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The

Monster Compendium

A collection of monsters and encounter ideas, inspired by


the seminal JRPG, for the world’s greatest roleplaying
game
Table of Contents

PART ONE: CLASH ON THE BIG BRIDGE ……….….............................……………..………………… 2


GILGAMESH………………….............................……..………………… 3

PART TWO: BESTIARY.............................................................................................................................5


ADAMANTOISE...........................................................................................5
BEHEMOTH.................................................................................................6
BOMBS........................................................................................................7
CACTUARS..................................................................................................8
CHOCOBOS..................................................................................................9
DEATHGAZE..............................................................................................10
MALBORO.................................................................................................11
TONBERRIES..............................................................................................12
ULTROS.....................................................................................................14
Multi-Faceted Fighter
Part One: Clash on Though he is known as a swordsman, Gilgamesh battles
using a multitude of weapons, each of which comes with its
own stance. Every stance has different features, and
the Big Bridge Gilgamesh switches between them to better counter his
opponents. Feel free to create your own stances with new
weapons he might have picked up.
ENOUGH EXPOSITORY BANTER! Now, we fight like
men! And ladies! And ladies who dress like men! For It’s Morphing Time
Gilgamesh... IT IS MORPHING TIME! — Known in the Final Fantasy series for his ability to grow
extra limbs, Gilgamesh in this document lacks this ability.
Gilgamesh, Final Fantasy V
If you wish to still give him this ability, increase his
AC by 2 and he gains resistance to all bludgeoning,
The evil prince's plan to usurp the kingdom from his piercing and slashing damage, both magical and not.
brother is almost complete. The insane Cult of Orcus is Increase his size by one category as well.
mere days away from completing the summoning ritual. A
power-hungry wizard is about to realise his dream of
lichdom. Either way, the adventuring party needs to be The Big Bridge
stopped, or at least delayed. Enter the Master Swordsman. The titular Big Bridge spans a long body of water, and is
200 feet long and thirty feet wide. It is made of stone,
Gilgamesh normally stands 100 feet up, and is strong enough to
withstand the onslaught of monsters that run its length.
Legendary fighter Gilgamesh is a force to be reckoned
with. A loner, Gilgamesh has spent his life training to be For the first half, gargoyles are placed every twenty feet in
the best at close-quarter combat, and has a streak of small alcoves on either side of the bridge, which come to
victories behind him. He works as a mercenary, fighting for life when a creature comes within fifteen feet of it. Fifty
whomever can pay his high fees. He currently stands at the feet from the beginning, three berserkers and a priest wait
end of the Big Bridge, waiting to take on the PCs. But first, to launch attacks.
he has laid out a gauntlet, for the party to prove their
strength to him. At the halfway point, a manticore and its trainer, a veteran
stand, unwilling to let the party pass.
Stubborn Fool Further up, 150 feet from the start, two trolls stand ready to
From a roleplaying point of view, Gilgamesh has been attack. They have an owlbear with them, also primed to
known to be easily riled up. Despite the legends of his calm strike.
demeanor, even when slicing his way through armies,
Gilgamesh has a short temper for those who talk back to Gilgamesh stands thirty feet away from the end of the
him. His strategies will sometimes be forgotten in lieu of a Bridge. He sees the party coming a mile away and, having
tactic devoted solely to attacking the last person who seen their fighting style, readies the appropriate stance.
insulted him.

Respect the Dead


Gilgamesh respects those who put up a good fight, and will Changing the Difficulty
bury and honor their bodies properly when the battle is
The Big Bridge prioritises the number of
over. As a trophy, he collects their most powerful
monsters over difficulty. The aim here is for a
weapon and adds it to his arsenal of battle stances.
party of well-rested individuals of tenth level to
use a few, but not all, of their resources. If the
fights are too easy, consider switching a couple
of the gargoyles to vrocks, the manticore to a
chimera or adding a couple of circling
wyverns.

If the party ends the Bridge having spent very


few of their resources, consider adding
Gilgamesh's long-term companion Enkidu to
fight by his side. Use the statistics for a horn
devil, but change its type to fiend (demon).
ACTIONS
GILGAMESH (KATANA STANCE) Multiattack. Gilgamesh attacks three times with his katana
Large giant, lawful evil
Katana. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 23
Armor Class 16 (3d10 + 6) slashing damage.
Hit Points 270 (18d12 +54)
Speed 40ft. Flame Strike (recharge 5-6). Gilgamesh casts Flame Strike at 7th level, DC17.

