is a creature, it must a means of feeding, as the liquid is highly corrosive by itself.
succeed on a DC 11 Strength saving throw or be Seltas have a long, armored canopy that can be used to
knocked prone. pierce through predators and prey alike, which is also able to
pierce through rock with their powerful speed. The main
Actions weapon of the Seltas, his claws, are used as weapons and as
Roll. Melee Weapon Attack. +3 to hit, reach 5 ft., one
tools to hold down and subdue prey.
target. Hit: 4 (1d6+1) bludgeoning damage.
Claw. Melee Weapon Attack. +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8+1) slashing damage.
280
Seltas
Challenge Rating 3 Carves/Capture 2
Seltas Carve Chance Capture Chance Material Slots
Medium monstrosity (neopteron), unaligned
1-8 1-3 Seltas Shell (A)
Armor Class 15 (natural armor) 9 4 Aqua Sac (A)
Hit Points 52 (8d8 + 16)
Speed 20 ft., fly 30 ft. 10-12 5-9 Seltas Wing (A,W)
13-15 10-13 Drone Substance (W,O)
STR DEX CON INT WIS CHA 16-18 14-17 Monster Fluid (O)
14 (+2) 16 (+3) 15 (+2) 4 (-3) 9 (-1) 3 (-4) 19-20 18-20 Seltas Horn (W)
281
Leading a mainly solitary lifestyle, Seltas Queen will only
Seltas Queen seek out the company of a Seltas if needed. Whether it be for
The Seltas Queen is a very large, beetle-like Neopteron with food, mating, transportation, or added protection a Seltas
an armor-like exoskeleton covering its body. She is primarily Queen won't hesitate in releasing her specialized
a lustrous green color, but also features beige stripes and pheromones to bend a male to her will. Amazingly if in battle
orange spines. She has six limbs, four of which make contact and in dire need of sustenance a Seltas Queen will not
with the ground, the other two being used for digging and hesitate in violently killing and then eating her male
grasping prey. In addition, she has a long, segmented tail with counterpart to survive.
a large pincer-like structure at the end. Seltas Queen is the
female counterpart to Seltas, although she is physically very
different.
These creatures are the largest known species of
Neopteron to date. In fact, they are so heavy that whenever
they walk the ground will shake. Seltas Queen has massive
and powerful legs that end with two claws. These powerful
limbs not only enable the giant insect to climb up rocky,
uneven terrain, but greatly make the task of burrowing easy.
The large pincers on the tail are mainly used for defense but
can also be used as another limb for both grabbing objects
and prey alike. In its tail, there are specialized organs that
produce pheromones that'll send a Seltas flying to a female's
exact location. When the male is within range, the female will
quickly grab it and inject a special pheromone-like substance
that causes the male to cease struggling. The male is then
under the female's complete control and will do whatever she
requires of him. If in battle, both the male and female will
fight as one, this makes fighting the deadly Seltas Queen
even deadlier as the two Neopterons will fight as one. A
Seltas Queen is also capable of spitting balls of high-
pressured watery mucus from its mandibles to slow down
and injure prey.
Seltas Queen Tail. Melee Weapon Attack. +8 to hit, reach 10 ft., one
target. Hit: 22 (3d12 + 3) piercing damage. If the target
Huge monstrosity (neopteron), unaligned
is Large or smaller, it is grappled (escape DC 14) and
restrained until the grapple ends. The seltas queen
Armor Class 18 (natural armor) cannot use her tail attack on another target until this
Hit Points 142 (15d12 + 45) grapple ends.
Speed 40 ft., burrow 30 ft., climb 30 ft.
Water Orb. Range Weapon Attack. +8 to hit, reach
30/120 ft., one target. Hit: 10 (3d6) cold damage.
STR DEX CON INT WIS CHA Call for Aid (1/day). The seltas queen calls out for
15 (+2) 18 (+4) 17 (+3) 10 (+0) 12 (+1) 6 (-2) assistance, summoning 2 seltas to aid her.
Legendary Actions
Senses passive Perception 11
Languages — The seltas queen can take 3 legendary actions, choosing
Challenge 11 (7,200 XP) 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 seltas queen regains spent
Drone Slave. As a Bonus Action, the seltas queen can take
legendary actions at the start of its turn.
a seltas as a drone slave. the seltas and the queen take up
the same spaces (though they can be targeted Attack. The seltas queen makes one water orb attack.
separately) and the seltas queen gains a flying speed of
60 feet. The seltas must use its action every turn to hold Devour. The seltas queen eats a seltas that is within 5
onto the seltas queen. feet of her, healing for the seltas remaining hit points.
Release Pheromones (Costs 2 Actions). The seltas queen
Actions releases a cloud of pheromones in a 100 foot sphere
Multiattack. The seltas queen makes two attacks: one around her. The cloud remains until the end of the seltas
with its claws and one with its tail; or it makes three queen next turn. All creatures in the area, except for the
water orb attacks. seltas queen and other seltas, have disadvantage on
concentration checks while in the cloud. If a seltas is
Claws. Melee Weapon Attack. +8 to hit, reach 5 ft., one charmed in the area, it is no longer charmed.
target. Hit: 16 (3d8 + 3) piercing damage.
282
Seltas Queen OTHER MATERIAL EFFECTS
S.Queen Extract
Challenge Rating 11 Carves/Capture 3 An upgrade material that can be used to upgrade your
Carve Chance Capture Chance Material Slots weapons or armor to rare or very rare.
283
Vespoid Vespoid Princess
Tiny monstrosity (neopteron), unaligned Small monstrosity (neopteron), unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 11 (+0) 2 (-4) 12 (+1) 6 (-2) 9 (-1) 15 (+2) 13 (+1) 4 (-3) 12 (+1) 8 (-1)
Flyby. The vespoid doesn't provoke opportunity attacks Flyby. The vespoid princess doesn't provoke
when it flies out of an enemy's reach. opportunity attacks when it flies out of an enemy's
reach.
Actions
Aggressive. As a bonus action, the vespoid princess can
Sting. Melee Weapon Attack. +4 to hit, reach 5 ft., one move up to its flying speed toward a hostile creature
target. Hit: 1 piercing damage plus 7 (3d4) poison that it can see.
damage. On hit target must make a DC 10 Constitution
saving throw, or become paralyzed for 1 minute. The Actions
target can repeat the saving throw at the end of each of
its turns, ending the paralysis on itself on a success. Sting. Melee Weapon Attack. +4 to hit, reach 5 ft., one
target. Hit: 1 piercing damage plus 7 (3d4) poison
damage. On hit target must make a DC 11 Constitution
saving throw, or become paralyzed for 1 minute. The
Vespoid target can repeat the saving throw at the end of each of
Challenge Rating 1/4 Carves 1 its turns, ending the paralysis on itself on a success.
Carve Chance Material Slots Corrosive Spray. The vespoid princess projects
corrosive acid at a creature within 15 feet of it. That
1-10 Vespoid Shell (A,W) creature must make a DC 13 Dexterity saving throw,
11-17 Vespoid Wing (W) taking 3 (1d6) acid damage on a failed save or half as
much damage on a successful one. If the target has a
18-20 Monster Fluid (O) nonmagical weapon made of metal, the weapon takes a
permanent and cumulative -1 penalty to damage rolls.
If its penalty drops to -5, the weapon is destroyed.
ARMOR MATERIAL EFFECTS
Vespoid Shell
Honey Hunter. Once per day, when you use an herbalist kit Vespoid Princess
to gather plants, you gather 1 honey with it. Challenge Rating 1/2 Carves 1
285
Piscine Wyverns
The term 'Piscine' is applied to creatures that are known to swim or glide in preference to walking on solid ground. The body
structure of a Piscine usually resembles that of a fish, with lesser evolved legs in comparison to most other monster species.
Piscines include the sand-dwelling creatures, which can be found throughout the desert. Monsters found commonly in the waters
and one which dwells in magma, and can be found in the volcanic areas. Piscines are also known as Wyverns, due to their similar
structure and ability of flight. All Piscines have two Limbs that enable them to walk on land, and a selection of Fins to help them
swim through their chosen habitat. Many of their "wings" have evolved into fins.
Beotodus
Beotodus has the same body structure as the other New Beotodus swims through ice and deep snow as if it were
World's piscine wyverns -- stocky body and short fins -- but water, not unlike zamtrios. This allows it to easily sneak up
has a differently shaped head. Its head is slim with intense on and overwhelm prey hindered by the snow, though they
green eyes. Also unlike the others is a large black horn-like are vulnerable to sonic bombs. It can also be forced to
fin that projects far from its head. beotodus's scales are black surface if the protective snow it covers itself in is broken off
with yellow on the underbelly and head. Beotodus has a and sufficient damage is dealt to its body. Beotodus is
single shark-like dorsal fin and two small ear-like fins on its significantly more vulnerable until it can replace its snow
head. Like jyuratodus, it covers its head, body, and tail in covering. When weakened or unable to reach a creature the
snow. beotodus will fling snow and ice at them.
286
Beotodus Actions
Huge wyvern (piscine), unaligned Multiattack. While above ground, the beotodus makes
three attacks: one with its horn, one with its tail, and one
Armor Class 15 (natural armor) with its hip check. It can replace any attack with the ice
Hit Points 149 (13d12 + 65) chunk attack. While partially submerged it uses its deadly
Speed 30 ft., burrow 40 ft., swim 40 ft. leap and makes one attack with its horn.
Horn. Melee Weapon Attack: +8 to hit, reach 10 ft., one
STR DEX CON INT WIS CHA target. Hit: 14 (3d6 + 4) piercing damage.
19 (+4) 17 (+3) 20 (+5) 8 (-1) 14 (+2) 8 (-1) Tail. Melee Weapon Attack. +8 to hit, reach 10 ft., one
target. Hit: 17 (3d8 + 4) bludgeoning damage.
Damage Immunities cold, necrotic Hip Check. Melee Weapon Attack: +8 to hit, reach 10 ft.,
Senses darkvision 60 ft., tremorsense 60 ft., passive one target. Hit: 23 (3d12 + 4) bludgeoning damage.
Perception 12 Ice Chunk. Range Weapon Attack: +7 to hit, reach 20/40
Languages — ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage
Challenge 12 (8,400 XP) plus 4 (1d8) cold damage.
Frostblight. Whenever a creature takes cold damage from Deadly Leap (Must be partially submerged). If the beotodus
one of the beotodus attacks or is within 5 feet of the jumps at least 15 feet as part of its movement, it can
beotodus when it moves for the first time on its turn, it then use this action to land partially submerged in a
must make a DC 17 Constitution saving throw or space that contains one or more other creatures. Each of
become afflicted with iceblight for 1 minute on a failed those creatures must succeed on a DC 18 Strength or
save. A creature that is resistant or immune to cold Dexterity saving throw (target's choice) taking 11 (2d6 +
damage automatically succeeds on their saving throw. 4) bludgeoning damage plus 10 (3d6) cold damage and
be knocked prone. On a successful save, the creature
Sensitive Ears. When a thunder spell is used within 60 takes only half the damage, isn't knocked prone, and is
feet of the beotodus while it is underground or partially pushed 5 feet out of the beotodus's space into an
submerged, it must make a DC 15 Constitution saving unoccupied space of the creature's choice. If no
throw. On a failed save, the beotodus must immediately unoccupied space is within range, the creature instead
use its reaction to move toward the surface and fully falls prone in the beotodus' space.
emerged if it has the movement speed to do so. The Slip 'n' Slide (Recharge 5-6). The beotodus moves up to
beotodus automatically fails this saving throw if a sonic its speed, while spinning at an incredible speed, without
bomb is used within range of it. provoking attacks of opportunity. During this move it
Snow Armor (3/day). While in snowy terrain, the beotodus may move through other creatures. Any creatures the
can use its bonus action to cover itself in a thick layer of beotodus moves through must succeed on a DC 18
snow. While covered in this snow, it gains a +2 bonus to Dexterity saving throw, taking 17 (3d8 + 4) bludgeoning
its AC and it has resistance to bludgeoning damage. damage plus 13 (3d8) cold damage and knocked prone
Additionally when a creature touches the beotodus or on a fail.
hits it with a melee attack while within 5 feet of it they
must make a DC 17 Constitution saving throw or Legendary Actions
become afflicted with iceblight until the end of their The beotodus can take 3 legendary actions, choosing
next turn. from the options below. Only one legendary action
Whenever the beotodus takes fire damage there is a option can be used at a time and only at the end of
50% chance that the snow armor melts, reducing its AC another creature's turn. The beotodus regains spent
bonus by 1. Once its bonus AC from this effect is legendary actions at the start of its turn.
reduced to 0, the effect ends.
Detect. The beotodus makes a Wisdom (Perception)
Standing Leap. The beotodus' long jump is up to 30 feet Check.
and its high jump is up to 15 feet, with or without a
running start. Attack (Costs 2 Actions). The beotodus makes one attack
with its tail while on land, or one attack with its horn
Wade. The beotodus can partially submerge itself in while partially submerged.
snowy or icy terrain. While partially submerged, it has
three-quarters cover (+5 bonus to AC and Dexterity
saving throws) and can only use the following actions:
horn attack, deadly Leap, and slip 'n' slide.
287
creature's saving throw is successful or the effect ends for
Beotodus it, the creature is immune to this weapons trait for 24
Challenge Rating 12 Carves/Capture 3 hours.
Cephadrome
Constitution. The duration from slowing effects, such as
the slow spell or a copper dragon's breath attack, are
Huge wyvern (piscine), unaligned reduced by half while you wear this armor.
289
Cephalos
Challenge Rating 2 Carves 1
Carve Chance Material Slots
Delex
Small wyvern (piscine), unaligned
1-10 Piscine Liver (O)
11-15 Cephalos Scale (W) Armor Class 9 (natural armor)
Hit Points 22 (5d6 + 5)
16-19 Piscine Fang (W) Speed 40 ft., burrow 40 ft.
20 Cephalos Fin (A)
STR DEX CON INT WIS CHA
ARMOR MATERIAL EFFECTS 11 (+0) 13 (+1) 12 (+1) 1 (-5) 8 (-1) 10 (+0)
Cephalos Fin
You have advantage Wisdom (Medicine) checks while you
Senses tremorsense 60 ft., passive Perception 9
wear this armor.
Languages —
Challenge 1/8 (25 XP)
WEAPON MATERIAL EFFECTS
Cephalos Scale (Bowgun only) Tunnel. The delex doesn't provoke an opportunity
Load Up. Your normal ammo capacity increases by 10 attack when it burrows out of an enemy's reach.
while you are attuned to this weapon.
Piscine Fang Actions
Your weapon deals an extra 1 slashing damage. Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 3 (1d6) piercing damage.
OTHER MATERIAL EFFECTS
Piscine Liver Sand Blast. Range Weapon Attack. +3 to hit, reach
After it is cooked (DC 11), it can be eaten to cure any 30/120 ft., one target. Hit: 4 (1d6 + 1) bludgeoning
disease or poison. damage.
Delex
Delex
They have, like the Cephalos, the ability to "swim" through
sand and even expel small sand blasts from their mouth at Challenge Rating 1/8 Carves 1
attackers. Due to their nimbleness they are difficult to hit. Carve Chance Material Slots
Several appear in the fights with Jhen Mohran and Dah'ren
Mohran, jumping onto the boat and attacking Hunters that 1-8 Monster Guts (O)
get in their way. Delex hunt in small groups of six or seven 9-15 Quality Fin (A,W)
individuals and likely prey upon small animals. They also
scavenge off the remains left by larger desert-dwelling 16-20 Sharpened Fang (A,W)
monsters.
ARMOR MATERIAL EFFECTS
Quality Fin
While wearing this armor, your swimming speed is
increased by 5 feet.
Sharpened Fang
You reduce slashing damage you take by 2 while you wear
this armor.
290
Jyuratodus
Jyuratodus is related to Lavasioth, and as such resembles a
bipedal coelacanth fish. Jyuratodus's scales are vulnerable to
extreme heat, becoming brittle and weak when left to dry. If
jyratodus becomes too hot, it'll have a hard time breathing
through its skin as well. To stay moist and keep cool,
jyuraydous is always covering its body in mud to protect itself
Gajau from the harsh sun, which is the main reason why it lives in
Gajau have greenish scales with orange dorsal fins. They swampy environments. Adorning its body are many fins that
resemble catfish in appearance. Gajau are vicious predatory are primarily used for balance. Although these appendages
fish that will attack anything. Gajau will even jump out of the assist it as it swims, jyuratodus will turn and adjust them
water to capture prey. while walking on land, aiding it as it moves over the uneven
ground. Inside of its mouth are bone-crunching teeth used for
crushing and tearing into prey. Once it has slain its victim, it'll
feed the internal organs of its quarry. While swimming,
Gajau jyuratodus will swallow some mud and combine it with water
from its water sac, making thick globs of mud that restrict the
Small wyvern (piscine), unaligned
movements of predators and prey alike.
Jyuratodus are highly territorial, attacking all monsters that
Armor Class 11 (natural armor)
Hit Points 27 (6d6 + 6)
invade its turf. It spends most of its time hidden away in its
Speed 0 ft., swim 30 ft.
swamp, soaking in mud to stay moist, before hunting later in
the day. While in its territory, it'll leave behind tracks in the
water and on rocks as a warning to intruders, as well as kick
STR DEX CON INT WIS CHA up mud to scare off rivals. Barroth will unintentionally
destroy these perimeters as it moves through the marsh,
14 (+2) 13 (+1) 12 (+1) 1 (-5) 10 (+0) 8 (-1) causing jyuratodus to attack the Brute Wyvern because it
sees that as a challenge for its turf.
Senses darkvision 60 ft., passive Perception 10
Languages —
Jyuratodus only ever breed during the wet season in the
Challenge 1 (200 XP)
Wildspire Waste. Males and females will gather together in
the swamps to spawn, but only a handful of their eggs will
hatch. By the time the wet season is over, most of the water
Blood Frenzy. The gajau has advantage on melee attack
rolls against any creature that doesn't have all its hit
will have evaporated in the swamp, drying out the eggs. Once
points.
the young hatch, they'll search for a large monster and enter
into the body of the organism by swimming into an opening
Water Breathing. The gajau can breathe only (Wound, nostrils, mouth, etc.) before attaching their spine-like
underwater. gills to its insides. The young jyuratodus will sneak into the
bodies of larger creatures and feed on their insides until they
Actions get older.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) piercing damage.
Gajau
Challenge Rating 1 Carves 1
Carve Chance Material Slots
1-9 Gajau Skin (A)
10-16 Gajau Scale (A)
17-20 Gajau Whisker (W)
292
Lavasioth Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 15 (3d6 + 5) piercing damage.
Huge wyvern (piscine), unaligned
Tail. Melee Weapon Attack. +10 to hit, reach 10 ft., one
Armor Class 15 (natural armor) target. Hit: 18 (3d8 + 5) bludgeoning damage.
Hit Points 149 (13d12 + 65) Hip Check. Melee Weapon Attack: +10 to hit, reach 10
Speed 30 ft., swim 40 ft. ft., one target. Hit: 24 (3d12 + 5) bludgeoning damage.
Magma Rock. Range Weapon Attack: +9 to hit, reach
STR DEX CON INT WIS CHA 80/320 ft., one target. Hit: 15 (3d6 + 4) bludgeoning
damage plus 3 (1d6) fire damage.
21 (+5) 18 (+4) 20 (+5) 16 (+3) 14 (+2) 12 (+1)
Slither (Recharge 5-6). The lavasioth up to its speed on its
belly without provoking attacks of opportunity, during
Damage Immunities fire, bludgeoning, piercing, and this move it may move through other creatures. Any
slashing from nonmagical weapons creature the lavasioth moves through must succeed on a
Senses darkvision 60 ft., passive Perception 12 DC 18 Dexterity saving throw, taking 18 (3d8 + 5)
Languages — bludgeoning damage plus 13 (3d8) fire damage and
Challenge 13 (10,000 XP) knocked prone on a fail.
Lavasioth
Lavasioth is a bipedal Piscine Wyvern that resides in lava
rather than water. Its body is covered with hardened magma,
forming a tough outer shell. Its head is fish-like in nature,
with rounded features and large, circular eyes. Its mouth is
filled with sharp, needle-like fangs. Its legs are large with
hard rock scales and end in fins rather than claws. Unlike
other Piscine Wyverns, Lavasioth lacks wing-like fins.
Instead, it has only a pair of medium-length pectoral fins. It
has a long, thick tail to assist in when swimming through the
thick magma it resides in.
Lavasioth are very well adapted to live in their habitat.
Having a layer of hardened lava, coal, and ore on its skin
makes it very durable. They also have the ability to spit lava,
which is used to attack prey, or any other monsters that may
pose a threat. Lavasioth are powerful swimmers in lava and
their speed in swimming through the volcanic rock is
matched only by the magma-dwelling Leviathan known as
Agnaktor. During the mating season, female Lavasioth will
cover themselves in rare volcanic ores in order to attract a
mate, giving them a reddish-crimson color.
