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Table of Contents
FAUNA
Apex Primordial, p 04
Bleakmyre Basilisk, p 05
Crimsonclaw Wyvern, p 06
Elder Earth Elemental, p 07
Fire Elemental Myrmidon, p 08
Swamp Basilisk, p 09
Vencurra, the Shadow Dragon, p 10 - 11
Wyluli Weretiger Archer, p 12
Wyluli Weretiger Berserker, p 13
FLORA
Blackrot Tree, p 15
Bonebloom, p 16
Crablily, p 17
Cwyldren Tree, p 18
Glamourleaf, p 19
Mephit Reed, p 20
Shimmerfrond, p 20
Slinkroot, p 21
Sorrownest, p 22
Sorrownest Bulbpod, p 22
Spreading Sporeclaw, p 23
Writhing Razorvine Tangle, p 24
Wild Wolfsbane, p 25
Viscilid, p 25
STR DEX CON INT WIS CHA Photosynthesis. The Apex Primordial is fueled by the plant
24 (+7) 12 (+1) 22 (+6) 5 (+3) 13 (+1) 5 (-3) growth covering its body; at the beginning of each of its turns,
if it is in direct sunlight, it recovers 11 (2d10) Hit Points. If the
Apex Primordial suffers fire damage, it does not receive the
Damage Vulnerabilities Thunder benefits of Photosynthesis on its next turn.
Damage Resistances Bludgeoning, Piercing, and
Slashing damage from Nonmagical Attacks ACTIONS
Senses Darkvision 120 ft., Tremorsense 120 ft., passive
perception 11 Multiattack. The elemental makes three Slam attacks. It can
replace one attack per turn with the Rock Throw attack.
Languages Terran
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Challenge 16 (15,000 XP) Hit: 24 (4d8 + 7) bludgeoning damage.
Proficiency Bonus +5 Rock Throw. Ranged Weapon Attack: +8 to hit, reach 60 ft., one
target. Hit: 19 (3d8 +7) bludgeoning damage. On a hit, the tar-
Siege Monster. The Apex Primordial deals double get must make a DC 15 Dexterity saving throw or be knocked
damage to objects and structures. prone. In addition, every creature within 5 ft. of the target must
make a DC 15 Dexterity saving throw or take 9 (2d8) bludgeon-
Legendary Resistance (3/Day). If the Apex Primordial
ing damage and be knocked prone.
fails a saving throw, it can choose to succeed instead.
STR DEX CON INT WIS CHA Multiattack. The basilisk uses its Enchanting Glow then makes two
19 (+4) 16 (+3) 16 (+3) 4 (-3) 10 (+0) 7 (-2) attacks: one with its bite and one with its claws
Languages -- Bite. Melee Weapon Attack: +7 To hit, reach 10 ft., one target.
Hit: 14 (3d6 + 4) piercing damage plus 10 (3d6) poison damage.
Challenge 8 (3,900 XP)
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Proficiency Bonus +3 Hit: 16 (3d8 + 4) slashing damage. If the target is a large or smaller
creature, it is grappled (escape DC 14).
Amphibious. The basilisk can breathe air and water.
Stunning Flash (Recharge 5-6). The glowing paralytic sacs on the
Legendary Resistance (2/Day). If the Bleakmyre Basilisk fails a
Basilisk’s hood suddenly flash with an intense light. Each creature in a
saving throw, they can choose to succeed instead.
60-foot cone originating from the Basilisk must make a DC 13
Swamp Lord. The basilisk has evolved to rule the swamp it calls Constitution saving throw or be stunned until the end of their next
home, dominating the ecosystem. While underwater, it has ad- turn. While stunned in this way, the creature may not avert their gaze.
vantage on Dexterity (Stealth) checks and cannot be detected if it Any creature already averting their gaze when this ability is activated
isn’t moving. It also has advantage on Wisdom (Perception) checks gets advantage on the saving throw.
against any creature that enters or is within 5 ft of that body of
LAIR ACTIONS
water.
Petrifying Gaze. Any creature that can see the basilisk’s eyes and Slipstream. On initiative count 20, if no creature can see the basilisk
starts their turn within 30 feet of it automatically begins to suffer and it is within 5 ft of a body of water large enough to conceal it, it can
the effects of its petrifying gaze. The first time this happens, their make a Dexterity (Stealth) check at advantage to Disengage and slip
movement speed is cut in half. If they suffer this effect again within beneath the water’s surface undetected. If it chooses to re-emerge in
the next minute,
APPENDIX A: NEW their legs solidify and they are restrained. On a
MONSTERS a different location on its turn, all surprised creatures within 30 feet
third gaze, they are fully petrified. This petrification can be undone must make a DC 13 Wisdom saving throw to avert their eyes in time to
by greater restoration or other magic. avoid its gaze.