STR DEX CON INT WIS CHA


22 (+6) 18 (+4) 17 (+3) 13 (+1) 15 (+2) 14 (+2) REACTIONS
Swift Retaliation. Gilgamesh attacks twice against creatures moving away
Saving Throws Str +11, Dex +9, Con +8, Wis +7 from him.
Damage Resistances bludgeoning, piercing and slashing from nonmagical
attacks
Damage Immunities
BONUS ACTIONS
Condition Immunities charmed, restrained With his multiple arms, Gilgamesh can swiftly stow away and unsheathe a
Skills Athletics +10, Arcana +6, History +6 weapon as a bonus action. Using this causes him to switch stances
Senses Passive perception 12
Languages Common, Giant LEGENDARY ACTIONS
Gilgamesh can take 3 legendary actions, choosing from the options below.
Brave. Gilgamesh has advantage on saving throws against being frightened. Only one legendary action option can be used at a time and only at the end of
another creature's turn. Gilgamesh regains spent legendary actions at the start
Brute. Gilgamesh deals one extra die of its damage when he hits with a melee of his turn.
attack (included in the attack)
Attack: Gilgamesh attacks once with his katana.
Magic Katana. Gilgamesh’s attacks are considered magical.
Stance Switch: Gilgamesh can sheathe and draw another weapon.
Many-Armed. Gilgamesh can take two reactions per round.

ACTIONS
GILGAMESH (NODACHI STANCE) Multiattack. Gilgamesh attacks twice with his Nodachi.
Large giant, lawful evil
Nodachi. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 24
Armor Class 16 (4d10 + 6) slashing damage and 11 (2d10) acid damage.
Hit Points 270 (18d12 +54)
Speed 40ft. Globe of Invulnerability. (recharge 5-6). Gilgamesh moves his sword in a circle
in front of him, and casts Globe of Invulnerability.
STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 17 (+3) 13 (+1) 15 (+2) 14 (+2)
REACTIONS
Saving Throws Str +11, Dex +9, Con +8, Wis +7 Disarming Parry. Gilgamesh adds 5 to his AC against one melee attack that
Damage Resistances bludgeoning, piercing and slashing from nonmagical would hit it. To do so, he must see the attacker and be wielding a melee
attacks weapon. He rolls a contested Athletics check against the attacker. If he wins
Damage Immunities the attacker is disarmed.
Condition Immunities charmed, restrained
Skills Athletics +10, Arcana +6, History +6 BONUS ACTIONS
Senses Passive perception 12 With his multiple arms, Gilgamesh can swiftly stow away and unsheathe a
Languages Common, Giant weapon as a bonus action. Using this causes him to switch stances
Brave. Gilgamesh has advantage on saving throws against being frightened.
LEGENDARY ACTIONS
Brute. Gilgamesh deals one extra die of its damage when he hits with a melee Gilgamesh can take 3 legendary actions, choosing from the options below.
attack (included in the attack) Only one legendary action option can be used at a time and only at the end of
another creature's turn. Gilgamesh regains spent legendary actions at the start
Magic Nodachi. Gilgamesh’s attacks are considered magical. of his turn.

Many-Armed. Gilgamesh can take two reactions per round. Attack. Gilgamesh attacks once with his nodachi.

Stance Switch. Gilgamesh can sheathe and draw another weapon.


ACTIONS
GILGAMESH (WAR FAN STANCE) Multiattack. Gilgamesh attacks four times with his war fans.
Large giant, lawful evil
War Fans. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 +
Armor Class 18 4) slashing damage and 4(1d8) acid damage.
Hit Points 270 (18d12 +54)
Speed 40ft. Whirlwind (recharge 5-6). Gilgamesh casts whirlwind, DC17.

STR DEX CON INT WIS CHA


22 (+6) 18 (+4) 17 (+3) 13 (+1) 15 (+2) 14 (+2)
REACTIONS
Shield. Gilgamesh can use his reaction to parry a physical attack, gaining 5 to his
Saving Throws Str +11, Dex +9, Con +8, Wis +7 AC until the start of his next turn. Additionally, he is immune to damage from
Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks magic missile.
Damage Immunities
Condition Immunities charmed, restrained
Skills Athletics +10, Arcana +6, History +6
BONUS ACTIONS
Senses Passive perception 12 With his multiple arms, Gilgamesh can swiftly stow away and unsheathe a weapon
Languages Common, Giant as a bonus action. Using this causes him to switch stances

Brave. Gilgamesh has advantage on saving throws against being frightened. LEGENDARY ACTIONS
Gilgamesh can take 3 legendary actions, choosing from the options below. Only
Brute. Gilgamesh deals one extra die of its damage when he hits with a melee one legendary action option can be used at a time and only at the end of another
attack (included in the attack) creature's turn. Gilgamesh regains spent legendary actions at the start of his turn.

Magical Fan. Gilgamesh’s attacks are considered magical. Attack. Gilgamesh attacks with two war fans.

Many-Armed. Gilgamesh can take two reactions per round. Stance Switch. Gilgamesh can sheathe and draw another weapon.

Whip-daggers. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit:
GILGAMESH (WHIP-DAGGER STANCE) 15 (3d6 + 4) slashing damage.
Large giant, Neutral evil
Blade Whorl (recharge 5-6). Gilgamesh whips his kusarigama around, creating
Armor Class 16 two whirlpools of spinning blades at points he can see. The pools are 5 feet in
Hit Points 270 (18d12 +54) radius, considered difficult terrain and any creature that steps into, starts its
Speed 40ft. turn inside, or ends its turn within 5 feet, takes 2d10 slashing damage.