Lavasioth are extremely territorial and will attack any
monster or human that enters its area with ferocity, excluding
one of its own kind.
293
Lavasioth The fins of Plesioth allow it to swim fast enough to pass a
Challenge Rating 13 Carves/Capture 3
galloping horse. Covering a Plesioth's body is these shiny
black scales used to hold in moisture. A scale from older
Carve Chance Capture Chance Material Slots Plesioth can fend off claw and fang attacks. Plesioth have
powerful jaws that can crush the shell of Carapaceon, and
1-6 1-6 Lavasioth Scale (A,W) other armored species, making preying on those species
7-10 7-11 Lavasioth Carapace (A) easier. One of its most well-known features is its ability to
11-15 12-15 Lavasioth Fang (W)
breath high-pressurized water at its foes. The water that it
uses is swallowed while swimming before Plesioth actually
16-19 16-18 Lavasioth Fin (A,W) uses it as a weapon.
20 19-20 Lavasioth Gem (A,W) Plesioth can fire highly pressurized jets of water at foes,
and can use their massive size and weight to crush and batter
attackers. They are highly adept at swimming and are both
ARMOR MATERIAL EFFECTS agile and deadly in the water. Plesioth are ambush predators,
Lavasioth Scale adapted to stalking prey from the water and attacking by
Heat Guard. While wearing this armor you are immune to surprise. They can occasionally be seen on land. Plesioth are
damage from lava and you are unaffected by extreme heat. commonly found in large bodies of water in a wide variety of
environments, such as the jungle, flooded forests, great lakes
Lavasioth Carapace
You have resistance to fire damage while you wear this
and the coastal ocean waters.
armor.
Lavasioth Fin
Wide-Range. When you use Herbs, Antidotes, Cool Drinks,
Hot Drinks, Adamant Seeds, or Might Seeds; all other
creatures within a 10-foot radius of you gain its effect.
Lavasioth Gem
Recovery Up. Whenever you regain hit points from any
potion or plant, the first die is maximized.
Plesioth
Plesioth are bipedal monsters with a wyvern-esque body
structure. They have webbed feet and a paddle-like tail, and
are covered in shiny, fish-like scales. Their mouth is filled
with shark-like teeth, and their eyes glow a bright yellow.
Their head and back feature large fins which can fold in and
out at will.
Plesioth do not possess gills for breathing underwater, so
they have to come up for air every so often to fill their lungs
with air. In addition to having lungs these creatures can also
breath through their skin like an amphibian or sea snake.
294
Plesioth
Plesioth Challenge Rating 9 Carves/Capture 3
Huge wyvern (piscine), unaligned Carve Chance Capture Chance Material Slots
1-4 — Plesioth Fang (W)
Armor Class 14 (natural armor)
Hit Points 136 (13d12 + 52) 5-15 1-7 Plesioth Scale (A)
Speed 30 ft., swim 40 ft.
16-18 8-12 Plesioth Fin (A,W)
— 13-16 Plesioth Webbing (A)
STR DEX CON INT WIS CHA
19 17-19 Plesioth Head (A,W)
18 (+4) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 16 (+3)
20 20 Wyvern Stone (A,W)
Damage Resistances cold, bludgeoning, piercing, and
slashing from nonmagical weapons ARMOR MATERIAL EFFECTS
Senses darkvision 60 ft., passive Perception 12 Plesioth Scale
Languages — Airborne. While wearing this armor, you can cast the jump
Challenge 9 (5,000 XP) spell from it as a bonus action at will, but can target only
yourself when you do so.
Countershading. While in water, the plesioth can take
the Hide action as a bonus action. Plesioth Fin
Speed Eating. While you are attuned to this armor, you can
Actions use any consumable, such as a potion or food, as a bonus
action; so long as you are the one consuming it.
Multiattack. The plesioth makes two attacks: one with
its hip check and one with its tail. Plesioth Webbing
Master Mounter. You have advantage on Strength
Hip Check. Melee Weapon Attack: +8 to hit, reach 10 (Athletic) checks when attempting to Climb Onto a Bigger
ft., one target. Hit: 23 (3d12 + 4) bludgeoning damage. Creature (DMG p.271) while you are attuned to this armor.
Tail. Melee Weapon Attack. +8 to hit, reach 10 ft., one Plesioth Head
target. Hit: 17 (3d8 + 4) bludgeoning damage. Survivor. When an ally, that you can see, is reduced to 0 hit
Water Jet (Recharge 5-6). The plesioth releases a high points you can use your reaction to gain +1 AC, +1
pressure stream of water in a 60-foot line that is 5 feet damage, and +1 to attack rolls for 1 minute. Once this
wide or across a 30-foot cone. Each creature in that ability has been used, it cannot be used again until the next
area must make a DC 15 Dexterity saving throw, taking dawn.
36 (8d8) cold damage on a failed save, or half as much Wyvern Stone
damage and not on a successful one. Wide-Range. When you use Herbs, Antidotes, Cool Drinks,
Slither. The plesioth moves up to its speed on its belly Hot Drinks, Adamant Seeds, or Might Seeds; all other
without provoking attacks of opportunity, during this creatures within a 10-foot radius of you gain its effect.
move it may move through other creatures. Any
creatures the plesioth moves through must succeed on WEAPON MATERIAL EFFECTS
a DC 15 Dexterity saving throw or take 17 (3d8 + 4) Plesioth Fang
bludgeoning damage and be knocked prone on a failed Abnormal Status Atk up (S). Whenever you inflict a
save, or they are just knocked prone on a successful condition on a creature or object that has a duration of 1
one. minute or longer, the maximum duration of the condition
is increased by 6 seconds.
Plesioth Fin
FastCharge. When you roll for initiative, your greatsword,
longsword, charge blade, or tonfas gains 1 charge, spirit, or
phial charge.
Plesioth Head
Capturer. When you capture a creature, you gain one extra
material from it.
Wyvern Stone
Quick Load. You can reload as a free action while you are
attuned to this weapon.
295
Snake Wyverns
Snake Wyverns are a class of monsters known for their serpentine features, such as long, coiling bodies and forked tongues. They
can range dramatically in both size and overall body structure, with some members being large, serpentine land-dwellers, while
others are smaller and more reminiscent of Flying Wyverns.
Najarala
Najarala is a large Snake Wyvern with bright green skin
adorned with large orange-yellow plates on its back and tail. It
has a long serpentine body with small though fully functional
fore- and hindlimbs that aid it in moving around on uneven
ground. Najarala are stealthy hunters that ruthlessly ambush
their targets. It has a large beak-like mouth similar to that of a
parrot. This beak is used to rip chunks of flesh from its prey
and then swallow said chunks whole. While feeding on prey,
it will use its arms to hold on to its prey while ripping off
chunks of flesh.
The length of a Najarala surpasses some of the largest
leviathans such as Agnaktor or Lagiacrus. As many would
notice these creatures have short, yet powerful arms and
legs. At first glance these limbs appear to be useless but in
reality they enable the creatures to support itself when
rearing up. Another fascinating feature is that the creature
has a specialized organ on its back that is vibrated by air and
creates unique sound waves. This auditory organ has a
biological effect in the surrounding area. Najarala have
beautiful plates on both its neck and tail that will rattle when
upset, giving unwelcome creatures an early warning. The
plates on its tail can be thrown at its enemies and will
explode creating a loud burst of sound like a sonic bomb. Squeeze. As a bonus action, the najarala can use its
This will stun both prey and enemies alike. constrict against a grappled creature or one within the
najarala's space.
Actions
Najarala Multiattack. The najarala makes two attacks: one with
Gargantuan wyvern (snake), unaligned its beak and one with its tail. It can't make both attacks
against the same target. Or it makes two sonic scale
Armor Class 16 (natural armor) attacks.
Hit Points 159 (11d20 + 44) Beak. Melee Weapon Attack. +9 to hit, reach 10 ft., one
Speed 50 ft., burrow 50 ft., climb 50 ft. target. Hit: 23 (4d8 + 5) piercing damage, and the
target must make a DC 16 Constitution saving throw,
or become paralyzed for 1 minute. The target can
STR DEX CON INT WIS CHA
repeat the saving throw at the end of each of its turns,
14 (+2) 20 (+5) 19 (+4) 10 (+0) 14 (+2) 9 (-1) ending the effect on itself on a success.
Tail. Melee Weapon Attack. +9 to hit, reach 15 ft., one
Saving Throws Wis +6 Cha +3 target. Hit: 27 (4d10 + 5) bludgeoning damage.
Skills Perception +10, Stealth +9
Damage Immunities poison Constrict. Melee Weapon Attack: +7 to hit, reach 0 ft.,
Condition Immunities poisoned one creature. Hit: 20 (4d8 + 2) bludgeoning damage,
Senses blindsight 60 ft., darkvision 120 ft., passive and the target is grappled (escape DC 16). Until this
Perception 20 grapple ends, the creature is restrained, and the
Languages — najarala can't constrict another target.
Challenge 9 (5,000 XP) Sonic Scale. Range Weapon Attack. +9 to hit, range
80/320 ft., one target. Hit: 19 (4d6 + 5) thunder
Magic Resistance. The najarala has advantage on saving damage and the target must make a DC 16
throws against spells and other magical effects. Constitution saving throw or become deafened for 1
minute.
Surround. The najarala can freely enter a large or smaller
creature's space. If the creature is within the inner Sonic Blast (Recharge 5-6). The najarala exhales a blast
space of the najarala it is surrounded. A surrounded of force in a 90-line. Each creature in the line must
creature is trapped (escape DC 17) by the najarala's make a DC 16 Dexterity saving throw, taking 39
body. A creature can also escape by flying or burrowing (11d6) thunder damage on a failed save, or half as
out of the area. much damage on a successful one.
296
Najarala
Challenge Rating 9 Carves/Capture 3
Carve Chance Capture Chance Material Slots
1-7 1-4 Najarala Shell (A,W)
8-11 5-9 Najarala Fang (W)
12-14 10-12 Najarala Hide (A)
15-18 13-15 Najarala Sounder (W)
— 16-17 N.Paralysis Sac (A,W)
19 18-19 Najarala Marrow (W)
20 20 Chilling Beak (A,W)
297
Remobra
Challenge Rating 1/2 Carves 1
Carve Chance Material Slots
Wingdrake
Medium wyvern (snake), unaligned
1-10 Remobra Hide (A)
11-18 Striped Skin (A) Armor Class 10
Hit Points 6 (1d8+2)
19-20 Remobra Head (A) Speed 10 ft., fly 40 ft.
Wingdrake Actions
Wingdrakes that somewhat resemble certain species based Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
on their environment. Wingdrakes from forests resemble target. Hit: 5 (1d6 + 2) piercing damage.
certain species of rhamphorhynchoid pterosaur. They have
parrot-like beaks, blue skin, and a long yellow-tipped tail.
While wingdrakes of the desert resemble vultures in addition Wingdrake
to pterosaurs. They have a large beak, a waddle hanging from Challenge Rating 1/8 Carves 1
their neck, light-brown skin, and a long tail. Others in a coral
landscape resemble parrots or tapejarid pterosaurs. They Carve Chance Material Slots
have a light pink skin and wings with ribbon-like appendages 1-10 Raw Meat (O)
hanging from them. In most other environments they
resemble retro-style pterosaurs. They have pointed beaks 11-16 Screamer Sac (O)
filled with teeth and large draconic wings. 17-20 Wingdrake Hide (A)
They are typically peaceful towards adventurers, and roam
the skies landing only to rest. They live in small flocks, and if
one individual goes somewhere, the others will follow. They ARMOR MATERIAL EFFECTS
are commonly used as beasts-of-burden by adventurers for Wingdrake Hide
traveling quickly. Jump Master. While wearing this armor, you can use an
action to double your jump distance. You can use this
property twice, regaining all expended uses on a short or
long rest.
298
Temnoceran
Temnoceran, are a class of monster characterized by its arachnoid characteristics, such as the ability to produce silk, though they
have six limbs similar to Neopterons or Carapaceons. This class includes only one type of monster, the Nerscylla.
Nerscylla
Nerscylla physically resembles a real life Arachnid, but is Web Sense. While in contact with a web, the nerscylla
knows the exact location of any other creature in
much larger in size. Nerscylla is armed with four powerful contact with the same web.
legs and two claws, each one tipped with a formidable barbed
hook, used for holding prey as well as keeping its grip while Web Swing. As a bonus action the nerscylla can fire a
scaling walls. In addition, it possesses a massive pair of string of webbing as thick as a rope towards an object
retractable jaws which can inflict a poisonous bite. It can or terrain that is above it and is within 60 feet of it. It
produce a strong, sticky webbing that it uses to trap prey and can then use the webbing to pull itself up to 30 feet in
build nests. the direction of the object or terrain.
These large Temnocerans are ambush predators that will Web Walker. The nerscylla ignores movement
readily attack from behind, below, and above. When making a restrictions caused by webbing.
web they'll wisely construct it in an area where potential prey
is most likely to appear. They are most commonly seen to Actions
construct their webs near farming settlements where they Multiattack. The nerscylla makes three attacks: one with
will attack and kill any livestock that wander into the vicinity its poisonous maw and two with its claws.
of their web for food. Occasionally, they will even snatch away
any unwary villagers/farmers that wander into their territory. Poisonous Maw. Melee Weapon Attack: +6 to hit, reach
As stated earlier Gypceros are the favorite prey of the 10 ft., one target. Hit: 8 (2d4+3) piercing damage + 13
Nerscylla but the food isn't the only reason why the Bird (3d8) poison damage.
Wyvern is targeted. When killing a Gypceros the large Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
arachnid not only eats it but disturbingly rips the skin off the target. Hit: 10 (2d6 + 3) slashing damage. On hit, the
avian Wyvern's body and wears it's skin as a cloak. This target is grappled (escape DC 14).
shocking behavior is both horrifying and intriguing to Stinger. The nerscylla impales a webbed creature within
naturalists. The reason why Nerscylla do this is to increase 5 feet of it with its stinger. That creature must make a
their strength, use it as camouflage, and for protection. DC 15 Constitution saving throw, taking 28 (8d6)
poison damage on a failed save, or half as much on a
successful one. If the saving throw fails by 5 or more,
the target falls unconscious for 1 hour, or until it takes
Nerscylla damage or another creature uses an action to shake it
awake.
Large monstrosity (temnoceran), unaligned
If the poison damage reduces the target to 0 hit
points, the target is stable but poisoned for 1 hour,
Armor Class 15 (natural armor) even after regaining hit points, and is paralyzed while
Hit Points 144 (17d12 + 34) poisoned in this way.
Speed 30 ft., climb 30 ft.
Webbing Shot (Recharge 5-6). Ranged Weapon Attack:
+6 to hit, range 30/90 ft. , one Large or smaller
STR DEX CON INT WIS CHA creature. Hit: The creature is restrained by webbing. As
an action, the restrained creature can make a DC 15
17 (+3) 17 (+3) 14 (+2) 6 (-2) 12 (+1) 6 (-2) Strength check, escaping from the webbing on a
success. The creature is no longer restrained if the
Skills Perception +4, Stealth +6 webbing is destroyed. The webbing has AC 12, 10 hit
Damage Immunities poison points, resistance to bludgeoning damage, and
Condition Immunities poisoned immunity to poison and psychic damage.
Senses passive Perception 14
Languages —
Challenge 6 (2,300 XP)
299
Nerscylla WEAPON MATERIAL EFFECTS
Challenge Rating 6 Carves/Capture 3 Rubbery Hide
While holding your weapon, you can speak a command
Carve Chance Capture Chance Material Slots word and transform it into a fishing pole with a hook, a
1-3 1-3 Rubbery Hide (A,W) line, and a reel. Speaking the command word again
changes the fishing pole back into the weapon.
4-8 4-5 Nerscylla Shell (A)
Nerscylla Chelicera
9-10 6-8 Nerscylla Chelicera (A,W) When you hit a creature with this weapon they must make
11-13 9-11 Drone Substance (W,O) a DC 13 Constitution saving throw or become poisoned
until the end of their next turn.
14-15 12 Monster Fluid (O)
Drone Substance
16-17 13-14 N.Sleep Sac (A,W,O) Capture Novice. While attuned to this weapon tranq
bombs and tranq ammo roll an extra 2d8 when they hit a
18-19 15-17 Nerscylla Claw (A,W) creature.
20 18-20 Nerscylla Spike (A,W) N.Sleep Sac
When you poison a creature and they fail the saving throw
by 5 or more, the creature falls unconscious until they take
ARMOR MATERIAL EFFECTS damage, are shaken awake, or the poison is removed.
Rubbery Hide
While you are wearing this armor, you can use your Nerscylla Claw
reaction or bonus action to gain resistance to lightning When you cast a spell that deals poison damage, you gain a
damage until the end of your next turn. Once you use this +1 bonus to its spell attack roll.
property, you cannot use it again until you finish a long Nerscylla Spike
rest. When you hit a creature or object that is within 60 feet of
Nerscylla Shell you with a ranged weapon attack, you can use your bonus
Perceptive. You are proficient with perception checks action to pull the target 10 feet towards you.
while wearing this armor.
OTHER MATERIAL EFFECTS
Nerscylla Chelicera Drone Substance
Trap Master. While you wear this armor, you can set pitfall This oily like substance can be applied to the skin of a
traps or shock traps as a bonus action and you can use an medium or smaller creature. Applying the substance takes
action to cast the snare spell from it. Once used, the snare 1 minute. The affected creature then has advantage on
effect can't be used again until the next dawn. Charisma (persuasion) checks for 1 hour. During this time
N.Sleep Sac if they attempt to charm a creature with spells or spell like
Negate Sleep. You cannot unwillingly be put to sleep by abilities, the targeted creature has disadvantage on its
any means while wearing this armor. saving throw.
Cursed. When applied to a creature, there is a 10%
Nerscylla Claw chance to attract nearby seltas while in urban areas. While
Spider Climb. While you wear this armor, you can move up, in the wilds, there is a 50% chance to attract nearby seltas.
down, and across vertical surfaces and upside down along
ceilings, while leaving your hands free. You have a climbing Monster Fluid
speed equal to your walking speed. However, the armor Uncommon or rare upgrade material that can be used for
doesn't allow you to move this way on a slippery surface, weapons or armor.
such as one covered by ice or oil.
N.Sleep Sac
Nerscylla Spike A Material that replaces the sleep herb when crafting tranq
You have resistance to poison damage while you wear this bombs or tranq ammo.
armor.
300
Rachnoid
Challenge Rating 1 Carves 1
Carve Chance Material Slots
1-7 Sharp claw (W)
8-15 Rachnoid Silk (A)
16-20 Monster Fluid (A)
301
Rakna-Kadaki Command Rachnoids (Requires silk gown). The rakna uses
one of the following actions:
Huge monstrosity (temnoceran), unaligned
Move. The rakna launches three rachnoids up to 30 feet
Armor Class 19 (natural armor) away and pulls itself to that location.
Hit Points 136 (13d12 + 52) Fire Breath. The rakna launches all five rachnoids off its
Speed 30 ft., climb 30 ft. abdomen, each landing at least 5 feet apart from each
other and in a space within 20 feet of the rakna. Each
rachnoid then uses its fire breath before being pulled
STR DEX CON INT WIS CHA back onto the rakna's abdomen.
15 (+2) 20 (+5) 18 (+4) 8 (-1) 15 (+2) 10 (+0) Defend. The rachnoids on the rakna's body attempt to
shove a creature off the rakna. Roll a contested
Saving Throws Con +10, Wis +8 Strength (Athletics) check using the rachnoids
Skills Perception +8 strength modifier. The rachnoid gains a +4 bonus to
Damage Immunities fire, lightning, necrotic its check.
Condition Immunities charmed, frightened Web. Up to three rachnoids use their web action.
Senses darkvision 60 ft., passive Perception 18
Languages —
Challenge 17 (18,000 XP) Recharge Attack (Recharge 5–6). The rakna uses one of
the following actions.