©2020 Dwarven Forge
BLEAKMYRE BASILISK ©2021 Dwarven Forge
60 5
CRIMSONCLAW WYVERN
Large dragon, unaligned
Languages --
ACTIONS
Languages Terran
Proficiency Bonus +3
ACTIONS
Quake. The Elder Earth Elemental strikes the ground with both
fists, and chooses a point on the ground up to 60 feet away that
it can see. A 20 foot cube originating from that point erupts in a
fountain of churned earth and stone. Each creature in that area
must make a DC 13 Dexterity saving throw. On a failure, they
take 3d12 bludgeoning damage and are knocked prone.
On a success, they take half as much damage and are not
knocked prone. Additionally, the ground in that area becomes
difficult terrain.
REACTIONS
Senses Darkvision 120 ft., passive perception 15 Bite. Melee Weapon Attack: +7 To hit, reach 10 ft., one
target. Hit: 14 (3d6 + 4) piercing damage plus 10 (3d6)
Languages -- poison damage.
Challenge 7 (2,900 XP) Claws.Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 16 (3d8 + 4) slashing damage. If the target is a
Proficiency Bonus +3 large or smaller creature, it is grappled (escape DC 14).
Amphibious. The basilisk can breathe air and water.
Saving Throws DEX +8, CON +14, WIS +10, CHA +11
Proficiency Bonus +7
Grasp of the Shadowfell (1/SR). A swarm of shadowy ten- Detect. Vencurra makes a Wisdom (Perception) check.
drils break through the ground, covering an area in thick
black smoke. Each creature within a 15-ft radius, centered Tail Attack. Vencurra makes a tail attack.
on a point Vencurra can see, must succeed on a DC 15
Wing Attack (Costs 2 Actions). Vencurra beats her wings.
Dexterity saving throw or become restrained. A creature
Each creature within 15 feet of Vencurra must succeed on a
restrained in this way by the smoke may use their action
DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeon-
to attempt to break free (see following ability to see if they
ing damage and be knocked prone. Vencurra can then fly up
have this opportunity).
to half her flying speed.
Challenge 3 (700 XP) Bite. Melee Weapon Attack: +5 to hit, range 5 ft, one
APPENDIX A: NEW MONSTERS target. Hit: 13 (2d10+3) piercing damage.
Languages --
Proficiency Bonus +2
APPENDIX A: NEW
Floral MONSTERS
Predator. The Crablily is made for hunting in
dense forests and swamps and is unaffected by difficult
terrain in these biomes. While in an area of heavy plant
growth, it has advantage on Dexterity (Stealth) checks to
hide from prey, as well as Perception (Survival) checks to
hunt them.
ACTIONS
Charming Conversationalist. The Glamourleaf can communicate This damage starts at 12 (3d6) Force damage, but
telepathically with any creature within 60 feet. At any point in the increases by 4 (1d6) for every level of spell slot the
conversation, the Glamourleaf can attempt to charm its target into Glamourleaf had absorbed; for example, a second-level spell
sitting at its feet if they fail a DC 15 Charisma saving throw. On a slot would increase the damage by 8 (2d6) Force damage.
success, the target knows the Glamourleaf is attempting to charm
them, but is still susceptible to further attempts.
Spore Cloud. The Mephit Reed is filled with thick spores that
crafty hunters have learned to use to their advantage. If the
Mephit Reed is physically struck, it bursts open, releasing a
cloud of fragrant spores that obscure a 15-foot diameter sphere
around the plant. Any creature inside has advantage on Dexterity
(Stealth) checks to hide, and any attacks against a creature in the
cloud have disadvantage.
The Mephit Reed and the spores within are also highly
combustible; if touched by fire, they explode. Any creature
within 15 feet of an intact Mephit Reed or within the spore cloud
when it erupts must make a DC 12 Dexterity saving throw. On a
failure, they take 10 (3d6) fire damage. On a success, they take
half as much damage.
SHIMMERFROND
Medium plant, neutral
Languages --
ACTIONS
APPENDIX A: NEW MONSTERS
Languages --
Languages --
Proficiency +3
ACTIONS
VISCILID
Small plant, neutral
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