STR DEX CON INT WIS CHA


22 (+6) 18 (+4) 17 (+3) 13 (+1) 15 (+2) 14 (+2) REACTIONS
Kusarigama: When Gilgamesh sees a creature move at least 5ft in any
Saving Throws Str +11, Dex +9, Con +8, Wis +7 direction, he can use his reaction to make an attack with his kusarigama (+9 to
Damage Resistances bludgeoning, piercing and slashing from nonmagical hit, reach 30ft). On a hit, the creature is knocked prone, takes 1d6 bludgeoning
attacks damage, and is restrained until the start of their next turn.
Damage Immunities
Condition Immunities charmed, restrained
Skills Athletics +10, Arcana +6, History +6 BONUS ACTIONS
Senses Passive perception 12 With his multiple arms, Gilgamesh can swiftly stow away and unsheathe a
Languages Common, Giant weapon as a bonus action. Using this causes him to switch stances

Brave. Gilgamesh has advantage on saving throws against being frightened.


LEGENDARY ACTIONS
Brute. Gilgamesh deals one extra die of its damage when he hits with a melee
Gilgamesh can take 3 legendary actions, choosing from the options below.
attack (included in the attack).
Only one legendary action option can be used at a time and only at the end of
another creature's turn. Gilgamesh regains spent legendary actions at the start
Magic Whip-daggers. Gilgamesh’s attacks are considered magical.
of his turn.
Many-Armed. Gilgamesh can take two reactions per round.
Attack. Gilgamesh attacks twice with his whip-daggers.
ACTIONS Stance Switch. Gilgamesh can sheathe and draw another weapon.
Multiattack. Gilgamesh attacks five times with his Whip-daggers
Part Two: Bestiary
Adamantoise
At first, it looks like nothing but a rocky hill, consisting of
outcrops, moss and weeds. Come closer, though, and you
begin to see signs that this might be more than a mountain.
The adamantoise - an enormous amphibian thousands of
years old - stands over 150 feet tall at its highest peak and
150 feet long from head to tail. However, it currently sleeps
as it digests its last meal, consumed over fifty years ago.
Imbued with Magic
Gentle Giant Despite its nonviolent tendencies, the adamantoise has been
The adamantoise is not a naturally violent creature. Even known to terraform lands it cannot feed from. Using its
when it wakes its only tendencies are to search for forests innate magic it can flood or destroy any ground beneath its
to devour. It fights back only in self-defense, as any feet if it is displeased with it. Because of this, the
creature that can bypass its incredible immunities must adamantoise is feared by farmers and agriculturalists who
constitute a considerable threat to it. turn woodlands into pastures.

ACTIONS
ADAMANTOISE Multiattack. The adamantoise attacks 3 times: twice with its stomp, and once
Gargantuan monstrosity, unaligned with its bite.

Armor Class 26 (natural armor) Stomp. Melee Weapon Attack: +16 to hit, reach 15 ft., up to two targets stood
Hit Points 676 (33d20 + 330) in a 5-foot radius. Hit: 51 (8d10 + 7) bludgeoning damage. Creatures targeted
Speed 10ft., burrow 10ft by one stomp attack cannot be targeted by a second during the same turn.

STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 59 (8d10 +
24 (+7) 0 (-5) 30 (+10) 10 (0) 20 (+5) 12 (+1) 7) piercing damage. If the target is a creature, it is grappled (escape DC 20).
Until this grapple ends, the target is restrained, and the adamantoise can't bite
Saving Throws Int +9, Cha +10, Wis+23 another target.
Damage Immunities cold, poison; bludgeoning, piercing, and slashing from
nonmagical attacks Swallow. The adamantoise makes one bite attack against a Large or smaller
Condition Immunities charmed, frightened, paralyzed, poisoned creature it is grappling. If the attack hits, the target takes the bite's damage,
Senses tremorsense 120ft., passive Perception 15 the target is swallowed, and the grapple ends. While swallowed, the creature
Challenge 30 (155000 XP) is blinded and restrained, it has total cover against attacks and other effects
outside the adamantoise, and it takes 56 (16d6) acid damage at the start of
each of the adamantoise's turns. If the adamantoise takes 60 damage or more
Adamantine Shell. Critical hits against the adamantoise are treated like normal on a single turn from a creature inside it, the adamantoise must succeed on a
hits. DC 20 Constitution saving throw at the end of that turn or regurgitate all
swallowed creatures, which fall prone in a space within 10 feet of the
Amphibian. The adamantoise breathes both air and water. adamantoise. If the adamantoise dies, a swallowed creature is no longer
restrained by it and can escape from the corpse by using 30 feet of movement,
Legendary Resistance (3/ day). If the adamantoise fails a saving throw, it can exiting prone.
choose to succeed instead.