Silk Gown (After the gown is destroyed; Recharge 6). As a
bonus action the rakna covers its body in a silk webbing. Fire Breath. The rakna spins in a circle and releases a gout
The webbing can be attacked and destroyed (AC 19; hp of flame in a 30-foot radius around it. Each creature in
64; immunity to bludgeoning, fire, poison, and psychic that area must make a DC 18 Dexterity saving throw,
damage). When a creature makes a melee weapon attack taking 45 (10d8) fire damage on a failed save, or half
that fails to hit the rakna or silk gown by 5 or less its as much damage on a successful one. If the rakna is on
weapon becomes stuck to it, requiring an action and a the ceiling of the area, the gout of flames is released in
successful DC 18 Strength check to pull free. If the a 30-foot-radius, 40-foot-high cylinder centered on a
attack is with a natural weapon, the creature is also point up to 30 feet directly below the rakna.
grappled. Until this grapple ends, the creature is Web Spray. The rakna exhales webbing in a 60-foot cone
restrained. in front of it. Each creature in that area must succeed
on a DC 18 Dexterity saving throw or be restrained by
Damage Transfer (Requires silk gown). While the rakna's the webbing. As an action, the restrained target can
body is covered by its silk gown, it takes only half the make a DC 18 Strength check, bursting the webbing
damage dealt to it, and the silk gown takes the other half. on a success. The webbing can be attacked and
Rachnoids. (Requires silk gown). While its body is covered destroyed (AC 10; hp 30; vulnerability to slashing
by its silk gown, the rakna always has five rachnoids on damage; immunity to bludgeoning, fire, poison, and
its abdomen. When the silk gown is destroyed, the psychic damage).
rachnoids fall off the rakna and use their reactions to flee
by burrowing underground. Legendary Actions
Spider Climb. The rakna can climb difficult surfaces, The rakna can take 3 legendary actions, choosing from
including upside down on ceilings, without needing to the options below. Only one legendary action option can
make an ability check. be used at a time and only at the end of another
creature's turn. The rakna regains spent legendary actions
Standing Leap. The rakna's long jump is up to 30 feet and at the start of its turn.
its high jump is up to 15 feet, with or without a running
start. Command. The rakna uses its command rachnoids action.
Web Sense. While in contact with a web, the rakna knows Flamethrower. The rakna moves up to half its speed in a
the exact location of any other creature in contact with straight line while releasing a gout of flame in a 15-foot
the same web. line that is 10 feet wide in front of it. During this
movement it can pass through a Medium or smaller
Web Walker. The rakna ignores movement restrictions creature's space. Each creature in fire's path must
caused by webbing. succeed on a DC 18 Dexterity saving throw, taking 10
Actions (3d6) fire damage on a failed save, or half as much
damage on a successful one.
Multiattack. The rakna uses its command rachnoid (if
able). It then makes three attacks; two with its claws, and Web Landmine (Costs 2 Actions). The rakna slams its
one with its abdomen. abdomen on the ground sending three blobs of webbing
into unoccupied spaces within 15 feet of it. When a
Abdomen. Melee Weapon Attack: +11 to hit, reach 10 ft., creature that starts or enters a webbed area for the first
one target. Hit: 32 (6d8 + 5) bludgeoning damage or 18 time on a turn they are restrained by the webbing. As an
(3d8 + 5) bludgeoning damage when covered by its silk action, the restrained target can make a DC 18 Strength
gown. check, bursting the webbing on a success. The webbing
can be attacked and destroyed (AC 18; hp 100;
Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., vulnerability to slashing damage; immunity to
one target. Hit: 15 (3d6 + 5) slashing damage. bludgeoning, fire, poison, and psychic damage).
302
Rakna‑Kadaki Carapace
Rakna-Kadaki Quick Load. You can reload as a free action while you are
Challenge Rating 18 Carves/Capture 3 attuned to this weapon.
Carve Capture Rakna-Kadaki Silk
Chance Chance Material Slots While attuned to this weapon you can use a bonus action
to fire a strand of webbing at a creature, object, or terrain
1 1 Drone Substance (W,O) within 30 feet of you and pull yourself to the closest
2-6 2-5 Rakna‑Kadaki Carapace (A,W) adjacent space to the target. If the target is a creature, they
can make a DC 15 Dexterity saving throw. On a successful
7-8 6-8 Rakna-Kadaki Silk (A,W) save, the creature avoids the webbing and you are unable
9-11 9-11 R.Queen Substance (A,O) to pull yourself to it. You can use this property a number of
times equal to your proficiency modifier, regaining all
12-13 — Rakna-Kadaki Glowgut (A,W) expended uses when you finish a long rest.
14-16 12-16 Rakna‑Kadaki Sharpclaw (A,W) Rakna-Kadaki Glowgut
Stamina Surge+2. While attuned to this weapon, you can
17-18 17-19 Rakna-Kadaki Spike (A,W) use an action to cast the haste spell from it once per day,
19-20 20 Monster Broth (O) but can target only yourself when you do so and you gain 1
level of exhaustion when the spell ends.
Rakna-Kadaki Sharpclaw
ARMOR MATERIAL EFFECTS Your weapon deals an extra 1d8 fire damage.
Rakna‑Kadaki Carapace
Constitution. The duration from slowing effects, such as Rakna-Kadaki Spike (Bowgun only)
the slow spell or a copper dragon's breath attack, are Spread up+. When you hit a creature with spread ammo
reduced by half while you wear this armor. and they are within half your normal bowgun range,
increase the damage die size by 1. Additionally instead of
Rakna-Kadaki Silk splitting the damage, the target takes full damage from the
While you are grappling a target you can use an action to spread ammo and each adjacent creature must succeed on
speak this armor's command word, causing rachnoid silk a Dexterity saving throw equal to your ammo save DC. On
covering your armor to wrap around the grappled target. a failed save, the target is dealt the same damage as the
Until you or the creature takes fire damage, or until it target. On a successful save, the target takes half as much
breaks free of your grapple, it has disadvantage on damage as the target.
Strength (Athletics) and Dexterity (Acrobatics) checks. You
can use this property a number of times equal to your OTHER MATERIAL EFFECTS
proficiency modifier, regaining all expended use when you Drone Substance
finish a long rest. This oily like substance can be applied to the skin of a
R.Queen Substance medium or smaller creature. Applying the substance takes
While you wear this armor small spiders emerge from it, 1 minute. The affected creature then has advantage on
like hatching from an egg sac. The spiders are friendly to Charisma (persuasion) checks for 1 hour. During this time
you and crawl around your armor, but provide no other if they attempt to charm a creature with spells or spell-like
noticeable benefit. abilities, the targeted creature has disadvantage on its
saving throw.
Rakna-Kadaki Glowgut Cursed. When applied to a creature, there is a 10%
This armor has 3 runes. It regains 1d3 runes daily at dawn. chance to attract nearby seltas while in urban areas. While
As an action you can expend one or more runes to cast the in the wilds, there is a 50% chance to attract nearby seltas.
web spell (spell save DC 16). For 1 rune, you cast the spell
as normal. You can increase the size of the cubed area by 5 Rakna-Kadaki Silk
feet for each additional rune you expend. Can be used to craft pitfall trap+ (AGtMH p.63) by
Rakna-Kadaki Sharpclaw combining it with a trap tool using smithing tools (DC 17).
Spider Climb. While you wear this armor, you can move up, R.Queen Substance
down, and across vertical surfaces and upside down along A potent pheromone sometimes released by the rakna-
ceilings, while leaving your hands free. You have a climbing kadaki. It is highly valued by nobles (sell value 1,500 gp).
speed equal to your walking speed. However, the armor
doesn't allow you to move this way on a slippery surface, Monster Broth
such as one covered by ice or oil. Legendary material that can be used for weapons or armor.
Rakna-Kadaki Spike
You have resistance to fire and necrotic damage while you
wear this armor.
303
Theropods
Theropods are reminiscent of Brute Wyverns; flightless, bipedal creatures with long tails and powerful legs. Unlike Brute Wyverns
however, these monsters are generally quite small. Furthermore, Theropods almost always live under a social hierarchy, with
young individuals, females and beta males led by a strong, dominant alpha male, which can command and control his subjects
during combat.
Baggi Baggi
Baggi behave the same way as Jaggi and Jaggia. Unlike Jaggi, Challenge Rating 1 Carves 1
however, they can be either male or female. They have the
ability to put other creatures to sleep due to its special liquid Carve Chance Material Slots
spit when it bites, that only lasts a few seconds. Baggi have 1-7 Bird Wyvern Fang (W)
the same attacks as the creatures they resemble, the Jaggi,
but attack more without delay. They will spend much less 8-12 Baggi Hide (W)
time hissing and will rush at Adventurers without warning. 13-16 Baggi Scale (A)
Like their relatives, the Jaggi, Baggi will attack other large
monsters in the same area, excluding the Great Baggi. 17-18 Sm Monsterbone (O)
19-20 Bird Wyvern Bone (O)
304
Great Baggi
Challenge Rating 2 Carves/Capture 2
Great Baggi Carve Chance Capture Chance Material Slots
Large beast (theropod), unaligned
1-2 — Baggi Scale (A)
Armor Class 13 (natural armor) 3-5 1-5 B.Sleep Sac x2 (O)
Hit Points 59 (7d10 + 21)
Speed 30 ft. 6-12 6-7 Great Baggi Hide (A,W)
13-17 8-10 Great Baggi Claw (W)
STR DEX CON INT WIS CHA — 11-18 B.King's Crest (A,W)
18 (+4) 13 (+1) 16 (+3) 4 (-3) 10 (+0) 6 (-2) 18-19 19 Great Baggi Piel (A,W)
20 20 Imperial Crest (A)
Skills Athletics +6
Senses passive Perception 10
Languages — ARMOR MATERIAL EFFECTS
Challenge 2 (450 XP) Baggi Scale
You have a +1 bonus to Athletics checks while you wear
Brute. A melee weapon attack deals one extra die of its this armor.
damage when the great baggi hits with it (included in
the attack). Great Baggi Hide
You reduce cold damage you take by 3 while you wear this
Pounce. If the great baggi moves at least 20 feet armor.
straight toward a creature and then hits it with a claw
attack on the same turn, that target must succeed on a B.King's Crest
DC 14 Strength saving throw or be knocked prone. If Whenever you make a saving throw against the
the target is prone, the great baggi can make one bite unconscious condition or other sleep-like effects, you do
attack against it as a bonus action. so with a +1 bonus.
Great Baggi Piel
Actions You can read books you are touching while sleeping.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one Imperial Crest
target. Hit: 17 (3d8 + 4) piercing damage. If the target Capture Novice. While attuned to this armor, tranq bombs
is a creature, it must succeed on a DC 13 Constitution and tranq ammo roll an extra 2d8 when they hit a creature.
saving throw or become Incapacitated for 1d4 turns or
until they take damage. WEAPON MATERIAL EFFECTS
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one Great Baggi Hide
target. Hit: 14 (4d4 + 4) Slashing damage. When you hit a creature with this weapon, it must succeed
on a DC 10 Constitution saving throw or become
Sleep Spit. The great baggi spits a sleepy concoction at Incapacitated for 1d4 turns or until they take damage.
a location within 60 feet of it. Each creature within a 5- Once you use this property, you cannot use it again until
foot radius of that location must succeed on a DC 13 you finish a long rest.
Constitution saving throw or become incapacitated for
1d4 turns or until they take damage. Great Baggi Claw
Your slashing weapon deals an extra 1 slashing damage.
Alpha Call (1/day). The great baggi calls out for help and
1d4 baggi appears to assist it. B.King's Crest
FastCharge. When you roll for initiative, your greatsword,
longsword, charge blade, or tonfas gains 1 charge, spirit, or
phial charge.
Great Baggi Piel
Your weapon deals an extra 1 weapon damage if it uses
ammunition.
305
Genprey Genprey
Challenge Rating 1/2 Carves 1
Genprey bodies are covered in a colorful yellow and green
hide, with a pair of yellow crests over their eyes. They are Carve Chance Material Slots
mid-level hunters. They prey on Aptonoth and Apceros. 1-8 Genprey Fang (W)
Genprey are pack hunters, and often rely on plans formulated
by their pack leader, the Gendrome. 9-13 Genprey Hide (A)
Genprey are covered in scales used for both camouflage in 14-18 Genprey Scale (A)
the harsh deserts and repel the fangs of other creatures. If
the other creatures have a type of paralyzing toxin, skin under 19-20 Sm Monsterbone (O)
the scales can neutralize the paralyzing venom. In their
fangs, is a deadly venom that can paralyze prey ten times
their own size. It's estimated that it takes near seconds for ARMOR MATERIAL EFFECTS
Genprey Hide
the venom to paralyze prey no matter what size. You reduce lightning damage you take by 2 while you wear
this armor.
Genprey Scale
Genprey You have a +1 bonus to Arcana checks while you wear this
armor.
Medium beast (theropod), unaligned
WEAPON MATERIAL EFFECTS
Armor Class 10 (natural armor) Genprey Fang
Hit Points 32 (5d8 + 10) When you cast a spell that deals lightning damage, add 1/2
Speed 30 ft. of your proficiency bonus to that damage.
Gendrome
target. Hit: 6 (2d4 + 1) slashing damage.
Skills Athletics +5
Senses passive Perception 11
Languages —
Challenge 2 (450 XP)
306
WEAPON MATERIAL EFFECTS
Gendrome Tail
Standing Leap. The gendrome's long jump is up to 30 While attuned to this weapon, you can use an action to
feet and its high jump is up to 15 feet, with or without cast minor illusion (save DC 11) from it at will. You can
a running start. only use the spell to create a sound, not an image, and the
sound must emanate from the weapon.
Aggressive. As a bonus action, the gendrome can move
up to its speed toward a hostile creature that it can see. Paralysis Sac
When you cast a spell that deals lightning damage, you
Actions gain a +1 bonus to its spell attack roll.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Gendrome Skull
target. Hit: 12 (2d8 + 3) piercing damage. On hit the The first time you make a Carve check on a creature, you
target must make a DC 13 Constitution saving throw do so with advantage.
or become paralyzed for 1 minute. A creature can
repeat the saving throw at the end of each of its turns, Gendrome Shard
ending the effect on itself on a success. While holding this weapon, you can use your action and
point your weapon at a target within 30 feet of you,
Deadly Leap. If the gendrome jumps at least 15 feet as causing a bright light to flare before them. That creature
part of its movement, it can then use this action to must succeed on a DC 11 Constitution saving throw or
land on its feet in a space that contains one or more become blinded for 1 minute. Once you use this property,
other creatures. Each of those creatures must succeed you cannot use it again until you finish a short or long rest.
on a DC 13 Strength or Dexterity saving throw (target's
choice) or be knocked prone and take 6 (1d6 + 3) Giaprey
bludgeoning damage On a successful save, the have crystal blue scales with sky blue stripes. As to the other
creature takes only half the damage, isn't knocked relatives of the Giaprey it is able to take high amounts of cold.
prone, and is pushed 5 feet out of the gendrome's
space into an unoccupied space of the creature's
This is because of the skin being warmer than its blood and
choice. If no unoccupied space is within range, the
is able to repel high amounts of the cold in the Snowy
creature instead falls prone in the gendrome's space. Mountains.
Giapreys live in packs and obey their leader the Giadrome
Alpha Call (1/day). The gendrome calls out for help and in what it dictates to the pack. Though they are small they are
1d4 genprey appears to assist it. very aggressive if someone enters their territory.
Giadrome
Gendrome It is physically very similar to the Velocidrome, the only key
Challenge Rating 2 Carves/Capture 2 difference being the pale blue colouration and the presence
of a frost sac. From the scales of Giadrome being white and
Carve Chance Capture Chance Material Slots blue, they are able to blend into the snow. This allows it to
1-3 — Genprey Scale (A) hunt better in the cold. Unlike the other species of Velociprey,
Giadrome can spit a freezing cold liquid at prey, freezing
4-13 — Gendrome Tail (W) them in their tracks. Their fangs are very cold and sharp to
— 1-7 Paralysis Sac (W) the touch.
14-18 8-18 Gendrome Hide (A)
Giadrome are quite social compared to their cousins.
Unlike most other Velociprey species, Giadrome and Giaprey
— 19 Gendrome Skull (A,W) are quite social. They are known to be made up of more than
20 20 Gendrome Shard (A,W)
one pack. Both Giadrome will live together and even control
each other's pack while together. By being together, their
packs are much deadlier and larger than before.
ARMOR MATERIAL EFFECTS
Genprey Scale
You have a +1 bonus to Arcana checks while you wear this
armor.
Gendrome Hide
You reduce lightning damage you take by 3 while you wear
this armor.
Gendrome Skull
Whenever you make a saving throw against the paralyzed
condition, you do so with a +2 bonus.
Gendrome Shard
While wearing this armor, you can use an action to cast the
thunderwave (save DC 12) spell from it. Once used, you
can't use this property again until the next dawn.
307
Giaprey Giadrome
Medium beast (theropod), unaligned Large beast (theropod), unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 12 (+1) 2 (-4) 8 (-1) 6 (-2) 16 (+3) 13 (+1) 15 (+2) 6 (-2) 10 (+0) 6 (-2)
308
ARMOR MATERIAL EFFECTS
Giaprey Scale
You have a +1 bonus to Insight checks while you wear this
armor. Ioprey
Medium beast (theropod), unaligned
Giadrome Hide
You reduce cold damage you take by 3 while you wear this
armor. Armor Class 11 (natural armor)
Hit Points 22 (4d8 + 4)
Giadrome Skull Speed 30 ft.
The air around you is always unnaturally cold while you
wear this armor. Your breath becomes visible, and frost
continually forms on the surface of your hair, weapons, and STR DEX CON INT WIS CHA
armor. Additionally, you suffer no ill effect from being in
extremely cold environments. 14 (+2) 11 (+0) 12 (+1) 2 (-4) 8 (-1) 6 (-2)
309
Iodrome
Challenge Rating 1 Carves/Capture 2
Iodrome Carve Capture
Large beast (theropod), unaligned
Chance Chance Material Slots
310
Izuchi Izuchi
Challenge Rating 1 Carves 1
An omnivorous bird wyvern that has a characteristic scythe-
shaped tail. It uses this tail to attack, but also to climb trees Carve Chance Material Slots
and chop down fruit. Most Izuchi fall into a herd led by a 1-7 Sharp Claw (W)
Great Izuchi; in each herd, the two best fighters are selected
by the leader to help it hunt prey. 8-13 Izuchi Hide (A)
14-17 Izuchi Tail (A)
18-20 Bird Wyvern Bone (O)
Izuchi
Medium beast (theropod), unaligned ARMOR MATERIAL EFFECTS
Izuchi Hide
Armor Class 12 (natural armor) When you successfully gather from a bonepile resource,
Hit Points 40 (6d8 + 13) you roll twice on the resource table .
Speed 30 ft.
WEAPON MATERIAL EFFECTS
STR DEX CON INT WIS CHA Sharp claw
Your slashing weapon deals an extra 1 slashing damage.
16 (+3) 13 (+1) 16 (+3) 4 (-3) 10 (+0) 6 (-2)
Izuchi Tail
Hunter. While attuned to this weapon you gain one extra
Senses passive Perception 10 ration from whatever you hunt.
Languages —
Challenge 1 (200 XP)
OTHER MATERIAL EFFECTS
Bird Wyvern Bone
Pack Tactics. The izuchi has advantage on attack rolls Uncommon armor upgrade material.
against a creature if at least one of the izuchi's allies
is within 5 feet of the creature and the ally isn't
incapacitated.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage.
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage.
311
Great Izuchi Great Izuchi
Great Izuchi is covered in short orange fur throughout the Challenge Rating 3 Carves/Capture 2
body with some patches of white fur on the head, base of the
neck, back, and tail. Under the fur are cream-colored scales Carve Chance Capture Chance Material Slots
that become dark indigo toward the arms and legs. It has a 1-5 1-5 Great Izuchi Hide (A)
long and slender snout, with cobra-like fangs on the top and
bottom jaw, and orange eyes with very narrow pupils. Its 6-8 6-8 Screamer Sac x2 (O)
underbelly is clad in large gray plating with smaller plating 9-16 9-16 Great Izuchi Pelt (A,W)
lining the back. The arms have three digits with the middle —
finger elongated, becoming hook-like. The most distinctive 16-17 Sm Monsterbone (O)
feature is its tail, which ends in a bony, scythe-like blade that 19 17-19 Great Izuchi Tail (W)
it uses primarily for attacking. The scythe is very sharp, 20 20 Izu Gem (A,W)
capable of slicing through several bamboo stalks in a single
strike.
ARMOR MATERIAL EFFECTS
Great Izuchi Hide
You have a +1 bonus to Acrobatic checks while you wear
Great Izuchi this armor.
Large beast (theropod), unaligned
Great Izuchi Pelt
You reduce fire damage you take by 3 while you wear this
Armor Class 14 (natural armor) armor.
Hit Points 93 (11d10 + 33)
Great Izuchi Tail
Speed 30 ft., climb 30 ft.
Palamute Rally. NPC allies within 10 feet of you gain a +1
bonus to their AC and attack rolls while you are attuned to
STR DEX CON INT WIS CHA this armor.
312
Jaggi
Jaggi are mostly pink, with purple foreclaws, back-stripe, and
head-frills, and with cream-colored underbellies. Their tails Jaggi
Medium beast (theropod), unaligned
are barbed along the length of the appendage, and they sport
sizable frills sprouting from behind their jaws, possibly for
making themselves look bigger to other monsters. Armor Class 11 (natural armor)
Though Jaggi and their kind display a higher functioning Hit Points 26 (4d8 + 8)
level of cooperation than other Raptors, Jaggi are often easily Speed 30 ft.
dealt with, even for novice Adventurers. This is due, in part,
to their boisterous nature; Jaggi will often spend just as much STR DEX CON INT WIS CHA
time vocalizing bark-like warnings against intruders as they
will attacking them. 15 (+2) 13 (+1) 14 (+2) 2 (-4) 8 (-1) 6 (-2)
313
OTHER MATERIAL EFFECTS
Sm Monsterbone
Jaggia Uncommon weapon upgrade material.