Spell Absorption. Any time the adamantoise is the sole target of a spell of 5 th LEGENDARY ACTIONS
level or lower, or is the only creature affected by such a spell’s area of effect, The adamantoise can take 3 legendary actions, choosing from the options
it can use its reaction to absorb the spell. At the start of its next turn, it can below. Only one legendary action option can be used at a time and only at the
release the spell, using the same parameters as if cast by the originator. end of another creature's turn. The adamantoise regains spent legendary
actions at the start of its turn.
Innate Spellcasting. The adamantoise's innate spellcasting ability is Wisdom
(spell save DC 22). The adamantoise can innately cast the following spells, Stomp Attack. The adamantoise makes a stomp attack
requiring no material components:
At will: protection from evil and good (self only), sanctuary Spellcasting. The adamantoise casts one of its at will spells.
3/day: earthquake, tsunami
1/ day: foresight (self only)
Having faced countless threats, the adventuring party draws
closer and closer to their final destination. Navigating the
labyrinthine paths of a great palace, nothing stands in their
Behemoth
way, except for one enormous, purple monster that boasts
both natural strength and powerful magic... Shows of Power
Being as strong as they are, behemoths do not bow quickly
to those who attempt to control them. A significant proof of
Excellent Guardians strength must be made in order for a behemoth to show
Behemoths, lone creatures originating from distant respect. An entity who has managed to capture even one of
mountainscapes, have evolved to be apex predators who these powerful monsters is undoubtedly a major threat.
use their superior intellects to ambush prey. Because of
this, many powerful people seek to use the creature as a Solitary
guardian to their most secret rooms. Behemoths tend to avoid packs, due to their aggressive
nature. However, a behemoth may not always be fought by
itself. In nature, they are able to command surrounding,
weaker wildlife to protect their dens and habitats while they
prowl for prey. Doing so ensures the wildlife will not
become a target to the behemoth. In captivity, they have
been known to engage in similar tactics.

Legendary Resistance (3/ day).If the behemoth fails a saving throw, it can choose
BEHEMOTH to succeed instead.
Large monstrosity, chaotic neutral
Magic Resistance. The behemoth has advantage on saving throws against spells
Armor Class20 (natural armor) and other magical effects.
Hit Points 210 (20d10 + 100)
Speed 40ft Magic Weapons. The behemoth's weapon attacks are magical.

STR
BombsDEX CON INT WIS CHA
ACTIONS
18 (+4) 20 (+5) 20 (+5) 12 (+1) 16 (+3) 18 (+4)
Multiattack. The behemoth makes three attacks: two with its claws, and one with
The heat of the desert bears down on a party of adventurers. Weakened from a battle with Ankhegs, they long for an oasis to
its horns.
Saving Throwswis +9
bring them refreshing, life-bringing water. With none in sight,
Damage Resistancescold, poison, psychic; bludgeoning, piercing, and slashing
it looks like they have to make do with breaking open a cactus, and
drinking the water inside. However,
from nonmagical attacks that aren't adamantine care must be taken when doing this as that Weapon
Claw.Melee cactus could very
Attack: +11well bereach
to hit, another
5 ft.,deadly threat.
one target. Hit: 16 (2d10 + 5)
Condition Immunitiescharmed, frightened, poisoned slashing damage, plus 9 (2d8) acid damage.
SkillsAthleticsLarger
+8, Perception
than+9Life
Sensesdarkvision 120ft., passive Perception 19 Horn.Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 4)
The Adamantoise piercing damage plus 4 (1d8) acid damage.
Languages
to the cactuar's phenomenal swiftness, a thirsty adventurer who takes a blade to the cactuar may become a pin-cushion before
Challenge18 (20,000 XP)
drawing the first drop of water. LEGENDARY ACTIONS
Death Throes. When the behemoth dies, it explodes, and each creature within 30 The behemoth can take 3 legendary actions, choosing from the options below.
feet of it must make a DC 18 Dexterity saving throw, taking 49 (14d6) force damage Only one legendary action option can be used at a time and only at the end of
on a failed save, or half as much damage on a successful one.
Nutritionless another creature's turn. The behemoth regains spent legendary actions at the start
The water contained within cactuars is not fit for mortal of its
consumption. turn.
Attempting to drink from a cactuar triggers a DC15
Innate Spellcasting. The behemoth's innate spellcasting ability is Charisma (spell
save DC 18).Constitution
The behemothsaving throw from
can innately the following
cast the drinker, who
spells, requiring no Claw Attack. The behemoth makes a claw attack.
material components:
Spellcasting. The behemoth casts one of its at will spells.
At will: earth tremor, poison spray
3/ day: melf's minute meteors
1/day each: meteor swarm
Adaptable
Bombs Bombs can inhabit almost anywhere, but prefer hot deserts
and dry caves. Originating from the elemental plane of fire,
they were initially introduced to the Prime Material by an
Elementals with a habit of self-destruction when the going
ancient sorcerer who wished to study them in order to
gets tough, bombs can mean the difference between a party
perfect his fireball technique.
scraping through to a victory, and complete annihilation.

Spark of Life
A bomb reduced to 0 hit points is not immediately killed.
Troublemakers The smallest spark remains, and the bomb will not die
Despite their lack of durability in combat, bombs enjoy
provided that spark can find a flammable object within 24
harassing and bothering travellers. Working together, they
hours to ignite. From there, the bomb begins to take shape,
attempt to trick unsuspecting victims into opening metal
and returns to its original form after 4 days.
chests, which may just contain one of their own.

Fire Form. While medium sized, the bomb can move through a space as narrow
BOMB as 1 inch wide without squeezing. The bomb can enter a hostile creature's
space and stop there. The first time it enters a creature's space on a turn, that
Medium elemental, neutral evil
creature takes 5 (1d10) fire damage and catches fire; until someone takes an
Armor Class 15 action to douse the fire, the creature takes 5 (1d10) fire damage at the start of
Hit Points: 95 (10d10+ 40) each of its turns.
Speed 0ft., fly 30ft (hover)
Illumination. The elemental sheds bright light in a 30- foot radius and dim light
STR DEX CON INT WIS CHA in an additional 30 feet.
11 (0) 16 (+3) 18 (+4) 10 (0) 12 (+1) 14 (+2)
Water Susceptibility. For every 5 feet the elemental moves in water, or for
Damage Resistancesbludgeoning, piercing, and slashing from nonmagical every gallon of water splashed on it, it takes 1 cold damage.
attacks ACTIONS
Damage Immunities fire, poison Multiattack. The bomb makes two claw attacks.
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned,
prone, restrained, unconscious Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3)
Sensespassive Perception 11 slashing damage and 3 (1d6) fire damage.
Languages Ignan
Challenge 6(2300 XP)

Explosion. When the bomb takes 20 or more damage from an attack, it grows
by 1 size category. It does this until it is Huge, at which point it explodes in a
ball of fire. Each creature in a 20-foot-radius sphere centered on that point
must make a DC 17 dexterity saving throw. A target takes 35 (10d6) fire damage
on a failed save, or half as much damage on a successful one. The fire spreads
around corners. It ignites flammable objects in the area that aren't being worn
or carried.

Elemental Variants

Many wizards, alchemists and mad scientists have


experimented on bombs, and have even been able to alter
their elemental affinity. Perhaps there could be in your world
a weaker, but more volatile version that explodes only after
one hit.

If you wish, you can change the bomb so that it deals cold, or
lightning damage instead of fire. Use elemental statistics in
the Monster Manual for ideas.
who takes a blade to the cactuar may become a pin-cushion
Cactuars before drawing the first drop of water.

Nutritionless
The heat of the desert bears down on a party of adventurers.
The water contained within cactuars is not fit for mortal
Weakened from a battle with Ankhegs, they long for an
consumption. Attempting to drink from a cactuar triggers a
oasis to bring them refreshing, life-bringing water. With
DC15 Constitution saving throw from the drinker, who
none in sight, it looks like they have to make do with
vomits everything they have consumed in the last day on a
breaking open a cactus, and drinking the water inside.
failure.
However, care must be taken when doing this as that cactus
could very well be another deadly threat.
Shades of Green
It has long-since been rumoured that different cactuars
Hidden in Plain Sight
exist, including an enormous, king-like version.
Catuars spend most of their day collecting water and
Additionally, gold and silver-coloured cactuars have been
minding their own business. However, a group of travelers
spotted, although many dismiss these claims as mirages.
that unwittingly stumble into their territory may find
themselves at the business end of a thousand needles. Due
to the cactuar's phenomenal swiftness, a thirsty adventurer

Cactuar Variants

The elusive gold and silver


CACTUAR
a cactuars may not be mirages,
Tiny plant, true neutral after all, but stronger versions
Armor Class: 24 (swiftness) of the regular type. Upping its
Hit Points: 54 (12d6 + 12)
hit points and dexterity –
Speed: 10ft
making it even more elusive –
STR DEX CON INT WIS CHA is a good start. A Cactuar King
6 (-2) 24 (+7) 10 (0) 10 (0) 16 (+3) 18 (+4)
is a large plant with 20
Saving Throws dexterity +11, wisdom +7 Constitution, and a needle
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities thunder attack that targets a 60-foot
Condition Immunities charmed, deafened, exhausted cone.
Skills acrobatics +11, perception +7, stealth +11
Senses darkvision 60ft., passive Perception 17
Languages none
Challenge 3 (700 XP)

False Appearance. While the cactuar remains motionless, it is indistinguishable


from a normal cactus.

Swiftness. The cactuar adds double its dexterity score to its AC.

ACTIONS
Tackle. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 11 (1d6 + 7)
bludgeoning damage.