Medium beast (theropod), unaligned Bird Wyvern Bone
Uncommon armor upgrade material.
Armor Class 12 (natural armor)
Hit Points 37 (5d8 + 15) Great Jaggi
Speed 30 ft.
Great Jaggi's distinctive feature is its frill and the lavender
scales with the crimson and tangerine overrides on the frills
STR DEX CON INT WIS CHA and the abdomen part, but also the furs that grow on its neck
and along the back down to the middle tip of the tail. Great
16 (+3) 13 (+1) 16 (+3) 2 (-4) 10 (+0) 6 (-2) Jaggi's muzzle are particularly thinner and much more
wrinkly than the other Bird Wyverns. While the tail has some
Senses passive Perception 10 barbs on each side, they are notably blunt and definable even
Languages — used for its tail whip attacks.
Challenge 1 (200 XP)
Great Jaggi, along with the Great Baggi, may attack other
monsters instead of focusing solely on the Adventurer,
Pack Tactics. The jaggia has advantage on attack rolls
against a creature if at least one of the jaggia's allies is
indicating a highly competitive and intelligent demeanor. It
within 5 feet of the creature and the ally isn't
can also call its pack of Jaggi to its aid at any time with a loud,
incapacitated. resonating roar.
Brute. A melee weapon deals one extra die of its
damage when the jaggia hits with it (included in the
attack). Great Jaggi
Actions Large beast (theropod), unaligned
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) piercing damage. Armor Class 13 (natural armor)
Hit Points 59 (7d10 + 21)
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one Speed 30 ft.
target. Hit: 10 (2d6 + 3) bludgeoning damage. If the
target is a creature, it must succeed on a DC 11
Strength saving throw or be knocked prone. STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 16 (+3) 4 (-3) 10 (+0) 6 (-2)
1-7 Bird Wyvern Fang (W) Brute. A melee weapon attack deals one extra die of its
8-12 Jaggi Hide (A) damage when the great jaggi hits with it (included in
the attack).
13-16 Jaggi Scale (A)
Pounce. If the great jaggi moves at least 20 feet.
17-18 Sm Monsterbone (O) straight toward a creature and then hits it with a slam
19-20 Bird Wyvern Bone (O) attack on the same turn, that target must succeed on a
DC 13 Strength saving throw or be knocked prone. If
the target is prone, the great jaggi can make one bite
ARMOR MATERIAL EFFECTS attack against it as a bonus action.
Jaggi Hide
This armor magically mends itself to counteract daily wear Actions
and tear. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 16 (3d8 + 3) piercing damage.
Jaggi Scale
You have a +1 bonus to Survival checks while you wear Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one
this armor. target. Hit: 13 (3d6 + 3) bludgeoning damage. If the
target is a creature, it must succeed on a DC 13
WEAPON MATERIAL EFFECTS Strength saving throw or be knocked prone.
Bird Wyvern Fang Alpha Call (1/day). The great jaggi calls out for help and
Your piercing weapon deals an extra 1 piercing damage. 1d4 jaggi and 1d2 jaggia appears to assist it.
314
Great Jaggi Kulu-Ya-Ku
Challenge Rating 2 Carves/Capture 2
Kulu-Ya-Ku has a body shape similar to other raptorial Bird
Carve Chance Capture Chance Material Slots Wyverns, such as Velocidrome. This monster is covered in
1-2 — Jaggi Scale (A)
light brown scales and has a face that greatly resembles a
Dodo. Though it is mostly covered in scales, it also has
3-5 1-5 Screamer Sac x2 (O) feathers on its head and arms.
6-12 6-7 Great Jaggi Hide (A) Kulu-Ya-Ku are exclusively ovivores, meaning they only eat
eggs. They primarily feed on the eggs of Herbivores and
13-17 8-10 Great Jaggi Claw (W) Flying Wyverns, but have been observed eating ones from
— 11-18 King's Frill (W) various species, including other Kulu-Ya-Ku. Daily a Kulu-Ya-
Ku needs to feed on three to four eggs to survive but has to
18-19 19 Great Jaggi Head (A) risk encountering large monsters to do so.
20 20 Imperial Frill (A) Despite its size, Kulu-Ya-Ku can pick up and lift 300kg
boulders before bashing them against threats. It can
pick up such large objects due to it having well-
ARMOR MATERIAL EFFECTS developed pectoral muscles. Although its
Jaggi Scale ability to pick up and use objects is
You have a +1 bonus to Survival checks while you wear impressive, its greatest strength is
this armor. likely its sensitive beak. With this
Great Jaggi Hide beak, Kulu-Ya-Ku can detect slight
You reduce necrotic damage you take by 3 while you wear changes in the environment and
this armor. find the exact location of a
hidden object. It also has two rows
Great Jaggi Head of spikes on its tongue to prevent
Item Prolonger. Whenever you use a consumable item that
has a duration, its duration is increased by an additional 6
egg yolk from escaping its mouth.
seconds.
Imperial Frill
Gourmand. While attuned to this armor, you double the
amount of days you can go without food or water before
suffering a level of exhaustion.
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Kulu-Ya-Ku
Challenge Rating Carves/Capture 3
Kulu-Ya-Ku Carve Chance Capture Chance Material Slots
Large beast (theropod), unaligned
1-6 1-5 Kulu-Ya-Ku Scale (A,W)
Armor Class 13 (natural armor) 7-11 6-12 Kulu-Ya-Ku Hide (A,W)
Hit Points 119 (14d10 + 72)
Speed 40 ft. 12-14 13-16 Kulu-Ya-Ku Plume (A,W)
15-19 17-19 Kulu-Ya-Ku Beak (A,W)
STR DEX CON INT WIS CHA 20 20 Kulu Gem (A,W)
17 (+3) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 9 (-1)
ARMOR MATERIAL EFFECTS
Saving Throws Dex +5, Con +6, Cha +2 Kulu-Ya-Ku Scale
Skills Perception +2, Investigation +1 You can use an action to speak this armor's command
Senses passive Perception 12 word, causing it to emit soothing music and cast the calm
Languages — emotions spell (save DC 14) centered on you. Once you
Challenge 4 (1,100 XP) use this property, you cannot use it again until you finish a
long rest.
Pounce. If the kulu-ya-ku moves at least 20 feet straight
toward a creature and then hits it with a peck attack on Kulu-Ya-Ku Hide
the same turn, that target must succeed on a DC 14 While wearing this armor you can use a bonus action to
Strength saving throw or be knocked prone. If the gain advantage on Wisdom (Medicine) checks for the rest
target is prone, the kulu-ya-ku can make one claw of the turn.
attack against it as a bonus action. Kulu-Ya-Ku Plume
Item Prolonger. Whenever you use a consumable item that
Sensitive Beak. The kulu-ya-ku has advantage on has a duration, its duration is increased by an additional 6
Intelligence (Investigation) and Wisdom (Perception) seconds.
checks when attempting to locate anything buried in
the ground. Kulu-Ya-Ku Beak
Stamina Surge. While wearing this armor, you can use an
Standing Leap. The kulu-ya-ku's long jump is up to 20 action to cast the haste spell from it once per day, but can
feet and its high jump is up to 10 feet, with or without target only yourself when you do so and you gain 3 levels
a running start. of exhaustion when the spell ends.
Actions Kulu Gem
Multiattack. The kulu-ya-ku makes two attacks: one with As an action, you form a boulder in your hand, from dust
its peck and one with its claw. and debris on the ground, and hurl it at a creature within
60 feet of you. That creature must make a DC 14 Dexterity
Peck. Melee Weapon Attack: +5 to hit, reach 5 ft., one saving throw, taking 2d10 bludgeoning damage on a failed
target. Hit: 10 (2d6 + 3) piercing damage. save, or half as much on a successful one. Once you use
this property, you can't use it again until you finish a short
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one or long rest.
target. Hit: 10 (2d6 + 3) slashing damage or 12 (2d8 +
3) bludgeoning damage while it has a boulder.
WEAPON MATERIAL EFFECTS
Dig (Recharge 6). The kulu-ya-ku digs into the ground Kulu-Ya-Ku Scale
pulling out a small sized boulder that it wields in its Every minute, a beautifully colored feather falls from your
claws. It will carry around the boulder until it takes weapon and floats to the ground.
thunder damage; becomes blinded, stunned, or
paralyzed; or uses its boulder toss attack. Kulu-Ya-Ku Hide
When you are outdoors, harmless creatures such as
Boulder Toss (requires Boulder). Range Weapon Attack: squirrels and birds flock to you when you sing songs for a
+5 to hit, range 20/60 ft., one target. Hit: 16 (3d8 + 3) minute or longer.
bludgeoning damage.
Kulu-Ya-Ku Plume
Reactions You have a +2 bonus to Persuasion checks while you are
attuned to this weapon.
Parry. The kulu-ya-ku adds 3 to its AC against one
melee attack that would hit it. To do so, the kulu-ya-ku Kulu-Ya-Ku Beak
must see the attacker and be wielding a boulder. You can use a bonus action to shroud your weapon in
magical feathers for 1 minute. The next time you hit a
creature with a melee weapon attack while your weapon is
still shrouded in feathers, it must make a DC 11
Constitution saving throw. On a failed save, the target falls
unconscious until the end of its next turn, until the sleeper
takes damage, or until someone uses an action to shake or
316
slap the sleeper awake. Once you use this property, you Maccao
can't use it again until you finish a long rest.
Challenge Rating 1/4 Carves 1
Kulu Gem
Critical Eye. Your weapon attacks critical hit range is Carve Chance Material Slots
increased by 1. 1-9 Bird Wyvern Fang (W)
10-13 Maccao Hide (A)
Maccao & Great Maccao 14-17 Maccao Scale (A)
The Great Maccao feathered crest sets them apart from its
Maccao pack. Although superficially similar to its younger 18-20 Sm Monsterbone (O)
brethren, a Great Maccao is bigger and bulkier, with more
brightly-colored plumage. It also has powerful legs it uses to ARMOR MATERIAL EFFECTS
kick threats and to move with great speed, and its spiked tail Maccao Hide
allows it to propel itself forward and jump with tremendous You and all of your possessions are completely odorless
force. while you wear this armor.
Only male Maccaos or Great Maccaos have feathers on
their head. A Maccao's tail is similar to a kangaroo's tail. Its Maccao Scale
tail allows it to propel itself forward and jump with You have a +1 bonus to Performance checks while you
tremendous force. The Maccao has the ability to stand on its wear this armor.
tail without any support from its legs, allowing it to balance
itself on its tail with its legs in the air. While standing on its WEAPON MATERIAL EFFECTS
tail, its bright, red underbelly is revealed. The red underbelly Bird Wyvern Fang
acts as a warning sign, and is used to intimidate predators. Your piercing weapon deals an extra 1 piercing damage.
Maccao are scavengers that feed on corpses and eggs
belonging to larger predators. Though primarily scavengers, OTHER MATERIAL EFFECTS
Great Maccao will also feed on smaller monster species. Sm Monsterbone
Great Maccao are shy monsters that prefer to stay away Uncommon weapon upgrade material.
from most threats. Despite Great Maccao being the leader of
its Maccao pack, it barely has any control over its lesser
counterparts, unlike other Bird Wyverns such as the Great
Jaggi. A Great Maccao's pack will rarely assist it if it is in
danger. Great Maccao would rather run than fight, much like
its smaller counterparts.
Maccao
Medium beast (theropod), unaligned
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) piercing damage.
Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) bludgeoning damage.
317
Great Maccao Scale
You reduce fire damage you take by 3 while you wear this
Great Maccao armor.
Large beast (theropod), unaligned Great Maccao Hide
You can use your reaction to reduce fall damage by 1d6
until the end of turn. Once you use this property you
Armor Class 14 (natural armor) cannot use it again until you finish a long rest.
Hit Points 52 (7d10 + 14)
Speed 40 ft. Champion's Crest
Whenever you are casting a spell as a ritual, you have
advantage on Constitution saving throws to maintain
STR DEX CON INT WIS CHA concentration.
16 (+3) 13 (+1) 14 (+2) 5 (-3) 11 (+0) 6 (-2) Maccao Gem
Jump Master+. While wearing this armor, you can cast the
Senses passive Perception 10 jump spell twice per short or long rest, but can target only
Languages — yourself when you do so.
Challenge 2 (450 XP)
WEAPON MATERIAL EFFECTS
Standing Leap. The great maccao's long jump is up to Maccao Tailspike
40 feet and its high jump is up to 20 feet, with or Hitter. When a creature must succeed on a saving throw or
without a running start. become stunned by the effect of a weapon attack, increase
the save DC by 2.
Actions Great Maccao Hide
Multiattack. The great maccao makes two kick attacks. Whenever you break a grapple, you may choose to push
the grappler up to 10 feet away from you as a bonus
Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one action.
target. Hit: 10 (2d6 + 3) bludgeoning damage.
Champion's Crest
Deadly Leap. If the great maccao jumps at least 15 feet When you make a weapon attack with this weapon and roll
as part of its movement, it can then use this action to a 20 for the attack roll, you can chose release a wave of
land on its feet in a space that contains one or more concussive force. When you do, each creature within 5
other creatures. Each of those creatures must succeed feet of you must succeed on a DC 12 Strength saving
on a DC 13 Strength or Dexterity saving throw (target's throw or be knocked prone.
choice) or be knocked prone and take 12 (2d8 + 3)
bludgeoning damage On a successful save, the Maccao Gem (Druid, Sorcerer, Warlock, or Wizard)
creature takes only half the damage, isn't knocked While attuned to this weapon you can cast the jump spell
prone, and is pushed 5 feet out of the great maccao's at will, without expending a spell slot.
space into an unoccupied space of the creature's
choice. If no unoccupied space is within range, the OTHER MATERIAL EFFECTS
creature instead falls prone in the great maccao's Great Maccao Scale
space. Uncommon armor upgrade material.
Tzitzi-Ya-Ku
Great Maccao Tzitzi-Ya-Ku is a theropod of a navy blue coloration. It has
Challenge Rating 2 Carves/Capture 2 long, powerful back legs, and muscular forelegs complete
Carve Chance Capture Chance Material Slots
with three claws for grasping prey. Perhaps its most unique
feature is the pair of retractable frills that line either side of
1-3 — Maccao Scale (A) its head, which are bright and vividly colorful in appearance.
4-5 1-4 Maccao Tailspike (W)
Its back is lined with a row of short spines, and it has wide,
sturdy feet.
6-12 5-8 Great Maccao Scale (A,O) Tzitzi-Ya-Ku is able to emit bright flashes of light from the
13-17 9-16 Great Maccao Hide (A,W) fins on the sides of its head. This can be used to disorient
attackers and prey alike, allowing the monster to gain the
18-19 17-19 Champion's Crest (A,W) upper hand in combat. Its powerful hind legs can be used to
20 20 Maccao Gem (A,W) deliver potent kicks during battle.
This monster is comparatively low on the food chain, so it
uses the dark colouration of its body to blend in and stalk its
ARMOR MATERIAL EFFECTS prey amongst the shadowy undergrowth of the Coral
Maccao Scale Highlands, far below the jurisdiction of the powerful Wyverns
You have a +1 bonus to Performance checks while you that rule the local ecosystem.
wear this armor.
318
Tzitzi-Ya-Ku
Large beast (theropod), unaligned
319
Tzitzi-Ya-Ku OTHER MATERIAL EFFECTS
Challenge Rating 6 Carves/Capture 3 Med Monsterbone
Rare armor upgrade material.
Carve Capture
Chance Chance Material Slots Dash Extract
Crafting material for mega dash juice.
1-6 1-4 Tzitzi-Ya-Ku Scale (A,W)
7-11 5-8 Tzitzi-Ya-Ku Hide (A,W)
Velociprey
12-14 9-11 Tzitzi-Ya-Ku Claw (A,W)
Velociprey have blue scales with black stripes, and a dull red
15-19 12-13 Tzitzi-Ya-Ku Photophore (A,W) crest on their heads. These carnivorous monsters travel in
— 14-16 Med Monsterbone (O) packs and inhabit many different environments.
Velociprey have highly developed brains, and can come up
— 17-19 Dash Extract (O) with a hunting plan quite quickly. The Velociprey will use a
20 20 Tzitzi-Ya-Ku Gem (A,W) range of calls to talk to each other in order to cooperate
properly. They usually surround prey, giving it little ways to
escape, and attack by using their foot claws and hand claws.
ARMOR MATERIAL EFFECTS If there is a large pack, they can take down prey bigger than
Tzitzi-Ya-Ku Scale young Aptonoth. Inside of a Velociprey's beak are a number
This armor is 10% lighter than normal armor of this type. of sharp, thin teeth. Though the teeth look delicate, they are
If it has a Strength requirement to use, it is reduced by 1. surprisingly hard to break. Even bombs can't break a
Tzitzi-Ya-Ku Hide
Velociprey's teeth. Velociprey have powerful legs for running
You have a +2 bonus to Sleight of Hand checks while you at high speeds after prey with claws used to injure prey.
wear this armor. Velociprey packs are known to raid villages for food if it is
scarce.
Tzitzi-Ya-Ku Claw
You cannot become intoxicated while you wear this armor. Velocidrome
Tzitzi-Ya-Ku Photophore
Whenever you make a saving throw against the stunned
The Velocidrome has a large, bright red crest over its blue
condition, unconscious condition, or other sleep-like
hide signifies to other Velociprey that it is fit to be their
effects; you do so with a +2 bonus. leader. It is heavily set in its pack mentality and will rarely
fight alone. To try to scare away potential predators,
Tzitzi-Ya-Ku Gem Velocidrome have colorful scales that act as warning colors.
While wearing this armor, you have advantage on Wisdom Velocidrome gives orders to the Velociprey while it constantly
(Perception) checks that rely on sight. In conditions of patrols its territory in search of intruders that have entered it.
clear visibility, you can make out details of even extremely
distant creatures and objects as small as 2 feet across.
If an intruder is spotted, the Velocidrome will call for its pack
before attacking the threat.
WEAPON MATERIAL EFFECTS
Tzitzi-Ya-Ku Scale
Your eyes glow red while you are touching your weapon. Velociprey
Tzitzi-Ya-Ku Hide Medium beast (theropod), unaligned
While you hold this weapon, you can use an action to
speak this weapon's command word to ignite the magic in Armor Class 11 (natural armor)
it, causing it to flare brilliantly. Each creature within a 10- Hit Points 26 (4d8 + 8)
foot radius of you that can see you, must use their reaction Speed 30 ft.
to shield their eyes or be blinded until the end of their next
turn.
STR DEX CON INT WIS CHA
Tzitzi-Ya-Ku Claw
When you cast a spell that deals lightning damage, add 1/2 12 (+1) 13 (+1) 14 (+2) 10 (+0) 8 (-1) 6 (-2)
of your proficiency bonus to that damage.
Tzitzi-Ya-Ku Photophore Senses passive Perception 9
This weapon has 3 runes. When you hit a creature, you can Languages —
expend 1 of its runes to have the target make a DC 14 Challenge 1/4 (50 XP)
Constitution saving throw. On a failed save, the target is
blinded for 1 minute. This weapon regains 1 expended Aggressive. As a bonus action, the velociprey can move
rune daily at dawn. up to its speed toward a hostile creature that it can see.
Tzitzi-Ya-Ku Gem (Druid, Sorcerer, & Wizard only)
While attuned to this weapon, you can use an action to Actions
cast the color spray from it spell once per day, without Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
expending a spell slot. target. Hit: 4 (1d6 + 1) piercing damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 6 (2d4 + 1) slashing damage.
320
Standing Leap. The velocidrome's long jump is up to 30
feet and its high jump is up to 15 feet, with or without
a running start.
Aggressive. As a bonus action, the velocidrome can
move up to its speed toward a hostile creature that it
can see.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) piercing damage.
Deadly Leap. If the velocidrome jumps at least 15 feet
Velociprey as part of its movement, it can then use this action to
land on its feet in a space that contains one or more
Challenge Rating 1/4 Carves 1 other creatures. Each of those creatures must succeed
Carve Chance Material Slots on a DC 13 Strength or Dexterity saving throw (target's
choice) or be knocked prone and take 6 (1d6 + 3)
1-8 Velociprey Fang (W) bludgeoning damage On a successful save, the
creature takes only half the damage, isn't knocked
9-13 Velociprey Hide (A) prone, and is pushed 5 feet out of the velocidrome's
14-18 Velociprey Scale (A) space into an unoccupied space of the creature's
choice. If no unoccupied space is within range, the
19-20 Sm Monsterbone (O) creature instead falls prone in the velocidrome's space.
Alpha Call (1/day). The velocidrome calls out for help
ARMOR MATERIAL EFFECTS and 1d4 velociprey appears to assist it.
Velociprey Hide
You reduce fire, cold, lightning, and necrotic damage you
take by 1 while you wear this armor.
Velocidrome
Velociprey Scale Challenge Rating 1 Carves/Capture 2
You have a +1 bonus to Medicine checks while you wear
this armor. Carve Chance Capture Chance Material Slots
1-3 — Velociprey Scale (A)
WEAPON MATERIAL EFFECTS
Velociprey Fang 4-13 — Velocidrome Claw (W,O)
When you cast a spell that deals bludgeoning, piercing, or
slashing damage, add 1/2 of your proficiency bonus to that — 1-7 Screamer Sac x2 (O)
damage. 14-18 8-18 Velocidrome Hide (A,W)
— 19 Velocidrome Head (A,W)
OTHER MATERIAL EFFECTS
Sm Monsterbone 20 20 Velocidrome Shard (A,W)
Uncommon weapon upgrade material.
ARMOR MATERIAL EFFECTS
Velociprey Scale
Velocidrome You have a +1 bonus to Medicine checks while you wear
this armor.
Large beast (theropod), unaligned
Velocidrome Hide
Armor Class 13 (natural armor) While wearing your armor it plays appropriate music for
Hit Points 68 (8d10 + 24) whatever situation you're in. Blaring horn sections and
Speed 40 ft. drums during combat, that sort of thing.
Velocidrome Head
Whenever you make a saving throw against the
STR DEX CON INT WIS CHA unconscious condition or other sleep-like effects, you do
17 (+3) 13 (+1) 16 (+3) 6 (-2) 10 (+0) 6 (-2) so with a +1 bonus.
Velocidrome Shard
Skills Athletics +5 While wearing this armor, you can use an action to cast the
Senses passive Perception 10 long strider spell from it. Once used, you can't use this
Languages — property again until the next dawn.
Challenge 1 (200 XP)
321
WEAPON MATERIAL EFFECTS
Velocidrome Claw Wroggi
You can use a bonus action to speak this weapon's Wroggi are similar in body structure to Jaggi and Baggi, and
command word, and transform your weapon into a walking are covered in a slick, water-resistant hide of an orange
cane or back to its original form. colouration. They have a pair of poison sacs on either side of
Velocidrome Hide their heads. Their movements and body structure are similar
When you cast a spell that deals thunder damage, add 1/2 to that of Jaggia. Wroggi are poisonous, but are not as strong
of your proficiency bonus to that damage. or as resistant to poison as their leader.
Velocidrome Head
The first time you make a Carve check on a creature, you Great Wroggi
do so with advantage. The Great Wroggi has a slick salamander-like skin and, like
Velocidrome Shard its close relatives the Great Jaggi and Great Baggi, Great
As an action you can make this weapon shed bright light in Wroggi are usually accompanied by a group of their smaller
a 15-foot radius and dim light in another 15 feet. You can kin. Strangely enough, Wroggi seem to possess two, light
use another action to make the weapon stop shedding blue poison sacs on either side of their heads, while the
light. Great Wroggi possesses only a single, much larger, purple
poison sac under its throat. It is believed that the poison sacs
OTHER MATERIAL EFFECTS grow as the male Wroggi matures until the two poison sacs
Velocidrome Claw join together to become one poison sac.
This material can be crafted into a 6 six-sided die (DC 10
tinker's tool check). When you roll it, you can control
which number it rolls.
Great Wroggi
Screamer Sac Large beast (theropod), unaligned
A crafting material used to make sonic bombs.
Armor Class 13 (natural armor)
Hit Points 59 (7d10 + 21)
Speed 30 ft., swim 30 ft.
Wroggi
Medium beast (theropod), unaligned STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 4 (-3) 10 (+0) 6 (-2)
Armor Class 11 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 30 ft., swim 30 ft. Skills Athletics +6
Senses passive Perception 10
Languages —
STR DEX CON INT WIS CHA Challenge 2 (450 XP)
15 (+2) 13 (+1) 14 (+2) 2 (-4) 8 (-1) 6 (-2)
Brute. A melee weapon attack deals one extra die of its
damage when the great wroggi hits with it (included in
Senses passive Perception 9 the attack).
Languages —
Challenge 1 (200 XP) Pounce. If the great wroggi moves at least 20 feet
straight toward a creature and then hits it with a claw
Pack Tactics. The Wroggi has advantage on attack rolls Attack on the same turn, that target must succeed on a
against a creature if at least one of the Wroggi's allies is DC 14 Strength saving throw or be knocked prone. If
within 5 feet of the creature and the ally isn't the target is prone, the great wroggi can make one bite
incapacitated. attack against it as a bonus action.
Brute. A melee weapon attack deals one extra die of its Actions
damage when the Wroggi hits with it (included in the Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
attack). target. Hit: 17 (3d8 + 4) piercing damage. If the target
is a creature, it must succeed on a DC 13 Constitution
Actions saving throw or become poisoned for 1d4 turns.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 11 (2d8 + 2) piercing damage. If the target Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
is a creature, it must succeed on a DC 12 Constitution target. Hit: 14 (4d4 + 4) slashing damage.
saving throw or become Poisoned for 1d4 turns. Poison Spit. The great wroggi spits a poisonous
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one concoction at a location within 60 feet of it. Each
target. Hit: 9 (3d4 + 2) slashing damage. creature within a 5-foot radius of that location must
succeed a DC 13 Constitution saving throw or become
poisoned for 1d4 turns.
Alpha Call (1/day). The great wroggi calls out for help
and 1d4 wroggi appears to assist it.
322
Wroggi Great Wroggi
Challenge Rating 1 Carves 1 Challenge Rating 2 Carves/Capture 2
Carve Chance Material Slots Carve Chance Capture Chance Material Slots
1-7 Bird Wyvern Fang (W) 1-2 — Wroggi Scale (A)
8-12 Wroggi Hide (A) 3-5 1-5 Wroggi Poison Sac (W,O)
13-16 Wroggi Scale (A) 6-12 6-7 Great Wroggi Hide (A)
17-18 Sm Monsterbone (O) 13-17 8-10 Great Wroggi Claw (W)
19-20 Bird Wyvern Bone (O) — 11-18 W.King's Crest (A,W)
18-19 19 Great Wroggi Piel (A)
ARMOR MATERIAL EFFECTS 20 20 King's Beak (A)
Wroggi Hide
You reduce poison damage you take by 2 while you wear
this armor. ARMOR MATERIAL EFFECTS
Wroggi Scale
Wroggi Scale You have a +1 bonus to Nature checks while you wear this
You have a +1 bonus to Nature checks while you wear this armor.
armor.
Great Wroggi Hide
WEAPON MATERIAL EFFECTS You reduce poison damage you take by 3 while you wear
Bird Wyvern Fang this armor.
Your piercing weapon deals an extra 1 piercing damage. W.King's Crest
Whenever you make a saving throw against the poisoned
OTHER MATERIAL EFFECTS condition, you do so with a +2 bonus.
Sm Monsterbone
Great Wroggi Piel
Uncommon weapon upgrade material.
You have a +1 bonus to Charisma saving throws while
Bird Wyvern Bone wearing this armor.
Uncommon armor upgrade material. King's Beak
Team player. You may use the help action as a bonus
action twice per long rest.
323
Unknown
Unknown, are a class of monsters that has been identified by scholars, but not yet given a proper classification.
Gore Magala's most infamous feature is the Frenzy Virus.
Gore Magala This virus is spread from Gore Magala's scales and hairs
Gore Magala is unlike anything anyone has ever seen before. while its breath has similar properties to them. When in its
In light of the discovery that it is the juvenile form of the Frenzy State, Gore Magala is able to make explosions in the
Shagaru Magala, some scholars have proposed that it be area by combining the hairs in the atmosphere around it with
classified as an Elder Dragon , but until a consensus is a spark from its mouth. The Frenzy Virus causes some
reached it has been given the placeholder classification of abnormalities in the nervous system, increased physical
Unknown. strength, and a decrease in the body's resistance. This virus
Gore Magala is a very unique wyvern, sharing traits and makes all monsters extremely violent and eventually kills
similarities to that of the Elder Dragons, possessing six most of them. Some may overcome the effects of the Frenzy
limbs, including the clawed wings on its back. Though, its Virus and actually develop a relationship with it, becoming
overall appearance and stance resembles a quadrupedal physically stronger from the virus while also spreading the
wyvern like the Nargacuga. Its body is covered in dark virus like Gore Magala in order to get rid of competition from
exoskeleton plates, with notable features including the their own species. These rare individuals are known as Apex
hidden feelers that are folded alongside its face, the lack of Monsters.
visible eyes and fanged jaws that are actually parts of its Gore Magala's are highly aggressive, elusive monsters.
external armor plates. The other unique part is its wings, These monsters show great amounts of aggression and have
which are covered in jet-black fur that resemble a tattered shown great amounts of intelligence. Some have even been
and ragged cape. The claws on its wings are extremely shown to play dead before slipping away when given an
prehensile, and even seem to possess opposable thumbs. opportunity too. Despite competing with other powerful
They are used for grabbing, helping with running and predators, Gore Magalas have rarely been seen with any
maintaining stability. When not engaged in combat, Gore wounds or scars on their body. Though these monsters are
Magala tends to cloak its body with its wings by latching aggressive, they are more aggressive when it's time for them
them onto its back. to return to Heaven's Mount and go to the Sanctuary. The
Gore Magala has an unusually high metabolism but rarely reason for this is for the Gore Magala to molt into a
feeds on much prey. Due to this metabolism, its hairs on its legendary Shagaru Magala that once nearly wiped out every
wings are constantly left behind and flying in the air. These living thing in the mountains.
hairs are used to understand their environment and leave Interestingly, Gore Magala have been known to attack
behind a trail that Gore Magala uses to see both predators seafaring ships during their voyages across the great seas.
and prey by heat. Once it smells something in the area, it will
begin to spread its hairs around the area in order to find the Shagaru Magala
target and these hairs will attach onto the target, allowing the Shagaru Magala is the "adult" form of Gore Magala, which
Gore Magala to see them with heat. As Gore Magala's senses transforms by shedding its black skin. Following the skin-
increase and become better from these hairs, its color under shedding, its body is now covered in glittering golden scales,
its wings will slowly change and get brighter. When its senses as well as its horns, claws and other spiky protrusions, which
are at their highest peak, two antennae will appear from its changed colors from crimson red / purple to dark brown. The
head and it will release large amounts of hairs into the air. once hidden eyes underneath the horns are also now fully
The hairs in the sky will darken the sky as if an eclipse was in opened. Its ragged-tattered wings also became golden scaly
the area and it will begin to walk on all six. This is its Frenzy sheets that when fully expanded, resembles a star shape
State. When it enters this state, it will begin to use its wing (more specifically, when both wings are expanded.)
claws to allow it to walk and attack better using them. These Having reached adulthood, Shagaru Magala's physical
claws can leave deep gouges in prey that are said to never abilities are greatly enhanced; they are much stronger, more
heal. agile, and most of all, more ferocious. Apart from more
aggressive melee attacks like the clawed wings-pounce and a
grab attack that involves crushing and then hurling hunters
around like a ragdoll, their virus breath attacks are also
enhanced; with the range of the explosion being larger and
dealing more damage.
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Like its "juvenile" form these drakes have highly
specialized wings ending with four large talons at the end Frenzy Virus
that can act as an extra pair of arms. This is very useful when The Frenzy Virus is an infectious disease caused by the
climbing up cliff faces or gripping struggling prey. When attacks and breath weapons of Gore Magala and Shagaru
exposed to bright sunlight its wings will also refract light into Magala, affecting both sentient races and monsters alike.
multicolored rays. In their juvenile form as a Gore Magala it
lacks eyes, but upon metamorphosing it loses its heat sensors Signs and Symptoms
and gains usable eyes. Unlike a Gore Magala it lacks the virus In large creatures, the Frenzy Virus causes a notable
carrying hairs on its wings and instead uses a currently discoloration of the skin, fur, feathers, or hide, resulting in a
unknown mechanism to spread the Frenzy Virus. dark purple hue all over the body. In addition, the monster's
A Shagaru Magala is capable of making the Frenzy Virus eyes will become a bright red and it will begin to huff a dark
cover a much greater range than that of its "juvenile" form purple smoke from its mouth as it exhales. The Frenzy Virus
and has the potential of killing every animal in a single area. causes massively heightened aggression, speed, and strength
The virus strain also seems to be more intense, easily in monsters, making them dangerously short-tempered and
corrupting a mighty beast like Zinogre and turning pack- ferocious. The Frenzy Virus also seems to affect a monster's
monsters like the Great Baggi and Baggi against each other. vocal cords, rendering all vocalizations shrill and harsh.
The dark virus aura that envelops a Shagaru Magala is so In sentient races, the Frenzy Virus effects are significantly
intense that it's said to dissipate only once the progenitor different. Once infected, a person will experience a
monster is dead. nullification of their natural healing abilities, making it
These dragons are highly aggressive and territorial impossible to recover health without the aid of magic. They
predators that won't hesitate in attacking hunters if spotted. additionally receive more damage from a frenzied monster's
Like elder dragons, Shagaru Magala are very rare and are attacks and lose any absorption, immunity, or resistance they
considered myths in some lands. Part of this due to the fact may have. They do gain some benefits while under the effects
that it takes years for a Gore Magala to molt. Many believe of the frenzied virus, their ferocity increases making it more
that when the molting process is about to begin said creature likely to deal critical damage to a creature in addition to
will travel to Heaven's Mount to complete the process. In increasing the damage they would normally cause.
legend Shagaru Magala is known as "The Punishing God of
the Mountains" due to its role of nearly wiping out all life in
the mountains. The reason for this is to claim territory for
themselves, prevent rivals from molting properly, and to
release the next generation of Gore Magala into their
territory. Their infected mist not only contains a stronger
version of the Frenzy Virus but also their parasitic offspring.
Their offspring live in an infected host, whether it is dead or
alive, and their host acts as a nursery for the young. They get
their nutrition and everything they need from their host
before eventually bursting out of their host's body. Once
Shagaru Magala is finished breeding in a territory, it'll leave
the area for its next generation and begin to
wander around the world randomly. They don't
reproduce again for quite awhile due to trying to prevent
future monster generations from gaining a
resistance against their virus while
reproducing. Thus far, only three Shagaru
Magala have been sighted, two of which have
been killed. Many people believe that the
Shagaru Magala and Gore Magala
represent light and darkness.
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Impaired Healing. The creature cannot regain Hit Points
Prognosis except by magical means. Potions of healing are not
In sentient races, the virus is not known to be fatal, despite its considered magical for this effect.
harmful effects; once the infection has begun, its effects Suppressed Immunities. The creature no longer benefits
generally last for several minutes before vanishing. Most from any resistance, absorption, or immunity for conditions
monsters, on the other hand, die from the Frenzy Virus or damage.
within a matter of days if they are not killed by hunters first. Vulnerability If the sentient creature gains a frenzy charge
while already infected with the Frenzy Virus, the creature
The Apex State takes an additional 4 (1d6) necrotic damage from the attack.
When monsters manage to overcome the Frenzy Virus they
will be able to suppress the Virus' fatal afflictions while Frenzy Virus Template
retaining its benefits; and even use the virus itself and A frenzied monster is any non-sentient creature that has
weaponize it for their own use, turning them into a succumbed to the frenzy virus. A frenzied monster
completely new threat entirely. This is referred to as the Apex appearance varies depending on its type. Typically its eyes
State. will become bright red and will huff a dark purple smoke
Similarly to the Frenzy Virus, monsters affected by the from its mouth as it exhales.
Apex State will have a dark purple hue over their bodies with
the addition of some reddish shades. Their eyes will also be Infected Monster
red, and they will exhale a dark mist from their mouths. The
main aesthetic difference from Frenzy Virus is that Apex When a creature contracts the frenzy virus, it retains its
monsters will be surrounded by a dark smoke-like aura at all statistics except as described below.
times. A monster's roar will also be greatly distorted when Abilities Scores. The Infected Monster Strength and
affected by the Apex State. Dexterity abilities scores are increased by 4.
In full control of the Frenzy Virus with no ill effect, the Speed. The infected monster normal, climbing, flying, and
monster under the Apex state is far more brutal, durable and swim speed is increased by 10 feet.
relentless than they would be under the regular effects of the
Virus. In addition to infecting unfortunate victims, some of The Apex State
the Apex monster's attacks may also be enhanced in this When an infected creature overcomes the frenzy virus they
state with various upgrades such as longer range or are able to suppress the virus fatal afflictions while retaining
increased damage. While under the Apex state, their skin is its benefits; it retains its statistics except as described below.
far more rigid and harder to damage, They gain resistance to Infected. The apex creature gains all the same benefits as
cold, fire, lightning, and thunder damage in addition to an Infected Monster.
immunity to bludgeoning, piercing, and slashing damage Viral Attack. One attack of the GM choice applies a frenzy
from nonmagical weapons. charge on a hit.
Damage Resistance. The apex creature has resistance to
Infection of the Frenzy Virus cold, fire, lightning, and thunder damage.
The most common method of infection is a claw or bite Damage Immunity. The apex creature has immunity to
attack by an infected creature, but it is also possible to bludgeoning, piercing, and slashing damage from nonmagical
contract by spores from a breath attack. When a creature weapons.
infected with the virus hit a creature with one of these Increased Range. All Melee Attacks reach increases by an
abilities they gain a Frenzy Charge. When a creature gains 3 additional 5 foot, Range Attacks are increased by 30 feet.
charges, they must make a Constitution saving throw, with a
DC of 8 + the infected creature's proficiency bonus + the
infected creature's Constitution modifier. On a failure, the
creature is infected with the Frenzy Virus. A sentient creature
may repeat this saving throw each day at Dawn to destroy the
virus and recover from its effects. The virus may also be
cured by a Greater Restoration spell.
A monster may repeat this saving throw each day at Dawn.
After succeeding on three of these saving throws, the
creature's immune system suppresses the fatal afflictions but
retains its benefits. After failing three of these saving throws,
the creature dies.
Sentient Races
When a sentient creature contracts the frenzy virus, it gains
the following effects.
Improved Critical. The sentient creature weapon attacks
score a critical hit on a roll of 19 or 20.
Improved Damage. All spells and attacks deal an
additional 1d4 damage.
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Gore Magala Frenzy Dash (Costs 2 Actions). The gore magala moves
up to its speed, during this move it may move through
Huge monstrosity (unknown), chaotic evil other creatures, without provoking opportunity attacks.
Each creature the gore magala moves through must
succeed on a DC 21 Dexterity saving throw or take 18
Armor Class 20 (natural armor)
(3d6 + 8) bludgeoning damage and be knocked prone.
Hit Points 243 (18d12 + 126)
Speed 40 ft., fly 80 ft.
Gore Magala
STR DEX CON INT WIS CHA Challenge Rating 21 Carves/Capture 6
27 (+8) 18 (+4) 25 (+7) 12 (+1) 15 (+2) 19 (+4)
Carve Capture
Chance Chance Material Slots
Saving Throws Str +15, Wis +9, Cha +11
Skills Perception +9, Stealth +11 1-3 1-5 Gore Magala Carapace (A,W)
Damage Immunities necrotic; bludgeoning, piercing, 4-5 6-7 Gore Magala Ripclaw (A,W)
and slashing from nonmagical attacks
Condition Immunities blind, charmed, frenzy virus, 6 8-10 Gore Magala Wing (A,W)
frightened, stunned
7-10 — Gore Magala Tail (A,W)
Senses blindsight 120 ft., passive Perception 19
Languages — 11-13 11-13 Frenzy Crystal (O)
Challenge 21 (33,000 XP)
14-15 14-15 Gore Magala Feeler (A,W)
Frenzy. When a creature has 3 frenzy charges, they 16-17 16-18 Defiled Scale (A,W)
must make a DC 22 Constitution saving throw. On a
fail, the creature is afflicted with the frenzy virus until 18-19 19 Gore Magala Plate (A,W)
dispelled by a greater restoration spell. On a success, 20 20 Gore Magala Nyctgem (A,W)
the frenzy charges reset to 0.
Legendary Resistance (3/Day). If the gore magala fails a ARMOR MATERIAL EFFECTS
saving throw, it can choose to succeed instead. Gore Magala Carapace
Actions Frenzy Res. Whenever you make a saving throw against the
frenzy virus, you do so with advantage.
Multiattack. The gore magala makes one bite attack and
two claw attacks or it uses its viral discharge twice. Gore Magala Ripclaw
Evasion. You have advantage on Dexterity saving throws
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one while you wear this armor.
target. Hit: 15 (2d6 + 8) slashing damage.
Gore Magala Wing
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., Biology. You become proficient with dung bombs while
one target. Hit: 21 (3d8 + 8) piercing damage and the you are wearing this armor, and you are immune to blight
target gains 1 frenzy charge. effects such as waterblight, iceblight, or the blight spell.