REACTIONS
1000 Needles. When the cactuar takes 10 or more damage from an attack, it can
use its reaction to fire a stream of needles in a 60-foot line that is 5 feet wide. Each
creature in that line must make a DC 17 Dexterity saving throw, taking 55 (10d10)
piercing damage on a failed save, or half as much damage on a successful one. This
damage ignores all resistances.
CHOCOBO Chocobos
Large beast, unaligned

Armor Class 13
"KWEH!"
Hit Points 32 (5d10 + 5)
Speed 60ft. These ostrich-like, yellow-feathered companions have been
a lifeline for tired, exhausted travellers with few resources
STR DEX CON INT WIS CHA left.
12 (+1) 16 (+3) 13 (+1) 10 (0) 6 (-2) 8 (-1)

Senses passive Perception 8 Uneventful Travel


Languages -- A chocobo's bright plumage has been cited as a reason why
Challenge 1 (200 XP) monsters do not often approach them while they move.
Because of this, they have become vital for messengers
Flying Leap. The chocobo can long jump up to 35 feet, provided it has a who need to rapidly move from place to place without
running start. being attacked.
Monster Ward. While riding a chocobo, your chances of random
wilderness encounters drop by 50%.
Gysahl Gobblers
Loyal. The chocobo does not run away when faced with danger, unless Chocobos are notoriously picky eaters, preferring to eat but
told to by its rider. a single plant: Gysahl greens. While it is often grown in
cities by chocobo stables, the plant originates in dense
ACTIONS forests, which chocobos make their home.
Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9
(1d10+3) bludgeoning damage.
Birds of a Feather
While yellow is the primary and most common colour in
chocobo plumage, various different types are known to
exist, ranging in colours. They have not been widely
studied, however.
Unstoppable
Deathgaze When the deathgaze spots a target whose life it wishes to
take, it will not rest until it has caught it. If its targets drop
in altitude below its range, the deathgaze will abandon the
Soaring above the clouds, a cackling skull on great,
search temporarily, until it senses its mark has taken to the
membranous wings, the deathgaze stalks its prey. It finds
skies again.
fascination with airships, chasing them and hunting those
on board, hoping to catch unawares any victims with its
glare. Unknown Origin
There is no historical record of the deathgaze's birth or
origin. Legend states it was created by a cult of mad druids
working alongside necromancers who wished to punish
mankind for taking to the skies.

DEATHGAZE Magic Resistance. The deathgaze has advantage on saving throws against
spells and other magical effects.
Large undead, lawful evil

Armor Class 17 ACTIONS


Hit Points 152 (16d10 + 64) Multiattack. The deathgaze attacks twice with its claws
Speed 0 ft., 60 ft, fly
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 +
STR DEX CON INT WIS CHA 6) slashing damage and 9 (2d8) cold damage.
10 (0) 22 (+6) 18 (+4) 8 (+1) 10 (0) 16 (+3)
Cold Breath (recharge 6). The deathgaze exhales an icy blast in a 60-foot cone.
Saving Throws charisma +8 Each creature in that area must make a DC 17 Constitution saving throw, taking
Damage Resistances bludgeoning, piercing, and slashing from nonmagical 54 (12d8) cold damage on a failed save, or half as much damage on a successful
attacks one.
Damage Immunities cold, necrotic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, Death Gaze (1/ day). The deathgaze’s face contorts into a fearful glares. This
poisoned, unconscious glare has no effect on constructs and undead. All other creatures within 30 feet
Senses blindsight 120ft., passive Perception 10 of it that can see it must make a DC 17 Constitution saving throw. On a failure,
Languages none a creature drops to 0 hit points. On a success, a creature takes 35 (10d6)
Challenge 10 (5900 XP) psychic damage.

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

Credit - Yoshitaka Amano


Malboros
A malboro is formed when an area of forest or swamp is
inundated with pollution from a nearby source. This can be
from a city pumping sewage, remains from a wizard's
arcane research, or any other number of reasons. A malboro
can form by itself, but they can also be created by evil
druids as part of a ritual.

Loners
Malboros rarely lives with others of their kind. Their
terriorial nature means they will square off an fight any
rivals to its land. A malboro might look for fertile ground
once it has consumed all the nutrients of its own home. If a
Morbol seedling survives long enough to grow into a full
malboro, it will find its own land, never seeing its family
again.

ACTIONS
MALBORO Multiattack. The malboro makes four melee attacks, only one of which can be
Huge monstrosity (plant), unaligned a bite attack.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5)
Armor Class: 20 (natural armor) piercing damage plus 4 (1d8) acid damage. The target must succeed on a DC
Hit Points: 200 (16d12+96) 18 Constitution saving throw or be poisoned until the end of its next turn.
Speed: 30ft.
Tentacle. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10
STR DEX CON INT WIS CHA (1d8 + 5) bludegoning damage.
20 (+5) 15 (+2) 22 (+6) 3 (-3) 16 (+3) 10 (0)
Bad Breath (recharge 5-6): The malboro exhales gas in a 60ft cone. Each
Saving Throws: Strength +11, Constitution +12, Wisdom +9 creature in that area must succeed on a 20 Constitution saving throw. On a
Damage Vulnerabilities fire failure, the creature takes 45 (10d8) poison damage and is affected by at least
Damage Resistances ice, psychic one of the conditions below for 1 minute. Roll a d6 and apply
Damage Immunities poison
Condition Immunities poisoned 1. Blinded.
Senses blindsight 120ft, passive perception 18 2. Confused, as per the confusion spell.
Languages - 3. Paralyzed.
Challenge: 14 (13,000 xp) 4. Poisoned, and the target takes 2(1d4) poison damage at the start of
their turn.
Magic Resistance. The malboro has advantage on saving throws against spells 5. Unconscious, as per the sleep spell.
and other magical effects. 6. Frightened.