Viral Discharge. Range Weapon Attack: +11 to hit, Gore Magala Tail
reach 80/320 ft., one target. Hit: 14 (4d6) necrotic Your passive Perception increases by 5 and you have
damage and the target gains 1 frenzy charge. advantage on Dexterity (Stealth) checks made to hide
while you wear this armor.
Virus Wave (Recharge 5-6). The gore magala unleashes a
necrotic pulse in a 30-foot radius around it. Each Gore Magala Feeler
creature in that area must make a DC 20 Dexterity You have resistance to cold damage while you wear this
saving throw, taking 63 (14d8) necrotic damage and armor.
gain 1 frenzy charge on a failed save. On a successful
Defiled Scale
save, a target takes half as much damage, and does not
While you wear this armor, it projects an illusion that
gain a frenzy charge.
makes you appear to be standing in a place near your
Legendary Actions actual location, causing any creature to have disadvantage
on attack rolls against you. If you take damage, the
The gore magala can take 3 legendary actions, property ceases to function until the start of your next
choosing from the options below. Only one legendary turn. This property is suppressed while you are
action option can be used at a time and only at the end incapacitated, restrained, or otherwise unable to move.
of another creature's turn. The gore magala regains
spent legendary actions at the start of its turn. Gore Magala Plate
You have immunity to cold damage while you wear this
Detect. The gore magala makes a Wisdom (Perception) armor.
check. Gore Magala Nyctgem
Bad Breath. The gore magala uses its viral discharge If you aren't wearing light, medium, or heavy armor; your
attack. base Armor Class is 15 + your Dexterity modifier.
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WEAPON MATERIAL EFFECTS
Shagaru Magala
Gore Magala Carapace
When held, this weapon draws in light, snuffing all
nonmagical flames within 30 feet out. It turns dim light Huge monstrosity (elder), chaotic evil
into darkness and bright light into dim light.
Gore Magala Ripclaw (Melee Weapon only) Armor Class 21 (natural armor)
When you attack a creature with this weapon and roll a 20 Hit Points 377 (26d12 + 208)
on the attack roll, that target takes an extra 4d6 weapon Speed 40 ft., fly 80 ft.
damage. Then roll another d20. If you roll a 20, you
remove one of the target’s limbs, with the effect of such
loss determined by the GM. If the creature has no limb to STR DEX CON INT WIS CHA
sever, you lop off a portion of its body instead. 29 (+9) 20 (+5) 27 (+8) 15 (+2) 15 (+2) 20 (+5)
Gore Magala Wing
Spirit. When fighting a Huge or larger creature, your Saving Throws Str +17, Wis +10, Cha +13
weapon deals 1d6 extra damage and its crit range is Skills Perception +10
increased by 1 Damage Immunities necrotic; bludgeoning, piercing,
Gore Magala Tail and slashing from nonmagical attacks
Your weapon deals an extra 1d8 necrotic damage. Condition Immunities charmed, frenzy virus, frightened,
prone, stunned
Gore Magala Feeler (Melee Weapon only) Senses truesight 120 ft., passive Perception 20
This Weapon has 3 Runes. While holding it, you can use an Languages —
action and expend 1 rune to release a wave of terror. Each Challenge 25 (75,000 XP)
creature of your choice in a 30-foot radius extending from
you must succeed on a DC 15 Wisdom saving throw or Frenzy. When a creature has 3 Frenzy Charges, they
become frightened of you for 1 minute. While it is must make a DC 24 Constitution saving throw. On a
frightened in this way, a creature must spend its turns fail, the target is afflicted with the Frenzy Virus until
trying to move as far away from you as it can, and it can't dispelled by a Greater Restoration spell. On a
willingly move to a space within 30 feet of you. It also successful save, the frenzy charges reset to 0.
can't take reactions. For its action it can use only the dash
Aggressive. As a bonus action, the shagaru magala can
move up to its speed toward a hostile creature that it
action or try to escape from an effect that prevents it from can see.
moving. If it has nowhere it can move, the creature can use
the dodge action. At the end of each of its turns, a creature Legendary Resistance (3/Day). If the shagaru magala fails
can repeat the saving throw, ending the effect on itself on a saving throw, it can choose to succeed instead.
a success. Actions
The weapon regains 1d3 expended Runes daily at dawn. Multiattack. The shagaru magala makes two bite attacks
Defiled Scale and two claw attacks or it uses its viral discharge twice.
Your weapon deals an extra 1d10 necrotic damage.
Claws. Melee Weapon Attack: +17 to hit, reach 5 ft.,
Gore Magala Plate one target. Hit: 19 (3d6 + 9) slashing damage.
You gain a +3 bonus to your spell attack rolls and spell
Bite. Melee Weapon Attack: +17 to hit, reach 10 ft.,
save DC while attuned to this weapon.
one target. Hit: 22 (3d8 + 9) piercing damage and the
Gore Magala Nyctgem (Cleric & Druid only) target gains 1 frenzy charge.
This weapon has 10 runes. While holding it, you can use an
Viral Discharge. Range Weapon Attack: +13 to hit,
action to expend 1 or more of its runes to cast one of the
reach 80/320 ft., one target. Hit: 22 (4d10) necrotic
following Spells from it, using your spell save DC: inflict
damage and the target gains 1 frenzy charge.
wounds (3rd level, 3 runes), blindness/deafness (2 runes),
bestow curse (3 runes), blight (4 runes), or circle of death Virus Geysers (Recharge 5-6). The shagaru magala
(6 runes) eyebite(sickened) (6 runes). This weapon regains spreads spores in a large vortex around itself. It then
1d6 + 4 expended runes daily at dawn. If you expend the launches itself 60 feet in the air, without provoking
last rune it cannot regain any runes for one week. opportunity attacks, creating numerous 5-foot wide
spore geysers in a 60-foot radius around them. The
OTHER MATERIAL EFFECTS shagaru magala may choose up to 3 creatures in the
Frenzy Crystal area that must make a DC 21 Dexterity saving throw,
A legendary research material (up to your DM how this taking 63 (14d8) necrotic damage and gain 2 frenzy
might be useful in your game) and quite valuable. charge on a failed save. On a successful save, the target
takes half as much damage, and does not gain any
frenzy charges.
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.
328
Detect. The shagaru magala makes a Wisdom S.Magala Phosgem
(Perception) check. This armor has 5 runes. It regains 1d4 + 1 runes daily at
dawn. When you roll a Dexterity saving throw or you roll
Bad Breath. The shagaru magala makes a viral discharge for initiative, you can expend 1 rune to gain advantage on
attack. that roll before you make it. When you are hit by an attack,
you can use your reaction to expend 2 runes and halve the
Wing Attack (Costs 2 Actions). The shagaru magala damage you take from that attack, unless the damage is
beats its wings. Each creature within 15 feet of the necrotic.
shagaru magala must succeed on a DC 24 Dexterity
saving throw or take 22 (3d8 + 9) bludgeoning S.Magala Mantle
damage and be knocked prone. The shagaru magala can While attuned to this armor, you have truesight out to a
then fly up to half its flying speed. range of 60 feet.
331
Ancient Leshen Murder of Crows. Range Weapon Attack. +12 to hit, reach
80/150 ft., one target. Hit: 14 (2d8 + 5) piercing
Huge monstrosity (unknown), unaligned
damage. If the creature is grappled or restrained, the
crows continue to circle the target.
Armor Class 20 (natural armor) While they circle, the creature takes 7 (2d6) piercing
Hit Points 230 (20d12 + 100) damage at the start of its turn. The crows stop circling
Speed 25 ft. once the creature is no longer grappled or restrained.
Entangling Roots. The ancient leshen chooses a creature
STR DEX CON INT WIS CHA on the ground that it can see within 120 feet of it. The
target must succeed on a DC 20 Dexterity saving throw
21 (+5) 10 (+0) 20 (+5) 19 (+4) 16 (+3) 12 (+1) or be restrained by entangling roots. A creature
restrained by the roots can use its action to make a DC
Saving Throws Str +12, Con +12, Wis +10, Cha +8 20 Strength check, freeing itself on a success.
Skills Animal handling +10, Insight +10, Nature +10, Gnarled Growth (Recharge 5-6). The ancient leshen
Perception +10 releases a pulse of energy through the ground causing
Damage Resistances bludgeoning gnarled roots to explode outward in a 20-foot radius
Condition Immunities charmed, frightened, paralyzed, around it. Each creature in that area must make a DC 18
stunned, unconscious Dexterity saving throw, taking 63 (18d6) piercing
Senses darkvision 60 ft., passive Perception 20 damage on a failed saving throw, or half as much on a
Languages — successful saving throw.
Challenge 21 (33,000 XP)
Scatter (3/day). The ancient leshen's body scatters into
Aura of Crows. At the start of each of the ancient leshen's hundreds of crows in all directions. The leshen then
turns, each creature within 10 feet of it takes 7 (2d6) attacks each creature within 80 feet of it, with its murder
piercing damage. A creature that touches the ancient of crows attack. The leshen then reappears in an
leshen or hits it with a melee attack while within 10 feet unoccupied location within 60 feet of its original
of it takes 7 (2d6) piercing damage. location.
332
Ancient Leshen Ancient Leshen Skull
Critical Eye+. Your weapon attacks critical hit range is
Challenge Rating 21 Carves 3 increased by 2.
Carve Chance Material Slots Ancient Leshen Antlers (Sorcerer and Wizard only)
1-5 Ancient Leshen Claw (A,W) Bombardier. The weapon has 10 runes, you can use an
action to expend 1 or more of its runes to cast one of the
6-10 Ancient Cursed Bone (A,W) following Spells from it, using your spell save DC:
11-13 Ancient Leshen Resin (A,W) scorching ray (2 runes), Melf's Minute Meteors (3 runes),
or Wall of Fire (4 runes). The weapon regains 1d6 + 4
14-18 Ancient Leshen Skull (A,W) expended runes daily at dawn. If you expend the last rune
it cannot regain any runes for one week.
19-20 Ancient Leshen Antlers (A,W)
333
Herbivore
Herbivores are minor creatures that eat vegetation. While there are herbivorous creatures in other classes, such as Diablos and
Duramboros, monsters in the Herbivore class are usually docile, reside at the bottom of the food chain, and therefore pose little
threat to an adventurer.
Apceros Aptonoth
Apceros are herbivorous reptiles that frequent desert and Aptonoth are cow-like creatures with leathery gray skin. They
volcanic areas. They have a body structure similar to have black stripes along their backs and a head reminiscent
Aptonoth, their evolutionary cousins. They have many of a Hadrosaur. They have a large, two-pronged crest
characteristics of tortoises, such as head shape and protruding from their heads and a flat, spiked tail.
protective shell. Their tails have a developed mace-like These docile creatures are hunted for their meat by
structure on the end that is covered with sharp spikes. humans and other monsters. They always travel in groups.
Apceros are territorial monsters and will attack any When one Aptonoth is threatened, others will run away for
intruder on sight. They will not give up fighting until the safety, but sometimes the alpha male of the Aptonoth will
enemy has fallen or they are dead. Curiously, they work in attempt to fight back before fleeing himself. Aptonoth are
small herds to take out any threats. They appear not to care if known to flee across rivers when being attacked by smaller
a large monster is in the area. creatures such as velociprey.
Apceros Aptonoth
Large beast, unaligned Large beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3) 12 (+1) 10 (+0) 13 (+1) 1 (-5) 8 (-1) 5 (-3)
Actions Actions
Headbutt. Melee Weapon Attack: +4 to hit, reach 5 ft., Headbutt. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) bludgeoning damage. one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage. target. Hit: 5 (1d8 + 1) slashing damage.
Apceros Aptonoth
Challenge Rating 1/4 Carves 1 Challenge Rating 1/8 Carves 1
Carve Chance Material Slots Carve Chance Material Slots
1-15 Raw Meat (O) 1-15 Raw Meat (O)
16-20 Sm Monsterbone (O) 16-20 Sm Monsterbone (O)
334
Anteka Anteka
Anteka are greatly adapted for life in the cold. They have long Challenge Rating 1/8 Carves 1
legs with thick, cloven hooves, excellent for bursts of speed as
well as keeping the creature from sinking in the snow. Anteka Carve Chance Material Slots
also have thick, wooly fur that shields it from the frigid 1-4 Raw Meat (O)
mountain air. Anteka are known for their large horns. They
are present in both genders. 5-6 White Liver (O)
7-11 Anteka Pelt (A)
12-20 Anteka Antler (A)
Bombadgy
Anteka An omnivorous small monster with a distinct round shape. Its
whole body courses with flammable gas, which it expels in
Medium beast, unaligned defense when threatened. Once expelled, this gas has
explosive properties. This trait has led to Bombadgy being
Armor Class 11 used in combat by many crafty hunters throughout history.
Hit Points 5 (1d8+1) Bombadgy has an appearance of a very fat badger or
Speed 30 ft. raccoon or tanuki with gray flabby skins and long tendril-like
eyebrows. Along its back are three rows of small spikes, with
STR DEX CON INT WIS CHA
another row on each side of its body. Its legs are scaled and
end in five digits with long claws.
13 (+1) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 5 (-3)
335
-ant hiding places. They are relatively docile when an
adventurer is around, but they will defend themselves when
Bombadgy an adventurer attacks. Occasionally, Epioth are known to
Small beast (fanged), unaligned
sunbath on land.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 3 (1d6) piercing damage.
Reaction
Explode (Recharge 5-6). When the bombadgy takes
damage by an attack or other effect, it can use its
reaction to cause the flammable gas in its body to
explode. Each creature in a 5-foot radius of the
bombadgy's original location must succeed on a DC 12
Dexterity saving throw, taking 4 (1d8) fire damage on a
failed save or half as much damage on a successful
one. Then the bombadgy is thrown 15-feet in a random
direction. If the bombadgy is thrown at another
creature, that creature must succeed on a DC 12
Dexterity saving throw or take the same damage. Epioth
Large beast, unaligned
Gastodon
Gastodon resembles a cross between a theropod and a bison.
It is covered in scales but has a large furry mane and horns
reminiscent of a bison. When angered, it will glow red. They
are very aggressive towards adventurers, and are willing to
attack larger monsters as a herd.
337
Kelbi
Gastodon Kelbi are very fleet of foot. They can travel at great speeds
over long distances, due in part to their light frame. Kelbi
Medium beast, unaligned
have a green/brown spotted coat that serves as camouflage in
their forest homes. Kelbi's most notable feature is its horn,
Armor Class 13 prized by hunters for its ability to create powerful herbal
Hit Points 26 (4d8+8) medicines and potions. Male Kelbi are larger than females
Speed 40 ft. and have bigger horns, as well as being more brightly colored
with a greenish coat. Males will also grow a beard. Female
STR DEX CON INT WIS CHA Kelbi are smaller, possess smaller horns and have a darker,
slightly blue, coat.
16 (+3) 10 (+0) 14 (+2) 2 (-4) 10 (+0) 6 (-2)
338
Raw Meat Kestodon
Provides 2 days rations when cooked. Challenge Rating 1/4 Carves 1
White Liver Carve Chance Material Slots
A white-colored liver, popular for its juicy texture. Sells for
1-5 Raw Meat (O)
100 gp.
6-13 Kestodon Shell (A)
Kestodon 14-20 Kestodon Scalp (A)
Kestodon has an appearance similar to a
Pachycephalosaurus. The male Kestodon are bright orange ARMOR MATERIAL EFFECTS
in color and have a large head crest, which is used for Kestodon Shell
headbutting rivals. Female Kestodon are bronze in color You reduce fire damage you take by 2 while you wear this
though lack the head crest found in males. Kestodon are a armor.
calm species that will turn aggressive once attacked by a
threat. WEAPON MATERIAL EFFECTS
Kestodon Scalp
While you are attuned to this weapon, you can use this
weapon as your spellcasting focus.
Kestodon
Medium beast, unaligned OTHER MATERIAL EFFECTS
Raw Meat
Armor Class 14 Provides 2 days rations when cooked.
Hit Points 19 (3d8+6)
Speed 40 ft. Larinoth
Larinoth are quite huge monsters, compared to other
STR DEX CON INT WIS CHA herbivores and even many large monsters. It possesses a
15 (+2) 11 (+0) 14 (+2) 2 (-4) 12 (+1) 5 (-3) great height, which is mostly attributed to its extremely
lengthy neck. The tail of a Larinoth is rounded and club-like,
Saving throws Str +4
with spiked plating that runs along the back and up to the
Senses passive Perception 11 crest on its head. Said plating is nearly entirely green, and the
Languages — Larinoth's underbelly is a cream color.
Challenge 1/4 (50 XP)
Actions
Stomp. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 8 (3d4 + 1) bludgeoning damage.
Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) bludgeoning damage.
339
Larinoth Mosswine
Challenge Rating 1/4 Carves 1
Mosswine are small, moss-covered pigs. They have a gray,
Carve Chance Material Slots spiky head plate. Mosswine are known to have a great
1-10 Raw Meat (O)
appetite for mushrooms. Hunters and marketers commonly
observe them to identify an area of Special Mushrooms.
11-20 Larinoth Hide (A) Mosswine are docile by nature, but will attack if provoked.
They are mostly hunted for their mushroom-tracking abilities
and their meat.
ARMOR MATERIAL EFFECTS
Larinoth Hide
Detect. You gain a +1 bonus to your passive Perception
while you wear this armor.
Mosswine
Medium beast, unaligned
OTHER MATERIAL EFFECTS
Raw Meat
Provides 2 days rations when cooked. Armor Class 10
Hit Points 5 (1d8+1)
Speed 30 ft.
Actions
Ram. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (1d4) bludgeoning damage.
340
Mosswine
Challenge Rating 0 Carves 1
Carve Chance Material Slots
1-5 Raw Meat (O)
6-15 Blue Mushroom (O)
16-20 Mosswine Hide (A)
Moofa
ARMOR MATERIAL EFFECTS Moofah are docile alpaca-like creatures known for their long
Mosswine Hide shaggy fur. Males have longer horns than females.
Mushroomancer. While wearing this armor you can digest Domesticated Moofah have lighter-colored fur than their wild
mushrooms that would otherwise be inedible and gain
their advantageous effects. The more mosswine hide
counterparts, and wear colored bows and bells.
materials equipped in your armor or trinkets, the more
mushrooms you can eat.
1 Mosswine Hide. Moofah
Blue Mushroom, Restores a 1d4 hit points. Small beast, unaligned
Toadstool, You regain 1 hit point at the start of each of
your turns for 1 minute. Armor Class 10
2 Mosswine Hides. Hit Points 3 (1d6)
Speed 30 ft.
Nitroshroom, Your Strength score increases by +2 for 1
minute (to a maximum of 20).
Parashroom, Your AC becomes 13 + your Dexterity STR DEX CON INT WIS CHA
modifier for the next 8 hours. 10 (+0) 10 (+0) 11 (+0) 2 (-4) 10 (+0) 5 (-3)
3 Mosswine Hides.
Senses passive Perception 10
Chaos Mushroom, You are poisoned for 1 hour, and gain Languages —
5 temporary hit points per character level for the next Challenge 0 (10 XP)
10 minutes.
Bindshroom, Your speed increases by 10 feet for 1 hour. Sure-Footed. The moofah has advantage on Strength
Exciteshroom, Provides one of the other mushroom and Dexterity saving throws made against effects that
effects, roll a d6 to see which one: would knock it prone.
Actions
1. Blue Mushroom 4. Parashroom
Headbutt. Melee Weapon Attack: +2 to hit, reach 5 ft.,
2. Toadstool 5. Chaos Mushroom one target. Hit: 2 (1d4) bludgeoning damage.
3. Nitroshroom 6. Bindshroom
Moofa
OTHER MATERIAL EFFECTS Challenge Rating 0 Carves 1
Raw Meat
Provides 2 days rations when cooked. Carve Chance Material Slots
Blue Mushroom 1-5 Raw Meat (O)
Item found in (AGtMH p.70) 6-13 Moofah Fur (A)
14-20 Moofah Horn (W)
Palamute Sidekick
As of right now, the palamute stat block has been
built with the idea of using it as a sidekick using
Tasha's Cauldron for Everything rules (p.142).
Since many of the rules on armor and weapon
proficiencies require the creature to be humanoid.
We will instead just ignore that rule and the
palamutes gain the same proficiencies as if they
were humanoid, except for ranged weapons,
palamutes can't use those (thrown weapons are
ok).
So what do we do about costs for gear and
rarity? Well for the sake of it all until I get around to
making proper sidekick classes for palamutes and
palicos. You can use the standard barding rules
found in the DMG for cost of armor (4x normal
amount I believe), or allow them to be bought for
normal cost since palamutes and palicos are pretty
common in monster hunter. It is up to your DM.
Rarity doesn't necessarily matter for this gear as I
don't plan on letting the palamutes or palicos gain
weapon properties from rarities. Instead I'll
eventually make more of their abilities into uses
based on armor or weapon rarity I believe.
For now I am considering allowing 1 armor and 1
weapon material allowed in the palamutes and
palico's gear, but this is a test and I am not really
sure how good or bad this may be. It is up to your
DM if they choose to allow it also.