Nutrient Absorption. The malboro regains 20 hit points at the start of its turn. A creature who fails the saving throw by 5 or more rolls 2d6, by 10 or more
After 5 rounds, its space becomes rotten and the malboro must fully move to 3d6, and by 15 or more 4d6, taking each effect and rerolling duplicates. On a
a fresh plot of land in order to regain this feature. The land becomes difficult successful save, the creature takes half as much damage and isn't otherwise
terrain, but loses this trait and regains its nutrients 3(1d6) days after this. affected. A conscious creature can repeat the saving throw at the end of each
of its turns ending the effects on itself on a success,
Vile Presence. Due to the malboro’s poisonous presence, all beasts are
unwilling to go within 40 feet of it if they begin its turn outside of this radius. Summon Morbol Seedling (1/day): The malboro summons 4(1d6+1) Morbol
Additionally, any creature with an intelligence of 6 or lower is automatically Seedlings (medium monstrosities (plant), unaligned) in unoccupied spaces
frightened of it, can't take reactions and can use only the Dash action or try to within 100 feet of it. The Morbol Seedlings have AC 12, 40 hp, and act on
escape from an effect that prevents it from moving. If there's nowhere to initiative count 20. Each Morbol Seedling makes one bite attack on their turn.
move, the beast can use the Dodge action. Melee Weapon Attack: reach 5 ft, +5 to hit, dealing 5 (2d4) acid damage. Their
ability scores are all 10 (+ 0) and they have a speed of 25ft.
each creature appears to be visually identical to the next.
Tonberries They live in large groups, believing that safety comes in
numbers.
It is still unknown what they eat or drink, why they wear
UH... I think I have a bad feeling about this — Tidus, those robes, and where they seem to be getting all of those
Final Fantasy X. knives.

In dark, cold caves reside some of the most deadly and Long Live the King
cold-blooded monsters this realm has seen. Shrouded by a The one fact that is known by explorers that have survived
cheap brown cloak and carrying their trademark lanterns, an onslaught of these creatures, is that they appear to
Tonberries seem unassuming and harmless. But beneath worship some sort of royalty. Called the king, despite
those big yellow eyes they carry with them a rage and a lust evidence of sex, this tonberry is almost identical to others
for blood matched only by some of the worst demons of the of its kind, save for two major factors: the small golden
Abyss. crown it keeps balanced on its head, and its size - easily 9
feet tall, compared to the normal 2 feet of its subjects.
A Tonberry Cave The king also appears to have some influence over the
Tonberries live in dense cave systems purposefully smaller of its kind. Regular tonberries have an increased
designed to confuse and trap lost wanderers. Carved over speed when the king is nearby, and act much more
hundreds of years, tonberries are constantly adding new viciously.
tunnels to their complex network. These paths weave every The king lives in his own grand chamber, deep within the
which way, usually leading to ambush zones. It is network of caves. It is said to be filled with trinkets, junk,
impossible to know just how deep the web of paths goes, as and other items collected from deceased adventurers.
nobody has ever delved so deep and survived before. It is
possible that a single den of tonberries contains anywhere Endless Grudge
between one hundred and a thousand of them. Tonberries share something of a hive mind. They are
empaths, communicating through feeling what those
Frontal Assault around them feel. This connection allows the tonberries to
Tonberries, however, do not like to hide. Their lanterns, know exactly how many of their kind have been lost
which emit dim light for 5 feet around them, ensure that through violence, both over the course of a day and over
they are never truly hidden. But tonberries are not afraid, the entire history of the species.
preferring instead to make themselves known as soon as This has resulted in the creatures becoming extremely
possible, and walking slowly towards their victims. Those volatile towards outsiders to their caves, as anyone who is
who do not know the stories behind them might drop their capable of violence is a potential threat.
defenses upon seeing these small, wide-eyed little They defend themselves using grudge; an attack that
creatures. Little do they know they are walking straight to holds with it the hatred of every deceased tonberry.
their deaths.