342
Popo
A large grazing herbivore, Popo is somewhat easy prey for
anything larger than itself. Its size and tusks only work to
deter smaller predators. Popo are very docile creatures and
will run when one of their members in a group is under
attack or when a threat enters their area. They will also
group together when a large monster is near, like the
Aptonoth in more temperate climates.
Popo
Large beast, unaligned
Armor Class 11
Hit Points 6 (1d10+1)
Speed 20 ft.
Rhenoplos
Rhenoplos is a quadrupedal, Ceratopsian-like monster with
an armored body. Its face features a small nose horn and is
STR DEX CON INT WIS CHA surrounded by a frill. While the eyes of Rhenoplos are not
13 (+1) 8 (-1) 12 (+1) 3 (-4) 11 (+0) 6 (-2) particularly proficient, their hearing is. Rhenoplos charge
blindly at whatever sound startles them, including large
Senses passive Perception 10 monsters. However, this makes them easy to dodge and easy
Languages — prey for predators placing them near the bottom of the food
Challenge 1/4 (50 XP) chain with most other herbivores. These creatures live in
small groups, spending most of their days traversing the hot
Trampling Charge. If the popo moves at least 20 feet environments while foraging for shrubs and other plant
straight toward a creature and then hits it with a gore matter.
attack on the same turn , that target must succeed on a
DC 10 Strength saving throw or be knocked prone. If
the target is prone, the popo can make one stomp
attack against it as a bonus action. Rhenoplos
Medium beast, unaligned
Actions
Multiattack. The popo makes one gore attack and one Armor Class 14
stomp attack. Hit Points 45 (7d8+14)
Gore. Melee Weapon Attack: +3 to hit, reach 5 ft., one Speed 40 ft.
target. Hit: 4 (1d6 + 1) piercing damage.
Stomp. Melee Weapon Attack: +3 to hit, reach 5 ft., STR DEX CON INT WIS CHA
one target. Hit: 3 (1d4 + 1) bludgeoning damage.
19 (+4) 8 (-1) 15 (+2) 2 (-4) 12 (+1) 5 (-3)
343
Rhenoplos Slagtoth
Challenge Rating 2 Carves 1
Slagtoth have green, saggy hides covering most of their body,
Carve Chance Material Slots most notably drooping near the sides of the head and along
1-8 Raw Meat (O)
their flanks. They are extremely territorial; the males will
attack both Adventurers and creatures. They attack Hunters
9-13 Rhenoplos Shell (A) by ramming with the bone lump on their snouts and body-
14-18 Jumbo Bone (O)
slamming. When unprovoked however, these docile creatures
have often been observed to rest in the waters probably
19-20 Rhenoplos Scalp (W) because their floppy, frog-like hides require moisture.
Slagtoth
ARMOR MATERIAL EFFECTS
Rhenoplos Shell Challenge Rating 1/8 Carves 1
You reduce fire damage you take by 3 while you wear this Carve Chance Material Slots
armor.
1-4 Raw Meat (O)
WEAPON MATERIAL EFFECTS 5-13 Slagtoth Oil (O)
Rhenoplos Scalp (Gunlance only)
14-18 Slagtoth Hide (A)
Artillery Novice. While attuned to this weapon, you can
add your Strength modifier to the damage of your shell 19-20 Jumbo Bone (O)
attacks.
Actions
Headbutt. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Body Slam. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) bludgeoning damage.
344
Lynians
Lynians are sapient monsters, and are typically short of stature. There are currently two distinct groups of Lynian: the cat-like
Melynx, Felyne, and Grimalkyne, and the humanoid Shakalaka and Gajalaka. Lynians are intelligent, have complex societies, and
speak their own languages. Whereas the Shakalaka and Gajalaka are more primitive and tribal, the feline species tend to lead
peaceful lives and often coexist with human society.
Actions
Stone Spear. Melee or Ranged Weapon Attack: +4 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
(1d6 + 2) piercing damage or 6 (1d8 + 2) piercing
damage if used with two hands to make a melee attack
and the target must make a DC 10 Constitution saving
throw or become petrified 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.
Blind Spear. Melee or Ranged Weapon Attack: +4 to hit,
Boaboa reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 +
2) piercing damage or 6 (1d8 + 2) piercing damage if
The Boaboa have the basic shape of a Grimalkyne, but used with two hands to make a melee attack and the
exhibit much thicker, white fur and a bulkier frame. They target must make a DC 10 Constitution saving throw
wear crude imitations of Popo heads as masks, with the or become blinded for 1 minute. A creature can repeat
tusk's tips painted in colours that correspond to the status the saving throw at the end of each of its turns, ending
ailment each individual Boaboa uses in combat. the effect on itself on a success.
The Boaboa are capable of using many different status Paralysis Spear. Melee or Ranged Weapon Attack: +4 to
ailments to damage their foes. They feed on Popo, but also hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
show reverence to the creatures, dressing up to look like (1d6 + 2) piercing damage or 6 (1d8 + 2) piercing
them and travelling with the herds through the Hoarfrost damage if used with two hands to make a melee attack
Reach. Young Boaboa can undergo a sort of rite of passage and the target must make a DC 10 Constitution saving
where they hunt a Beotodus. If they survive, they are seen as throw or become paralyzed for 1 minute. A creature
heroes in the tribe. can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Sleep Spear. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 +
Boaboa 2) piercing damage or 6 (1d8 + 2) piercing damage if
used with two hands to make a melee attack and the
Small humanoid (lynian), neutral
target must make a DC 10 Constitution saving throw,
or fall unconscious for 1 minute, until the sleeper takes
Armor Class 13 damage, or someone uses an action to shake or slap
Hit Points 21 (6d6) the sleeper awake.
Speed 25 ft.
345
Boaboa Loot Table
The Boaboa uses the gajalaka loot table, but
Felyne
Small humanoid (lynian), chaotic good
instead of knives, they use javelins that break on
impact and the DC is increased to 11.
Armor Class 15 (chain shirt)
Hit Points 36 (8d6+8)
Speed 25 ft., burrow 10 ft.
Felyne
Felynes resemble bipedal cats capable of human language. STR DEX CON INT WIS CHA
They typically have light fur, but can come in a variety of
colors and patterns. 14 (+2) 12 (+1) 13 (+1) 9 (-1) 10 (+0) 14 (+2)
Felyne are a lot more agile and smarter than an average
cat. The Felyne are able to walk upright, like a human, and Senses passive Perception 10
even build tools with both hands. Felyne are looked at as their Languages Catonese, Common
own culture due to their intelligence, lifestyle, and groups. Challenge 1 (200 XP)
They can make equipment such as pickaxes, axes, and
bombs. Felyne are known to form villages in secluded areas, Feline Inspiration (2/per long or short rest). As a bonus
where most monsters wouldn't dare to venture to. Felyne action, the felyne sounds its horn inspiring a target
villages are known to have tribal exchanges with other Felyne within 30 feet of it. The target gains an Inspiration die,
a d4. Once within the next 10 minutes, the creature
and other cultures. With enough time and practice, Felyne can roll the die and add the number rolled to one
can learn how to talk in the same languages as other ability check, attack roll, or saving throw it makes.
cultures, including the human language. However, they often
retain a degree of an accent in the form of meowing and cat Actions
puns interspersed throughout their speech.
Every Felyne is different in their own way. Some are Multiattack The wild felyne makes two bone pick
aggressive, while some are calm. If attacked, however, they'll attacks.
attack with just about anything in their hand, even going as Bone Pick. Melee Weapon Attack: +4 to hit, reach 5 ft.,
far as to run at a foe with a live bomb for protection. If the one target. Hit: 5 (1d6 + 2) slashing damage.
battle starts looking bad, they'll dig a hole and travel
somewhere safe. Commonly, Felyne are seen working in all
sorts of human establishments or settlements. They've been
seen being farmers, traders, adventurers, etc. Some Felyne, Felyne
known as Palicoes, are known to assist hunters- and quite a
few are independent "Meownster Hunters" in their own right. Challenge Rating 1 Loot 1
Loot Chance Item
1-7 Felvine
8-14 Herb
15-17 Round Acorn
18-19 Coins
20 Flash bomb
ITEM EFFECTS
Felvine
Item found in (AGtMH p.70)
Herb
Item found in (AGtMH p.70)
Round Acorn
A perfectly round acorn. It's a Felyne's beloved treasure.
Can be sold for 10 gp.
Coins
The felyne has 2d6 gold pieces on them.
Flash bomb
Item found in (AGtMH p.56)
346
Gajalaka
Small humanoid (lynian), neutral
Armor Class 12
Hit Points 5 (2d6-2)
Speed 25 ft.
Grimalkyne
Small humanoid (lynian), neutral
Actions
Multiattack The wild grimalkyne makes two war pick
attacks.
War Pick. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 5 (1d8 + 1) piercing damage.
Vine Net (Recharge 5-6). Ranged Weapon Attack. +4 to
hit, range 5/15 ft., one Large or smaller creature. Hit:
The target is restrained. A creature can use its action to
make a DC 13 Strength check to free itself or another
creature in a net, ending the effect on a success.
Dealing 5 slashing damage to the net (AC 10) frees the
target without harming them and destroys the net.
348
Melynx Melynx
Challenge Rating 1 Loot 1
Melynx are noted for their black fur and the ability to talk in
human language, as well as do human activities like their Loot Chance Item
fellow Lynian subspecies called the Felynes. 1-10 Rations (1 day)
Melynx are quite intelligent. Melynx are able to build tools,
trade with other Lynian tribes, and even settle in settlements. 11-15 Coins
Melynx in human villages sometimes take job opportunities, 16-19 Secret Stash+
mostly as Felyne Chefs and/or Felyne Comrades. Felyne
Chefs cook food for their customer to support them in their 20 Shock Trap
adventures by temporarily enhancing their abilities. Melynx
are quite intelligent. OTHER MATERIAL EFFECTS
Wild Melynx appear in groups and have a tendency to rob Ration (1 day)
hunters of their items so they can see how valuable said item Rations consist of dry foods suitable for extended travel,
is. Once they obtain an item, they run away and dig including jerky, dried fruit, hardtack, and nuts.
underground. Secluded, they'll look at the item and consider
if it's valuable or not. If it is valuable they'll either sell it, trade Coins
it, or give it away to another Lynian tribe. If it isn't valuable The melynx has 2d6 silver pieces on them.
they may just intentionally leave it behind somewhere Secret Stash+
random. If items are stolen by a Melynx then there is a A pouch carried by a melynx. Full of miscellaneous junk.
chance that one could get it back by looking for a crude Can be sold for 50 gp.
statue of a Felyne with paint on it. Some items can be
recovered here. Shock Trap
Item found in (AGtMH p.57)
They live in harmony with the lighter-toned species of
Lynian, the Felynes. The Melynx and Felynes seem to be
hostile towards the other Lynian Species, the Shakalaka, as
they are never seen living in the same area together, though Wild Melynx
all three species live in the same environments. Small humanoid (lynian), unaligned
349
Wild Melynx
Challenge Rating 1/8 Loot 1 Shakalaka
Small humanoid (lynian), neutral
Loot Chance Item
1-5 Bitterbug Armor Class 12
Hit Points 5 (2d6-2)
6-10 Sushifish Speed 25 ft.
11-15 Secret Stash
16-20 Thunderbug STR DEX CON INT WIS CHA
15 (+2) 7 (-2) 9 (-1) 8 (-1) 7 (-2) 8 (-1)
OTHER MATERIAL EFFECTS
Bitterbug Senses passive Perception 8
Item found in (AGtMH p.68) Languages Common, ShakaLaka
Challenge 1/8 (25 XP)
Sushifish
Item found in (AGtMH p.67)
Pack Tactics. The shakalaka has advantage on an attack
Secret Stash roll against a creature if at least one of the shakalaka's
A pouch carried by a wild melynx. Full of miscellaneous allies is within 5 feet of the creature and the ally isn't
junk. Can be sold for 5 gp. incapacitated.
Thunderbug Boom Shakalaka. The shakalaka leaves behind a small
Item found in (AGtMH p.68) container when it flees or on its body when it dies.
There is a 50 percent chance that the container is
actually an explosive that contains no treasure. It is
unlocked and requires a DC 12 Wisdom (Investigation)
check to determine if it is an explosive. A creature that
opens the an explosive container must make a DC 13
Dexterity saving throw, taking 10 (3d6) fire damage on
a failed save or half as much on a successful one. A
container that is not an explosive contains 10 (3d6)
silver pieces worth of materials of the DMs choosing.
Actions
Poison knife. Melee or Ranged Weapon Attack: +4 to
hit, reach 5 ft. or range 20/40 ft., one target. Hit: 4
(1d4 + 2) piercing damage and the target must make a
DC 10 Constitution saving throw or become poisoned
for 1 minute. A creature can repeat the saving throw at
the end of each of its turns, ending the effect on itself
Shakalaka on a success.
Shakalaka are small, humanoid creatures with green skin.
They wear a mask over their heads at all times, so their true Shakalaka
faces are unknown. The Shakalaka are very similar to
humans, in that they hunt and gather, but are less civilized in Challenge Rating 1/8 Loot 1
nature. Loot Chance Item
The Shakalaka have developed strong muscles in order to
hunt prey and to attack trespassers. They also have been 1-10 Poison Knife
known to utilize Poison, Sleep Gas, and Barrel Bombs to 11-16 Gold Sake
attack. They also utilize disguises, usually as mushrooms and
ice crystals; however, these disguises are easy to see through, 17-20 Shakalaka Treasure
as the mushrooms are much larger and brighter than any
other, and the ice crystals are metallic colored. Also, it is OTHER MATERIAL EFFECTS
sometimes possible to see the Shakalaka's mask under its Poison Knife
disguise. When you hit a creature with this dagger, it must make a
The Shakalaka are proud and barbaric creatures, attacking DC 10 Constitution saving throw or become poisoned for
most creatures, including hunters, on sight. It has been said 1 minute. A creature can repeat its saving throw at the end
that young Shakalaka partake in a coming-of-age ritual in of its turn, curing the poison on a success. Once it hits a
which they are sent out of their settlement to bring back creature, the poison knife breaks.
items of great value to their tribe. This can take the form of a
rare monster material, treasure, or an object with historical Gold Sake
or cultural importance to the tribe (such as a special mask). A delicious golden colored sake worth 10 gp
Shakalaka Treasure
A small pouch containing 5d6 gp
350
King Shakalaka
King Shakalaka is slightly larger than its subjects, but
generally looks identical. It wears a BBQ spit upon its head,
and wields a thigh bone as a club. it is surprisingly strong for
its size, able to cause a great deal of damage. It is able to
launch fireballs from the BBQ spit atop its head.
He can put hunters to sleep, like his Shakalaka brethren,
however he appears to have lost the ability to poison hunters.
Also, the King Shakalaka has extraordinary endurance which
belies its size. Combine this with its muscle power, and it may
be assumed that, somehow, it has developed a "berserker-
esque" sense which allows it to block out pain, and continue
fighting through rigorous physical demands which would
have most Shakalaka defeated. To attack, he thoroughly
clobbers his foes with a steak from another victim.
The King Shakalaka is an aggressive leader when the
Shakalakas fight alongside him. Its leadership skill came in
his bond shared between him and his minions, but the
Shakalaka leader relies on teamwork in order to bring down
King Shakalaka an intruder such as Velociprey and other small sized
Medium humanoid (lynian), neutral monsters. This creature shows no sign of fear towards
humans. It will harass the intruder who enters its domain
Armor Class 14 (bone armor) with the help of its minions. The creature hates to be
Hit Points 42 (6d8+15) provoked by something else. Many secrets about this
Speed 25 ft. powerful leader are unknown to many scholars.
Actions
OTHER MATERIAL EFFECTS
Thighbone. Melee weapon attack +6 to hit, reach 5 ft., Shakalaka Treasure
one target. Hit: 7 (1d6 + 4) bludgeoning damage. A small pouch containing 5d6 gp
Sleep Bomb (1/day). The king shakalaka throws a ball of Suiko Jewel
sleep powder at a location within 30 feet of it. All A jewel of unknown use, the research fleet is willing to buy
creatures within 10 feet of the location must make a for 15 gp
DC 11 Constitution saving throw or fall unconscious
for 1 minute, until the sleeper takes damage, or Akito Jewel
someone uses an action to shake or slap the sleeper A jewel of unknown use, the research fleet is willing to buy
awake. for 20 gp
Battlefield Jewel
Reactions A jewel of unknown use, the research fleet is willing to buy
Imperial Rage. As a reaction to taking damage, the king for 25 gp
shakalaka begins to fight with tyrannical ferocity. For 1 Armor Sphere
minute, the king shakalaka has resistance to Uncommon armor upgrade material.
bludgeoning, piercing, and slashing damage, has speed
of 35 feet, and has advantage on Strength saving
throws. At the end of each of the king shakalaka's
turns, the rage ends if the king shakalaka hasn't
attacked a hostile creature or taken damage since the
end of their last turn.
351
Endemic Life
Endemic Life are creatures found in Monster Hunter Universe across many locations that can be captured by a hunter's Net or
fishing pole. They are not hostile, but will be scared away easily, making their study and capture difficult. Some Endemic Life
creatures also present Environmental Hazards or useful effects.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 10 (+0) 12 (+1) 1 (-5) 5 (-3) 3 (-4) 2 (-4) 10 (+0) 10 (+0) 1 (-5) 8 (-1) 3 (-4)
Bomb Beetle
Tiny beast, unaligned
Variant: Gekko Names & Traits
Armor Class 11 (natural armor) Some gekkos are named different and replace the
Hit Points 3 (1d4+1) plant camouflage trait with another depending on
Speed 20 ft., climb 20 ft. their environment.
The wildspire gekko uses the following trait:
STR DEX CON INT WIS CHA Desert Camouflage. The gekko has advantage on
Dexterity (Stealth) checks it makes to hide in
6 (-2) 10 (+0) 12 (+1) 1 (-5) 5 (-3) 3 (-4) sandy terrain.
The gloom gekko uses the following trait:
Damage Immunities fire Shadow Camouflage. The gekko has advantage
Senses passive Perception 7 on Dexterity (Stealth) checks it makes to hide
Languages — dim light or darkness.
Challenge 0 (10 XP) The moonlight gekko uses the following trait:
Illumination. The gekko sheds dim light in a 1-
foot radius around it.
Actions
Bite. Melee Weapon Attack: +0 to hit, Reach 5 ft., one
target. Hit: 1 piercing damage.
352
Iron Helmcrab Nitrotoad
Tiny beast, unaligned Tiny beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4) 1 (-5) 13 (+1) 10 (+0) 1 (-5) 8 (-1) 3 (-4)
Armor Class 11
Hit Points 2 (1d4) Sleeptoad
Speed 20 ft., climb 20 ft. Tiny beast, unaligned
353
Solider Helmcrab Giant Vigorwasp
Tiny beast, unaligned Small beast, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4 (-3) 11 (+0) 12 (+1) 1 (-5) 8 (-1) 2 (-4) 1 (-5) 14 (+2) 10 (+0) 1 (-5) 8 (-1) 2 (-4)
Amphibious. The helmcrab can breathe air and water. Death Burst. The vigorwasp explodes when it drops to 0 hit
points. Each creature within 5 feet of it regains 9 (2d8) hit
Actions points.
Claw. Melee Weapon Attack: +0 to hit, Reach 5 ft., one Flyby. The vigorwasp doesn't provoke opportunity attacks
target. Hit: 1 bludgeoning damage. when it flies out of an enemy's reach.
354
Appendix A: Monster Lists
Coastal Monster Name CR (XP)
Monster by Environment
Velociprey, Bnahabra, Hornetaur, Vespoid,
The following tables organize monsters by environment and Great Thunderbug
1/4 (50)
challenge rating. These tables omit monsters that don't
customarily inhabit the environments included here. Zamite, Hermitaur, Ceanataur, Remobra 1/2 (100)
Velocidrome, Ludroth, Gajau, Felyne,
Arctic Monsters Melynx, Grimalkyne
1 (200)
Arctic Monster Name CR (XP)
Yian Kut-ku 3 (700)
Altaroth, Kelbi 0 (10)
Tetsucabra 4 (1,100)
Wild Melynx, Shakalaka, Anteka, Aptonoth,
1/8 (25) Blue Yian Kut-ku, Royal Ludroth, Zamtrios 5 (1,800)
Wingdrakes
Velociprey, Bullfango, Bnahabra, Vespoid, Bishaten, Gobul, Seregios 7 (2,900)
1/4 (50)
Great Thunderbug, Konchu, Boaboa, Popo Odogaron 8 (3,900)
Giaprey, Blango, Giggi, Zamite, Remobra 1/2 (100) Daimyo Hermitaur, Plesioth 9 (5,000)
Baggi, Izuchi, Felyne, Melynx, Velocidrome, Somnacanth, Zinogre 10 (5,900)
1 (200)
Wulg,
Nargacuga, Mizutsune, Dire Miralis 11 (7,200)
Great Baggi, Giadrome, Bulldrome 2 (450)
Banbaro, Ebony Odogaron, Kirin 12 (8,400)
Great Izuchi, Lagombi 3 (700)
Shogun Ceanataur 13 (10,000)
Arzuros, Tetsucabra 4 (1,100)
Lagiacrus, Namielle 14 (11,500)
Blue Yian Kut-ku, Zamtrios 5 (1,800)
Almudron, Rajang, Kushala Daora 15 (13,000)
Aknosom, Tetranadon, Tzitzi-Ya-Ku, Young
6 (2,300) Tigrex, Valstrax 16 (15,000)
Gammoth
Tzitzi-Ya-Ku, Young Gammoth 6 (2,300) Brachydios, Magnamalo, Velkhana 17 (18,000)
Seregios 7 (2,900) Deviljho, Tempered Dire Miralis 18 (20,000)
Blangonga, Viper Tobi-Kadachi 9 (5,000) Tempered Namielle, Thunder Serpent
19 (22,000)
Narwa, Wind Serpent Ibushi
Somnacanth, Gigginox, Khezu, Zinogre 10 (5,900)
Gore Magala 21 (33,000)
Nargacuga, Mizutsune 11 (7,200)
Savage Deviljho, Tempered Velkhana 22 (41,000)
Banbaro, Ebony Odogaron, Beotodus, Kirin 12 (8,400)
Archtempered Namielle 24 (62,000)
Legiana 13 (10,000)
Archtempered Dire Miralis 26 (90,000)
Rajang, Barioth, Fulgur Anjanath, Kushala
15 (13,000) Archtempered Velkhana 27 (105,000)
Daora
Gammoth, Tigrex, Valstrax 16 (15,000) Safi'jiva 29 (135,000)
Brachydios, Magnamalo, Shrieking Legiana, Ruiner Nergigante 30 (155,000)
17 (18,000)
Velkhana
Deviljho, Goss Harag 18 (20,000) Desert Monsters
Desert Monster Name CR (XP)
Ukanlos 20 (25,000)
Altaroth, Kelbi, Mosswine 0 (10)
Savage Deviljho, Tempered Velkhana 22 (41,000)
Delex, Wild Melynx, Shakalaka, Gajalaka,
Xeno'jiiva 25 (75,000) 1/8 (25)
Wingdrakes
Archtempered Velkhana, Behemoth 27 (105,000) Velociprey, Genprey, Bnahabra, Vespoid, Great
1/4 (50)
Safi'jiva 29 (135,000) Thunderbug, Konchu, Apceros, Kestodon
Ruiner Nergigante, Lao-Shan Lung 30 (155,000) Jaggi, Giggi, Hermitaur, Remobra 1/2 (100)
Felyne, Grimalkyne, Jaggia, Melynx, Rachnoid,
1 (200)
Coastal Monsters Velocidrome
Coastal Monster Name CR (XP) Gendrome, Great Jaggi, Cephalos, Rhenoplos 2 (450)
Altaroth, Kelbi 0 (10) Kulu-Ya-Ku, Hypnocatrice, Pukei-Pukei, Barroth,
4 (1,100)
Wild Melynx, Gajalaka, Slagtoth, Epioth, Tetsucabra
1/8 (25)
Wingdrakes
355
Desert Monster Name CR (XP) Forest Monster Name CR (XP)
Volvidon 5 (1,800) Aknosom, Basarios, Congalala, Crimson
Qurupeco, Kecha Wacha, Nerscylla, 6 (2,300)
Tzitzi-Ya-Ku, Qurupeco, Congalala, Uragaan 6 (2,300) Qurupeco, Tetranadon, Tobi-Kadachi
Seregios, Anjanath, Cephadrome 7 (2,900) Anjanath, Bishaten, Paolumu, Seregios, Yian
7 (2,900)
Rathian, Odogaron, Nibelsnarf 8 (3,900) Garuga
Daimyo Hermitaur, Plesioth, Najarala 9 (5,000) Gypceros, Rathian, Odogaron 8 (3,900)
Rathalos 10 (5,900) Malfestio, Astalos, Duramboros, Daimyo
9 (5,000)
Hermitaur, Najarala
Nargacuga, Jyuratodus 11 (7,200)
Rathalos, Zinogre 10 (5,900)
Nightshade Paolumu, Monoblos, Banbaro,
12 (8,400) Nargacuga, Mizutsune, Seltas Queen 11 (7,200)
Ebony Odogaron, Lunastra
Glavenus, Teostra 13 (10,000) Nightshade Paolumu, Banbaro, Ebony
12 (8,400)
Odogaron, Leshen, Kirin
Almudron, Fulgur Anjanath, Kushala Daora,
15 (13,000) Glavenus, Shogun Ceanataur 13 (10,000)
Rajang,
Tigrex, Valstrax 16 (15,000) Chameleos 14 (11,500)
Bazelgeuse, Rakna-Kadaki, Velkhana 17 (18,000) Rajang, Gravios, Fulgur Anjanath, Kushala
15 (13,000)
Daora
Diablos, Deviljho 18 (20,000)
Scarred Yian Garuga, Tigrex, Valstrax 16 (15,000)
Tempered Lunastra 19 (22,000)
Bazelgeuse, Brachydios, Magnamalo,
Brute Tigrex, Tempered Teostra, Nakarkos 20 (25,000) 17 (18,000)
Velkhana
Savage Deviljho, Tempered Velkhana 22 (41,000) Deviljho, Yama Tsukami 18 (20,000)
Ahtal-Ka, Ahtal-Nesto, Nergigante 23 (50,000) Silverwind Nargacuga, Tempered
19 (22,000)
Shara Ishvalda (Shell) 25 (75,000) Chameleos, Wind Serpent Ibushi
Shara Ishvalda (True Form), Jhen Mohran 26 (90,000) Brute Tigrex 20 (25,000)
Archtempered Velkhana, Dah'ren Mohran 27 (105,000) Gore Magala, Ancient Leshen 21 (33,000)
Safi'jiva 29 (135,000) Savage Deviljho, Tempered Velkhana 22 (41,000)
Ruiner Nergigante 30 (155,000) Shagaru Magala 25 (75,000)
Archtempered Velkhana 27 (105,000)
Forest Monsters Safi'jiva 29 (135,000)
Forest Monster Name CR (XP)
Ruiner Nergigante, Lao-Shan Lung 30 (155,000)
Altaroth, Kelbi, Mosswine 0 (10)
Aptonoth, Bombadgy, Gajalaka, Shakalaka,
1/8 (25)
Grassland Monsters
Slagtoth, Wild Melynx, Wingdrakes Grassland Monster Name CR (XP)
Velociprey, Genprey, Maccao, Bullfango, Altaroth, Kelbi, Mosswine, Moofah 0 (10)
Bnahabra, Hornetaur, Vespoid, Great
1/4 (50) Aptonoth, Bombadgy, Shakalaka, Gajalaka, Wild
Thunderbug, Konchu, Gargwa, Larinoth, 1/8 (25)
Kestodon Melynx, Wingdrakes
Ceanataur, Giaprey, Giggi, Hermitaur, Ioprey, Velociprey, Maccao, Bullfango, Bnahabra,
1/2 (100) Hornetaur, Vespoid, Great Thunderbug, 1/4 (50)
Jaggi, Jagras, Palamute, Remobra
Konchu, Gargwa, Larinoth, Kestodon
Conga, Felyne, Grimalkyne, Iodrome, Izuchi,
Jaggia, King Shakalaka, Melynx, Velocidrome, 1 (200) Jaggi, Palamute, Remobra 1/2 (100)
Vespoid Queen, Wroggi Conga, Felyne, Grimalkyne, Izuchi, Jaggia, King
Gendrome, Great Jaggi, Great Wroggi, Shakalaka, Melynx, Velocidrome, Vespoid 1 (200)
Giadrome, Great Maccao, Bulldrome, 2 (450) Queen
Rhenoplos Great Jaggi, Great Maccao, Bulldrome,
2 (450)
Great Izuchi, Seltas, Yian Kut-ku, 3 (700) Rhenoplos
Kulu-Ya-Ku, Hypnocatrice, Pukei-Pukei, Great Izuchi, Seltas, Yian Kut-ku 3 (700)
4 (1,100)
Arzuros, Great Jagras, Tetsucabra Kulu-Ya-Ku, Hypnocatrice, Arzuros 4 (1,100)
Blue Yian Kut-ku, Volvidon 5 (1,800) Blue Yian Kut-ku, Volvidon 5 (1,800)
356
Grassland Monster Name CR (XP) Hill Monster Name CR (XP)
Aknosom, Congalala, Tetranadon, Kecha Anjanath, Bishaten, Paolumu, Seregios, Yian
6 (2,300) 7 (2,900)
Wacha, Qurupeco, Tzitzi-Ya-Ku, Garuga
Yian Garuga, Seregios, Paolumu, Anjanath 7 (2,900) Gypceros, Rathian, Odogaron 8 (3,900)
Gypceros, Rathian 8 (3,900) Malfestio, Astalos, Najarala 9 (5,000)
Malfestio, Astalos, Najarala 9 (5,000) Coral Pukei-Pukei, Rathalos, Somnacanth,
10 (5,900)
Zinogre
Rathalos, Zinogre 10 (5,900)
Nargacuga, Seltas Queen 11 (7,200)
Nargacuga, Seltas Queen 11 (7,200)
Monoblos, Banbaro, Ebony Odogaron, Kirin 12 (8,400)
Nightshade Paolumu, Banbaro, Kirin 12 (8,400)
Glavenus, Shogun Ceanataur 13 (10,000)
Chameleos 14 (11,500)
Chameleos 14 (11,500)
Kushala Daora, Magnamalo, Rajang 15 (13,000)
Almudron, Fulgur Anjanath, Rajang, 15 (13,000)
Scarred Yian Garuga, Tigrex 16 (15,000)
Scarred Yian Garuga, Tigrex 16 (15,000)
Brachydios, Velkhana 17 (18,000)
Brachydios, Velkhana 17 (18,000)
Deviljho 18 (20,000)
Deviljho 18 (20,000)
Silverwind Nargacuga, Tempered
19 (22,000)
Chameleos, Wind Serpent Ibushi Silverwind Nargacuga, Tempered
19 (22,000)
Chameleos, Wind Serpent Ibushi
Gore Magala, Alatreon 21 (33,000)
Gore Magala, Alatreon 21 (33,000)
Savage Deviljho, Tempered Velkhana 22 (41,000)
Savage Deviljho, Tempered Velkhana 22 (41,000)
Vaal Hazak 24 (62,000)
Vaal Hazak 24 (62,000)
Shagaru Magala, Shara Ishvalda (Shell) 25 (75,000)
Shagaru Magala, Shara Ishvalda (Shell) 25 (75,000)
Blackveil Vaal Hazak, Shara Ishvalda (True
26 (90,000)
Form) Blackveil Vaal Hazak, Shara Ishvalda (True
26 (90,000)
Form)
Archtempered Velkhana 27 (105,000)
Archtempered Velkhana 27 (105,000)
Safi'jiva 29 (135,000)
Safi'jiva 29 (135,000)
Ruiner Nergigante, Lao-Shan Lung 30 (155,000)
Ruiner Nergigante, Lao-Shan Lung 30 (155,000)
Hill Monsters
Hill Monster Name CR (XP) Mountain Monsters
Mountain Monster Name CR (XP)
Kelbi, Mosswine, Moofah 0 (10)
Altaroth, Kelbi, Mosswine 0 (10)
Aptonoth, Bombadgy, Gajalaka, Shakalaka,
1/8 (25)
Slagtoth, Wild Melynx, Wingdrakes Wild Melynx, Shakalaka, Gajalaka, Aptonoth,
1/8 (25)
Slagtoth, Wingdrakes
Velociprey, Genprey, Bullfango, Hornetaur,
Vespoid, Great Thunderbug, Konchu, Apceros, 1/4 (50) Velociprey, Genprey, Bullfango, Bnahabra,
Gargwa Hornetaur, Vespoid, Great Thunderbug, 1/4 (50)
Konchu, Apceros, Gargwa, Kestodon
Ceanataur, Giggi, Jaggi, Jagras, Palamute, 1/2
Remobra (100) Jaggi, Ioprey, Giggi, Uroktor, Hermitaur, 1/2
Ceanataur, Remobra (100)
Conga, Felyne, Grimalkyne, Izuchi, Jaggia, King
Shakalaka, Melynx, Shamos, Velocidrome, 1 (200) Conga, Gastodon, Grimalkyne, Iodrome, Jaggia,
Vespoid Queen Felyne, Melynx, Rachnoid, Shamos, 1 (200)
Velocidrome, Wroggi
Gendrome, Great Jaggi, Bulldrome, Rhenoplos 2 (450)
Gendrome, Great Jaggi, Great Wroggi,
Great Izuchi, Yian Kut-ku 3 (700) 2 (450)
Bulldrome, Rhenoplos
Kulu-Ya-Ku, Hypnocatrice, Pukei-Pukei, Arzuros, Yian Kut-ku, Seltas 3 (700)
4 (1,100)
Great Jagras
Arzuros, Tetsucabra 4 (1,100)
Blue Yian Kut-ku, Volvidon 5 (1,800)
Volvidon 5 (1,800)
Aknosom, Basarios, Congalala, Tzitzi-Ya-Ku,
Qurupeco, Tetranadon, Tobi-Kadachi, Tzitzi-Ya- 6 (2,300)
Ku
357
Mountain Monster Name CR (XP) Swamp Monster Name CR (XP)
Agnaktor, Basarios, Congalala, Crimson Wroggi, Velocidrome, Iodrome, Conga,
1 (200)
Qurupeco, Qurupeco, Tetranadon, Tzitzi- 6 (2,300) Ludroth, Felyne, Melynx
Ya-Ku, Uragaan
Gendrome, Great Wroggi, Giadrome,
2 (450)
Yian Garuga, Seregios, Paolumu, Anjanath, Bulldrome, Rhenoplos
7 (2,900)
Dodogama
Yian Kut-ku 3 (700)
Gypceros, Rathian, Odogaron 8 (3,900)
Pukei-Pukei, Tetsucabra 4 (1,100)
Malfestio, Astalos, Duramboros, Daimyo
9 (5,000) Blue Yian Kut-ku, Royal Ludroth 5 (1,800)
Hermitaur
Rathalos, Pumpkin Uragaan, Radobaan, Agnaktor, Basarios, Congalala, Nerscylla,
10 (5,900) 6 (2,300)
Zinogre Tetranadon, Tobi-Kadachi
358
Underdark Monster Name CR (XP) Underwater Monster Name CR (XP)
Gendrome, Great Jaggi, Great Wroggi, Plesioth 9 (5,000)
2 (450)
Bulldrome, Rhenoplos
Somnacanth 10 (5,900)
Yian Kut-ku 3 (700)
Lagiacrus, Namielle 14 (11,500)
Tetsucabra 4 (1,100)
Almudron 15 (13,000)
Volvidon 5 (1,800)
Tempered Namielle 19 (22,000)
Tzitzi-Ya-Ku, Crimson Qurupeco, Basarios,
6 (2,300) Archtempered Namielle 24 (62,000)
Uragaan, Great Girros, Agnaktor, Nerscylla
Yian Garuga, Seregios 7 (2,900) Ceadeus 26 (90,000)
359
Monster by Challenge Rating
This index organizes the monsters in the Monster Hunter Monster Manual by challenge rating.
Tobi-Kitachi Paolumu
Challenge 0 Challenge 1/2 Young Seregios Seregios
Altaroth Blango Yian Garuga
Bomb Beetle Ceanataur Challenge 3
Bullfango Shoat Giaprey Gobling Challenge 8
Dung Beetle Giggi Great Izuchi Adolescent Rajang
Forest Gekko Hermitaur Juvenile Uragaan Gypceros
Giant Vigorwasp Ioprey Juvenile Zinogre Nibelsnarf
Iron Helmcrab Jaggi Lagombi Odogaron
Kelbi Jagras Seltas Rathian
Moofah Lagombi Kit Viper Tobi-Kitachi Young Lagiacrus
Mosswine Palamute Yian Kut-ku
Nitrotoad Remobra Challenge 9
Paratoad Uroktor Challenge 4 Astalos
Sleeptoad Vespoid Princess Arzuros Blangonga
Solider Helmcrab Volvidon Pup Barroth Daimyo Hermitaur
Vigorwasp Zamite Great Jagras Duramboros
Wiggler Hypnocatrice Malfestio
Challenge 1 Kulu-Ya-Ku Najarala
Challenge 1/8 Baby Basarios Pukei-Pukei Plesioth
Anteka Baggi Tetsucabra Viper Tobi-Kadachi
Aptonoth Conga Young Nibelsnarf
Arzuros Cub Felyne Young (Ebony) Odogaron
Challenge 10
Baby Ludroth Gajau Coral Pukei-Pukei
Bombadgy Gastodon
Challenge 5 Gigginox
Delex Girros Blue Yian Kut-ku Khezu
Epioth Grimalkyne Royal Ludroth Pumpkin Uragaan
Gajalaka Iodrome Volvidon Radobaan
Girros Pup Izuchi Young Mizutsune Rathalos
Jagras Pup Jaggia Young Nargacuga Somnacanth
Shakalaka Juvenile Dodogama Zamtrios Zinogre
Slagtoth King Shakalaka
Challenge 6 Challenge 11
Wild Melynx Ludroth
Agnaktor Dire Miralis
Wingdrakes Melynx
Aknosom Jyuratodus
Wulg Pup Rachnoid
Basarios Mizutsune
Shamos
Challenge 1/4 Velocidrome
Congalala Nargacuga
Apceros Crimson Qurupeco Seltas Queen
Vespoid Queen
Baby Barroth Great Girros
Wroggi Challenge 12
Baby Nargacuga Kecha Wacha
Wulg
Nerscylla Banbaro
Bnahabra Young Arzuros
Qurupeco Beotodus
Boaboa Young Kecha Wacha
Tetranadon Ebony Odogaron
Bullfango
Gargwa Challenge 2 Tobi-Kadachi Kirin
Tzitzi-Ya-Ku Leshen
Genprey Bulldrome
Uragaan Lunastra
Great Thunderbug Cephalos
Young Gammoth Monoblos
Hornetaur Gendrome
Nightshade Paolumu
Kestodon Giadrome
Challenge 7
Konchu Great Baggi
Anjanath
Challenge 13
Larinoth Great Jaggi
Bishaten Glavenus
Maccao Great Maccao
Cephadrome Lavasioth
Popo Great Wroggi
Dodogama Legiana
Velociprey Paolumu Pup
Gobul Shogun Ceanataur
Vespoid Rhenoplos
Teostra
360
Challenge 14 Challenge 18 Challenge 21 Challenge 26
Chameleos Dalamadur Alatreon Archtempered Dire Miralis
Lagiacrus Deviljho Ancient Leshen Blackveil Vaal Hazak
Namielle Diablos Furious Rajang Ceadeus
Goss Harag Gore Magala Jhen Mohran
Challenge 15 Rakna‑Kadaki Kulve Taroth Shara Ishvalda (True Form)
Almudron Tempered Dire Miralis Seething Bazelgeuse
Barioth Yama Tsukami
Challenge 27
Fulgur Anjanath Challenge 22 Archtempered Velkhana
Gravios Challenge 19 Raging Brachydios Behemoth
Kushala Daora Acidic Glavenus Savage Deviljho Dah'ren Mohran
Rajang Gogmazios Tempered Velkhana
Silverwind Nargacuga
Challenge 28
Challenge 16 Tempered Chameleos
Challenge 23 Fatalis
Gammoth Tempered Kirin Ahtal-Ka
Scarred Yian Garuga Ahtal-Nesto Challenge 29
Tempered Lunastra
Tigrex Nergigante Safi'jiiva
Tempered Namielle
Valstrax Thunder Serpent Narwa
Challenge 24 Challenge 30
Wind Serpent Ibushi
Challenge 17 Archtempered Namielle Lao-Shan Lung
Amatsumagatsuchi Challenge 20 Vaal Hazak Ruiner Nergigante
Bazelgeuse Akantor Shah Dalamadur
Brachydios
Challenge 25 Shen Gaoren
Brute Tigrex
Magnamalo Nakarkos Shagaru Magala Tempered Alatreon
Shrieking Legiana Tempered Teostra Shara Ishvalda (Shell) Tempered Fatalis
Velkhana Ukanlos Xeno'jiiva
361
Bring Monster
Hunter to Your
World
The Monster Hunter Monster Manual presents
188 creatures from the Monster Hunter universe
including, elder dragons, flying wyverns,
leviathans, and some variants and subspecies of
the original monsters.
ART
Front Cover Art & All Monster's Listed Except
the Ones Below - Capcom
Nibelsnarf Artwork - On Digital Artlords
Leshen - CD PROJEKT RED
Velkana - ZeldaHuntr
Wulg - Saijou
WWW.GMBINDER.COM