Tonberry Life
Not much is known about the hierarchies that tonberries
adhere to. It is unclear whether tonberries have genders as
TONBERRY TONBERRY KING
Tiny abberration, true neutral Large abberration, true neutral

Armor Class: 17 (natural armor) Armor Class: 17 (natural armor)


Hit Points: 38 (15d4) Hit Points: 150 (20d10 + 30)
Speed: 5ft. Speed: 5ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 24 (+7) 8 (-2) 10 (0) 16 (+3) 14 (+2) 10 (+0) 24 (+7) 16 (+3) 10 (0) 20 (+5) 14 (+2)

Saving Throws: Dexterity +13, Wisdom +9 Saving Throws: Dexterity +15, Wisdom +13
Damage Resistances: slashing from nonmagical attacks Damage Resistances: slashing, piercing and bludgeoning damage from nonmagical
Condition Immunities: charmed, blinded attacks
Skills: Blindsight 120ft. Condition Immunities: charmed, blinded
Senses: Passive perception 18 Skills: Blindsight 120ft.
Languages: none Senses: Passive perception 23
Challenge: 5 (1800 xp) Languages: none
Challenge: 8 (3900 XP)

Pack tactics. The tonberry attacks with advantage if it is within 5 feet of an ally.
Good King: Tonberries within 120ft of the King gain an additional 25ft of
Lantern. The lantern held by the tonberry emits dim light in a 5-ft radius. IThe movement, as well the effects of being under a bless spell
tonberry can activate or deactivate at will, as a free action.
Lantern. The lantern held by the tonberry king emits bright light in a 5-ft radius, and
Magic Resistance. The tonberry has advantage on saving throws against magic dim light for a further 5 feet. The tonberry can activate or deactivate at will, as a
effects, and all damage it takes from magical effects is halved. free action.

Uncanny Dodge. When an attacker that the tonberry can see hits it with an Magic Resistance: The tonberry king has advantage on saving throws against magic
Attack, it can use its reaction to halve the attack's damage. effects, and all damage it takes from magical effects is halved..

ACTIONS
ACTIONS Chef’s Cleaver: Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 49
Chef’s Knife: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 32 (6d12 + 7) piercing damage. This damage ignores all resistances.
(10d4 + 7) piercing damage. This damage ignores all resistances.
People’s Grudge (1/ Day): When it hits a target with its Chef’s Cleaver attack, the
Everybody’s Grudge (1/ Day): When it hits a target with its Chef’s Knife attack, Tonberry King can choose to deal an additional 1d12 necrotic damage for every
the tonberry can choose to deal an additional 1d4 necrotic damage for every tonberry that has been killed since dawn by any creatures currently hostile to it.
tonberry that has been killed since dawn by any creatures currently hostile to it.
largely focused on female humanoids, which he chases
Ultros relentlessly. He tends to focus his grapple attacks for any
women in a group, and will spit acid in the face of any men
who stands between him and them. Despite this, he
THWARTED AGAIN! I feel like such a sucker. Well, considers himself a gentleman and attempts to talk like one,
kids, hate to ink and run...... but I AM an octopus! — at least at first.
Ultros, Final Fantasy VI.
Relentless Pursuer
They say an elephant never forgets, but it seems an octopus
Deep in the Lethe River, a sinister creature lurks, waiting to
holds grudges longer. Ultros will unrelentingly hunt any
attack any adventurer foolish enough to cross. Ultros the
adventurers who have crossed him and escaped (or who he
mad octopus, likely the result of a transmutation wizard's
has escaped from). He will cross countries to find his
failed experiments, calls this area home.
marks, plan ambushes, and do everything in his might to
take revenge.
Lecherous Nuisance
Ultros likes nothing more than to inconvenience those who
dare to venture near his domain. His antagonism seems

ACTIONS
ULTROS Multiattack. Ultros attacks three times. Twice with his tentacles, and once with his
Large monstrosity, chaotic evil ink.
Armor Class: 16 (natural armor)
Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 +
Hit Points: 126 (12d12 + 48)
3) piercing damage. If the target is a creature, it is grappled (escape DC 16). Until
Speed: 30ft., 60ft. swimming
this grapple ends, the target is restrained. Ultros can grapple up to two creatures.
STR DEX CON INT WIS CHA
Ink. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 12 (2d6 + 5)
16 (+3) 20 (+5) 18 (+4) 8 (-) 11 (0) 10 (0)
bludgeoning damage and the target must succeed on a DC 14 Constitution save or
be blinded for one minute. The target can attempt to repeat the saving throw at
Saving Throws dexterity +9, strength +7
the end of each of its turns.
Damage Resistances acid, cold, poison
Condition Immunities charmed, poisoned
Vitriolic Spit (Recharge – 6). Ultros spits a ball of emerald acid at a point he can
Skills acrobatics +9, intimidation +4
see within 60 feet, which explodes in a 20-foot radius. Each creature in that area
Senses darkvision 120ft., passive Perception 10
must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid
Languages Common
damage and 5d4 acid damage at the end of its next turn. On a successful save, a
Challenge 5 (1800 XP)
creature takes half the initial damage and no damage at the end of its next turn.

Amphibious. Ultros can breathe air and water. REACTIONS


Flee (1/ day). Ultros sprays ink in a 20-foot radius centered on himself and moves
Slippery: Ultros has advantage against being grappled his speed without provoking opportunity attacks. If he is underwater, the area is
heavily obscured for 1 minute, although a significant current can
Underwater Camouflage. Ultros has advantage on Dexterity (Stealth) checks disperse the ink.
made while underwater.
Thanks for reading!

Author: Basil Baradaran - basil.baradaran@gmail.com, http://basilbaradaran.net


Art: All art is © Square Enix.

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